Half-Life 2 - Unused Visgroups/Trainstation
Contents
- 1 d1_trainstation_01
- 2 d1_trainstation_02
- 3 d1_trainstation_03
- 4 d1_trainstation_04
- 5 d1_trainstation_05
- 6 d1_trainstation_06
- 6.1 rope track 1 through 4
- 6.2 _train trigger hurt
- 6.3 power lines
- 6.4 _first cop rush trigger
- 6.5 _second ladder
- 6.6 _better traincar
- 6.7 _third traincar
- 6.8 _third ladder
- 6.9 _enemyfinders
- 6.10 _foot ladder
- 6.11 1 object
- 6.12 _first ladder
- 6.13 _scrap footladders
- 6.14 _chain link strut things
- 6.15 _old struts
- 6.16 _1st boxcar stairs
- 6.17 _exploding barrel
- 6.18 _old transition stuff
- 6.19 _hallucination stuff
- 6.20 _barney ivy
The trainstation chapters, in comparison to others, have a moderate number of visgroups. They aren't disappointing, though.
d1_trainstation_01
The first of many maps. A few oddities, but nothing major.
BarneyIntro_Placeholder
Appearing in the checkpoint where Barney first meets the player, it was used for testing this sequence. It uses an advance info_player_start
and a few entities meant to begin Barney's sequence.
Trivia
- One of the used visgroups is named "
anti-jackass player clips
". - The usual "
_removed by art team
" is active, but nothing seems to be tied to it.
d1_trainstation_02
In contrast to the conservative d1_trainstation_01, there are a much greater number of unused visgroups.
_old_fillerlights
A set of four grey lights in the food dispensary area before the player exits onto the plaza. They appear to have been placeholders from before later lighting was added.
_old_combine platform
A brush-based metallic platform in the trainstation plaza.
_old_delicounter
Two sets of counter props.
_upper fire escape
A fire escape further up, matching the one the player uses to get over the fence.
_shield buzz
A trigger_multiple
and two ambient_generic
s that serve seemingly the same role as the lone ambient_generic
s in the final version.
_hanging hallway lights
Two sets of lanterns attached to the sides of the doors to the plaza.
_padlock
A padlock on a door in the hallway prior to the "pick up the can" scene. This padlock is instead brought over through the level transition from d1_trainstation_01.
check_for_problems_cleanup
Two sets of trigger_multiple
entities that tell a removed entity referred to as "plaza_right_side
" to open. This seems to be a leftover from the Leak version of the map, where gates were present between the triggers.
_shield glows
Two env_lightglow
s affixed to either side of the left Combine gate in the main plaza.
_obsolete logic autos
An unused logic_auto entity.
_other extra dumpster
A dumpster on the other side of the fence the player drops onto. Overlaps with a crate prop.
_extra shield layer
An odd Combine shield brush placed well outside of the checkpoint.
Trivia
- There is a used visgroup called "extra dumpster", which unlike its "other" counterpart made it into the final version.
- These is no "removed by art team" visgroup present.
d1_trainstation_03
Relatively uninteresting, though with some minor points of note.
_Raid_playerstart
A info_player_start
and logic_auto
shortly before the first apartment hallway.
_DoorBracer_PStart
The same entities, at the start of the second stairwell during the beginning of the metrocops' intervention.
d1_trainstation_04
Nothing significant.
d1_trainstation_05
_not visible buildings
Several, as the title states, not visible buildings to the left of the player in Kleiner's courtyard. Despite this, the nodraw on their surfaces implies someone thought they were visible from that angle.
d1_trainstation_06
Unlike most of the previous maps, d1_trainstation_06 has a wide variety of visgroups, both insignificant and noteworthy.
rope track 1 through 4
Four separate sets of two cables running lengthwise along the railway. This can be found used on d1_trainstation_01.
_train trigger hurt
Several trigger_hurt entities for both a used and removed train.
power lines
Four sets of lines running from the skybox to the trainstation.
_first cop rush trigger
Two sets of triggers, one of them hidden. The unused trigger_once points to several obsolete targetnames.
_second ladder
An unused ladder that serves the same role as the traincar in allowing the player to get over the fence.
_better traincar
A floating brush-based traincar. It is used fairly early on, and has a lot of similarities to the "refugee traincar" the player encounters in the next map.
_third traincar
A similarly-positioned floating traincar, with different textures. A modified version of it is used to get the player over the fence.
_third ladder
Another ladder a slight distance away from "_second ladder" that goes up the opposing train.
_enemyfinders
Four npc_enemyfinder
entities.
_foot ladder
A short step ladder. A rotated version of it is used to enter the brush-based train the player uses to exit the trainyard.
1 object
A train model in the same position as the later brush-based train.
_first ladder
Another climbable ladder. Unlike the others, it is not placed against a train.
_scrap footladders
Two brush-based footladders that are fairly close together. They have very similar positioning to their used counterpart.
_chain link strut things
Several prop_static
s that apparently were used for the struts of the bridge. They refer to a cut model, "interior_fence_003c.mdl", which can be found in the 2003 leak.
_old struts
An earlier version of the struts present on the bridge with a different texture. This can be found used on d1_trainstation_01.
_1st boxcar stairs
Another brush-based footladder. It overlaps with a few plastic crates.
_exploding barrel
A sequence meant to tell nearby metrocops to shoot the explosive barrel, detonating it.
_old transition stuff
A health charger, landmark, and level transition trigger. The used trigger is placed earlier on the path.
_hallucination stuff
Several textures have imported from the Leak in order to better present what this may have been.
A cut "hallucination" sequence placed within a small room. Four func_tracktrain
s are present, with differing numbers as filenames - 1, 8, 15, 17. The leftovers of it within the visgroup appear to be incomplete, as there is no clear reason for the gaps in numbers, and all of them refer to a "imagetrack1" which is not present.
It would seem that the player would have the "hallucinations" rush past him, and be returned to what was actually happening.
_barney ivy
A plant decal placed on Barney's ledge. It retail, it is effectively replaced by a model.
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