Half-Life 2 - Unused Visgroups/Trainstation
- 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.
The first of many maps. A few oddities, but nothing major.
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.
- 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.
In contrast to the conservative d1_trainstation_01, there are a much greater number of unused visgroups.
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.
A brush-based metallic platform in the trainstation plaza.
Two sets of counter props.
_upper fire escape
A fire escape further up, matching the one the player uses to get over the fence.
trigger_multiple and two
ambient_generics that serve seemingly the same role as the lone
ambient_generics in the final version.
_hanging hallway lights
Two sets of lanterns attached to the sides of the doors to the plaza.
A padlock on a door in the hallway prior to the "pick up the can" scene. In retail, the door is still unable to be opened despite the lack of any visible hindrance.
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.
env_lightglows 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.
- 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.
Relatively uninteresting, though with some minor points of note.
logic_auto shortly before the first apartment hallway.
The same entities, at the start of the second stairwell during the beginning of the metrocops' intervention.
_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.
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.
_train trigger hurt
Several trigger_hurt entities for both a used and removed train.
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.
An unused ladder that serves the same role as the traincar in allowing the player to get over the fence.
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.
A similarly-positioned floating traincar, with different textures. A modified version of it is used to get the player over the fence.
Another ladder a slight distance away from "_second ladder" that goes up the opposing train.
A short step ladder. A rotated version of it is used to enter the brush-based train the player uses to exit the trainyard.
A train model in the same position as the later brush-based train.
Another climbable ladder. Unlike the others, it is not placed against a train.
Two brush-based footladders that are fairly close together. They have very similar positioning to their used counterpart.
prop_statics that apparently were used for the struts of the bridge. They refer to a cut model, "interior_fence_003c.mdl".
An earlier version of the struts present on the bridge with a different texture.
_1st boxcar stairs
Another brush-based footladder. It overlaps with a few plastic crates.
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.
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_tracktrains 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.
A plant decal placed on Barney's ledge. It retail, it is effectively replaced by a model.
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