• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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Any more interesting wasteland stuff in there?
[QUOTE=DankParrot;52005025]hey guys its christmas [url]https://dankparrot.xyz/maps.7z[/url] original link because bun is a nub: [url]http://www.mediafire.com/file/otpv0b626csv8tl/ep1_ep2_vmf.7z[/url][/QUOTE] Holy shit lol. Some good stuff in here, I always wanted to see Lost Coast beta stuff. Who did you meet at 6:05 behind the stadium to get this shit?
I should mention that my source for these (who will remain anonymous) requested me to release them. This was not my decision to go against anyone's wishes that I knew of.
[QUOTE=DankParrot;52005312]I should mention that my source for these (who will remain anonymous) requested me to release them. This was not my decision to go against anyone's wishes that I knew of.[/QUOTE] [sp]Gorillions of dollars lost /s[/sp]
So styleguide_ravenholm_01 in episodic\maps\personal\gautam is interesting. [img_thumb]http://i.imgur.com/TSz7Smm.jpg[/img_thumb] [img_thumb]http://i.imgur.com/Du3CSIt.jpg[/img_thumb] [img_thumb]http://i.imgur.com/qUVnsRu.jpg[/img_thumb] Development clearly postdates EP1 as it uses episodic props and is made by Gautam Babbar, who only has development credits on the two episodes. I'm guessing it has something to do with the "Episode Four" game. Probably as a reference point made by Valve for Arkane Studios to follow. At least I cannot imagine any other context in which this map might have been made, given it's name. Interestingly, the map is set in the winter as the missing ground textures are all snow blends and it uses the snowy EP1 pine trees. The map also has Combine APCs in the streets. There are a couple of missing models like a gondola (apparently also a type of freight car and not just Venetian boats) and fuse boxes. There is also what appears to be two broken NPC entities: ravenholm_npc_mueller ravenholm_npc_scooter Hopefully I haven't repeated, or contradicted, something we already know. edit: [QUOTE=Hybrid 4F;52006274]Nope. It looks like the map is from the cancelled Half-Life 2 episode which was being developed by Junction Point Studios. [url]http://combineoverwiki.net/wiki/Junction_Point_Studios[/url] * JPS prefix is used by some entities. * Some entities have fields called magnet and magnetization. Junction's game was to have a new tool called the magnet gun.[/QUOTE]
You should patch up the map and compile it so we can experiecne it in good ol half-life
[QUOTE=Maxx 5.0;52005053]Looks like OddDoc's and a few others services are no longer needed as we have everything now.[/QUOTE] [sp]Thank God! C: [/sp]
[QUOTE=Exploders;52005693]You should patch up the map and compile it so we can experiecne it in good ol half-life[/QUOTE] I can give it a shot. It's mostly .vmt-work though. Also, there's a new tooltexture called "TOOLSBLOCK_MAGNET", used on a fence door.
Come back to this thread and i get a boner from all of this awesome content
Now the main question, is this generally worth using? Or they will give a cap of Monomakh?
[t]http://i.imgur.com/Mumj61s.jpg[/t] ep2_trailer_05, "too-sweet ride" visgroup :v
[QUOTE=ChadMcGoatMan;52003681]Very clearly if you clearly look on boxes and windows.[/QUOTE] Boxes are the same, windows are missing because when you buildcubemaps any removable object is not shown on the cubemap
[QUOTE=HGrunt;52005927][t]http://i.imgur.com/Mumj61s.jpg[/t] ep2_trailer_05, "too-sweet ride" visgroup :v[/QUOTE] [QUOTE][IMG]https://pp.userapi.com/c836422/v836422690/5adc4/2b_G515mzrY.jpg[/IMG][/QUOTE] [B]Catapult ready, my Lord![/B] [I]shorts_SaintOlga.vmf[/I] Also noticed that all missing models and textures on this map are referred to use "ATI_2004" folder in their file paths.
[QUOTE=HGrunt;52005927][t]http://i.imgur.com/Mumj61s.jpg[/t] ep2_trailer_05, "too-sweet ride" visgroup :v[/QUOTE] Sweet Christ this is quite advanced technology that we are dealing with here
[QUOTE=HGrunt;52005927][t]http://i.imgur.com/Mumj61s.jpg[/t] ep2_trailer_05, "too-sweet ride" visgroup :v[/QUOTE] I cant see this taking anyone to hawaii
[QUOTE=Chrille;52005736]I can give it a shot. It's mostly .vmt-work though. Also, there's a new tooltexture called "TOOLSBLOCK_MAGNET", used on a fence door.[/QUOTE] Also: npcs have new keyvalue : magnetization, set to 1.0. It definitely has to do with some sort of magnet gun gimmick. Also: a lot of things are hidden in the map(try "Show" button in the VisGroups panel on the left), and some things are just plain not there, like watertower entity, whatever that thing was. It does appear that the map was cut out of larger map, judging by overlays and entities hanging out in the void in shape of streets.
[B]CONFIRMED?[/B] [QUOTE][IMG]https://pp.userapi.com/c836422/v836422690/5adfc/U5nbUKmKKuI.jpg[/IMG][/QUOTE]
I dug up ep2_intro and compiled it. [video]https://youtu.be/rqMUBj9axVE[/video]
-snip, nvm-
[QUOTE=Nicknine;52006169]Both links to EP1/EP2 mappack are dead, anyone got a mirror?[/QUOTE] [URL="https://vk.com/doc329853216_443591312?hash=62dd8867277a36912a&dl=48b64602d433546720"]Here we go[/URL]
So has anyone checked out ep2_demo maps already? Those were used in Gameplay Trailers, most notably ep2_demo_strider is the scrapped final battle.
[QUOTE=OddDoc;52006085][B]CONFIRMED?[/B][/QUOTE] Nope. It looks like the map is from the cancelled Half-Life 2 episode which was being developed by Junction Point Studios. [url]http://combineoverwiki.net/wiki/Junction_Point_Studios[/url] * JPS prefix is used by some entities. * Some entities have fields called magnet and magnetization. Junction's game was to have a new tool called the magnet gun.
[QUOTE=Hybrid 4F;52006274]Nope. It looks like the map is from the cancelled Half-Life 2 episode which was being developed by Junction Point Studios. [url]http://combineoverwiki.net/wiki/Junction_Point_Studios[/url] * JPS prefix is used by some entities. * Some entities have fields called magnet and magnetization. Junction's game was to have a new tool called the magnet gun.[/QUOTE] [I]-snip- [I]misunderstanding[/I][/I]
[t]http://i.imgur.com/uMjch58.jpg[/t] [t]http://i.imgur.com/zn3CkP4.jpg[/t] A trainyard of sorts hidden in ep2_outland_08_chopper. The player needs to move around hopping between trains, turn the power on which activates the 3rd rail and helps with eradicating the zombies, then control a traincar, switch its track, and use it to break through a barricade.
[QUOTE=HGrunt;52005927][t]http://i.imgur.com/Mumj61s.jpg[/t] ep2_trailer_05, "too-sweet ride" visgroup :v[/QUOTE] I wonder what that was supposed to be. Maybe an early version of the muscle car? Interesting design.
[I]styleguide_desctroyed_citadel.vmf[/I] [QUOTE][video=youtube;4aI43hNcH1c]https://www.youtube.com/watch?v=4aI43hNcH1c&feature=youtu.be[/video][/QUOTE]
[QUOTE=OddDoc;52006428][I]styleguide_desctroyed_citadel.vmf[/I][/QUOTE] Is this supposed to happen or is this just something Valve forgot to fix with the outputs/inputs?
[QUOTE=BlackSnow;52006462]Is this supposed to happen or is this just something Valve forgot to fix with the outputs/inputs?[/QUOTE] Looks like they forgot, I could see it lagging down tech available at the time, pretty cool looking tho.
There are maps called ep2_demo_01, ep2_demo_02, etc which are pretty much snippets from the final game and there are transitions between them, too. It appears these were meant for a public demo of EP2 that was never released. EDIT: Could be a demo meant for press.
Hey thats cool it also has all of the ep2_demo_* maps that were in the first few trailers. [video=youtube;1DRezXrjATA]https://www.youtube.com/watch?v=1DRezXrjATA[/video] Sadly since we have tons of missing ep2 beta assets we can't see most of the stuff in these older maps.
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