VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=PikaCommando;52013397]Knowing most FPS players (such as my past self), people would be bored and bunnyhop around like a horny rabbit, waiting for the scripted sequences to finish while mentally blocking out what the NPCs are saying to get a gun as soon as possible.[/QUOTE]
I think you're confusing people that play Synergy with the original players of HL2. When HL2 came out, it was graphically amazing and was enough to get players like me to really stop and take notice how much more design and intricacy could be put into maps and environments.
Even in your argument, though, Valve made a point of never taking you fully out of control of Gordon. Even if you didn't care for the exposition, you could teleport props around the lab until you blew up the teleporter in klab. You could dick around with the Xen crystal or talk to the vort in eli's lab. The only time you were really forced to sit and watch exposition was when you were in the pod tram, and even that was by design - your captivity is deeply reinforced by that freedom being taken away.
If you can get that into a scenario like he's talking about, then people probably won't complain.
[QUOTE=Sonador;52013431]I think you're confusing people that play Synergy with the original players of HL2. When HL2 came out, it was graphically amazing and was enough to get players like me to really stop and take notice how much more design and intricacy could be put into maps and environments.
Even in your argument, though, Valve made a point of never taking you fully out of control of Gordon. Even if you didn't care for the exposition, you could teleport props around the lab until you blew up the teleporter in klab. You could dick around with the Xen crystal or talk to the vort in eli's lab. The only time you were really forced to sit and watch exposition was when you were in the pod tram, and even that was by design - your captivity is deeply reinforced by that freedom being taken away.
If you can get that into a scenario like he's talking about, then people probably won't complain.[/QUOTE]
ep1 intro tho
it bothers me so much how manhack arcade got cut
its such a perfect concept i love the idea
imagine if you got to play the arcade game for a bit while walking around c17 initially, then you come to realize the horrible truth... and then imagine if you actually spent 3 hours with that minigame beforehand....
aw shit what a missed opportunity
it could even be a metaphor for how addicted people can get to these sorta things without caring for the consequences, like you got the elite hardcore c17 civilians who do nothing but speedrun manhack arcade daily
[QUOTE=tupacman;52013607]it bothers me so much how manhack arcade got cut
its such a perfect concept i love the idea
imagine if you got to play the arcade game for a bit while walking around c17 initially, then you come to realize the horrible truth... and then imagine if you actually spent 3 hours with that minigame beforehand....
aw shit what a missed opportunity
it could even be a metaphor for how addicted people can get to these sorta things without caring for the consequences, like you got the elite hardcore c17 civilians who do nothing but speedrun manhack arcade daily[/QUOTE]
I like the idea too but I can definitely see why it was cut. "So these dudes took over our planet and subjected us to totalitarian rule and made our air nigh-unbreathable, but oh look! They were nice enough to give us free videogames! Surely there isn't any malicious intent behind this!" The metaphor intepretation is actually a really good way of approaching it
[QUOTE=tupacman;52013607]it bothers me so much how manhack arcade got cut
its such a perfect concept i love the idea
imagine if you got to play the arcade game for a bit while walking around c17 initially, then you come to realize the horrible truth... and then imagine if you actually spent 3 hours with that minigame beforehand....
aw shit what a missed opportunity
it could even be a metaphor for how addicted people can get to these sorta things without caring for the consequences, like you got the elite hardcore c17 civilians who do nothing but speedrun manhack arcade daily[/QUOTE]
They might of scrap that out, because they might of thought it was silly to to make an giant ass dreamcast controller for citizens, involving killing their own people while thinking it's just an arcade game.
I wouldn't blame them, sadly.
[QUOTE=Dindex]Above thing[/QUOTE]
I get where Valve is coming from to scrapping everything. But the ideas and concepts are still cool though, and finding ways to justify them in a way that's all dark and moody and symbolism and then making something that shows that is part of the fun.
[QUOTE=Sphoonerino;52012903]One really weird thing I noticed is that in this [URL="http://pastebin.com/NsgPqNQh"]list[/URL] is that there are a bunch of maps edited [I]after[/I] 2007. For some reason the year 2008 is completely skipped, but from 2009-2013, there are a total of 29 post-ep2 maps. These maps are:
[/QUOTE]
The editor build number encodes the build date of the Hammer editor that was last used to edit the map (last saved the map) - therefore it's only reliable for maps that were worked on inside Valve (their process updates Hammer every 2-3 days).
Looking at the dates above, the date of 28/11/2012 (build 5879) comes up multiple times - I think this might be a hint that someone has edited or messed around with this map map using a 2012 hammer. A way to check this theory would be taking build numbers from all the known Source SDK hammer versions and checking against that list. I'm going to compile a list of build numbers for editor versions that I know.
In other words, maps with date of "28/11/2012" probably don't retain their original dates due to someone re-saving them. The maps from 2013 are interesting though, they seem to be maps that were worked on a lot (6400+ and 3100+ different iterations! E.g. this map was saved and re-loaded many-many times).
I think in the game it wouldn't look as if you were hurting citizens. It could even be touted as propaganda. Fighting an alien race resisting the Combine through a remote controlled machine.
The Arcanre would be guarded, and anyone going in and out would need authorization.
And playing the game is not only entertaining, but it provides additional rations as it's providing service to the Combine.
Then later you discover the alien race resisting the Combine was actually the Human resistance, and what looked like Aliens on the screen were resistance fighters.
I think it's plausible if it's done that way.
I don't think it's plausible for any Combine propaganda depicted in the storyline revisions we know to work anyway (and it obviously didn't work as it took mostly a single man just a week to capture the capital of the Combine on Earth and shut down the suppression field).
Strong real-life authoritarian societies are built on strong support of the leaders and things like national interests defined by the leaders (like #CrimeaIsOurs). In Half-Life 2, there's even nothing like the Though Police that would maintain the indifferent-to-positive attitude of the people towards the government.
There are only three feelings that ordinary humans in Half-Life 2 display: anger, sadness and boredom. Nobody has any fun that would distract the people from being the last generation due to the suppression field, from frequent raids and killings. There's no competitive aspect like the five-year plans in the USSR in the human life in Half-Life 2. There's even no reason for street gangs to exist because nobody is getting more food or other goods than others.
The Manhack Arcade is simply too primitive to fulfill the need for fun and competitiveness even a little bit when there are even no TV channels apart from the constant Breencast. And it would take the people a lot less than 10-20 years to understand what the Arcade actually is - considering everyone sees that all the Combine does is killing people it'd be pretty obvious.
All the anger of the people would be directed at the Combine, invariably. There's no way the propaganda or even the society shown in Half-Life 2 is plausible at all. Even if people totally become animals like ISIS or Ukrainian nationalists, the Combine would be their most obvious target. While the storyline of Half-Life is totally awesome, there are aspects that are quite exaggerated or simplified and shouldn't really be taken seriously - in the storyline of any game, not just Half-Life. The Combine doesn't need to create any oppressive society at all if they just want to take all the resources and make the Earth population extinct - though they would build a normal authoritarian society if they wanted to take human technology.
Yo anyone wanna take over [url]https://valvearchive.btr.pm/[/url] ?
[QUOTE=x8BitRain;52014262]Yo anyone wanna take over [url]https://valvearchive.btr.pm/[/url] ?[/QUOTE]
Why are you giving it away? For media, it works fine already, but builds shouldn't be hosted on a centralized server anyway.
An updated dataset, now includes Portal 1 VMF's and X-Box 360 HL2 retail VMF's, as well as few corrected maps from WC map pack (some of them were re-saved in my version and had wrong build number): [URL]http://pastebin.com/Ci8q2q4R[/URL]
And just for curiosity, here's the plot of all map versions against the map date (via editor build):
[img]http://i.imgur.com/wPenuO0.png[/img]
It more or less illustrates how much work was done and when
[QUOTE=Triang3l;52014268]Why are you giving it away? For media, it works fine already, but builds shouldn't be hosted on a centralized server anyway.[/QUOTE]
I don't like being threatened with legal action because I've got copies of 10 year old maps.
Valve told us to take down the best folder we have on the archive too, and they haven't responded to any requests of reconsideration so I don't really think I want to keep managing it now that we're in the spotlight and that we can't host easily some of the coolest stuff from valve games.
[QUOTE=Hell-met;52013487]ep1 intro tho[/QUOTE]
Yeah, and the gman intro/outros, and the [sp]eli murder scene[/sp] and a bunch of others. I agree it's not absolute, but even then Valve still leads the line in FPS storytelling and not totally hamstringing the character's control.
If you can follow that model, you'll do well, especially well considering most other mods I've played have totally-removed-from-player cutscenes at some point.
Hell, my to date favorite EP2 mod, Research and Development, does it.
[QUOTE=BlackPhoenix;52014279]An updated dataset, now includes Portal 1 VMF's and X-Box 360 HL2 retail VMF's, as well as few corrected maps from WC map pack (some of them were re-saved in my version and had wrong build number): [URL]http://pastebin.com/Ci8q2q4R[/URL]
And just for curiosity, here's the plot of all map versions against the map date (via editor build):
[img]http://i.imgur.com/wPenuO0.png[/img]
It more or less illustrates how much work was done and when[/QUOTE]
Sooo... they're making newer maps with older editor? Or what? What are those late 2012 maps with low versions?
[QUOTE=x8BitRain;52014309]I don't like being threatened with legal action because I've got copies of 10 year old maps.
Valve told us to take down the best folder we have on the archive too, and they haven't responded to any requests of reconsideration so I don't really think I want to keep managing it now that we're in the spotlight and that we can't host easily some of the coolest stuff from valve games.[/QUOTE]
God that sucks for y'all. Do we know many other archives are getting taken down?
Man I sure hope this doesn't effect any legitimate mod projects who are trying to get ahold of some older assets
I kept on telling people you can't just release stuff from the repo without consequences, but nobody listens to me.
[QUOTE=Cvoxalury;52014376]Sooo... they're making newer maps with older editor? Or what? What are those late 2012 maps with low versions?[/QUOTE]
The date only reflects last time the file was edited (which editor it was edited with). Most EP1 maps were edited and retouched after EP1 release, but virtually all changes stop just before EP2/Orange Box release. The graph indicates there was a lot of work progressing on same maps up to HL2 release and up to EP2 release. It also indicates which chunks of maps we're missing (assuming Valve artists never stopped working on something, there should have been small test maps and older versions belonging to a large variety of dates)
There are very few maps edited afterwards and I think the ones that are there might be result of someone re-saving the map while looking around the map pack (or something). I don't have a database of build numbers for publicly released versions of Source SDK so I can't tell.
For example, these are the maps from late 2012:
[code]ep1-ep2_vmfs\ep2\maps\experiments\instances\spawn_player_with_items.vmf
ep1-ep2_vmfs\ep2\maps\experiments\instances\dead_slump_zombie.vmf
ep1-ep2_vmfs\ep2\maps\experiments\z_test_case_1.vmf
ep1-ep2_vmfs\ep2\maps\experiments\ep2_outland_10_clean.vmf
ep1-ep2_vmfs\ep2\maps\experiments\instances\spawn_zombie_slump_a.vmf
ep1-ep2_vmfs\ep2\maps\experiments\ep2_outland_12_clean.vmf
ep1-ep2_vmfs\ep2\maps\instances\outland_building_large_01.vmf
ep1-ep2_vmfs\ep2\maps\experiments\instances\spawner_resupply_crate.vmf
ep1-ep2_vmfs\ep2\maps\experiments\instances\door_spawn.vmf
ep1-ep2_vmfs\ep2\maps\instances\outland_building_medium_02.vmf
ep1-ep2_vmfs\ep2\maps\experiments\dog_gates_canyon.vmf
ep1-ep2_vmfs\ep2\maps\experiments\ep2_outland_10_remix_dark.vmf
ep1-ep2_vmfs\ep2\maps\experiments\instances\spawner_headcrabs_single.vmf
ep1-ep2_vmfs\ep2\maps\experiments\arena_1.vmf
ep1-ep2_vmfs\ep2\maps\instances\outland_building_medium_01.vmf
ep1-ep2_vmfs\ep2\maps\experiments\instances\spawner_combine_squads_radius.vmf
ep1-ep2_vmfs\ep2\maps\experiments\ep2_outland_06a_clean.vmf
ep1-ep2_vmfs\ep2\maps\experiments\instances\spawn_zombie_slump_b.vmf
ep1-ep2_vmfs\ep2\maps\experiments\instances\crate_spawn.vmf
ep1-ep2_vmfs\ep2\maps\experiments\dog_gates_hub.vmf
ep1-ep2_vmfs\ep2\maps\experiments\instances\spawner_combine_and_manhack_squads_radius.vmf
ep1-ep2_vmfs\ep2\maps\experiments\instances\spawner_zombies_radius.vmf
ep1-ep2_vmfs\ep2\maps\experiments\dog_resource_gathering.vmf
ep1-ep2_vmfs\ep2\maps\experiments\ken_resource_gathering.vmf[/code]
I think most likely these 'out of family' maps just reflect someone inspecting this leak and saving files over without thinking too much about it.
[b]To clear things up[/b] map version is merely a reflection of how much they worked on each map. Map version literally means "number of times this map was saved over" (except in the very very oldest maps where 'mapversion' was set to 400 and meant version of Worldcraft editor, 400 being "4.00" aka Hammer).
Half of these maps refuse to compile without my CPU being fucked :v:
Could anyone instruct me on how to compile those maps for the SPB? I just can't get it to work, and maybe if someone told me step by step on how to do it, i'd be thankful.
[QUOTE=BlackPhoenix;52014431]
[b]To clear things up[/b] map version is merely a reflection of how much they worked on each map. Map version literally means "number of times this map was saved over" (except in the very very oldest maps where 'mapversion' was set to 400 and meant version of Worldcraft editor, 400 being "4.00" aka Hammer).[/QUOTE]
Ah, right. I got this mixed with editor version. Thanks for clarification.
Ok, so I see that my Indusrtial map has a mapversion of 15802. Means I saved it 15802 times, right? Damn.
[QUOTE=Cvoxalury;52014590]Ah, right. I got this mixed with editor version. Thanks for clarification.
Ok, so I see that my Indusrtial map has a mapversion of 15802. Means I saved it 15802 times, right? Damn.[/QUOTE]
Yup! The number gets incremented by 1 every time VMF is written by hammer. This provides for an interesting way to track how much time and effort was spent on the map relative to others.
Also, I've extracted all material, model and sound references from the VMF files. I'm going to cross-check those with lists of files from retail HL2 and other things to see if there's any interesting missing content. For now, here's a dataset of all skyboxes used by all maps in the set: [url]http://pastebin.com/DG7L0Tw4[/url] (though it doesn't reveal anything useful just by itself)
[QUOTE=tupacman;52013607]it bothers me so much how manhack arcade got cut
its such a perfect concept i love the idea
imagine if you got to play the arcade game for a bit while walking around c17 initially, then you come to realize the horrible truth... and then imagine if you actually spent 3 hours with that minigame beforehand....
aw shit what a missed opportunity
it could even be a metaphor for how addicted people can get to these sorta things without caring for the consequences, like you got the elite hardcore c17 civilians who do nothing but speedrun manhack arcade daily[/QUOTE]
For the idea to fully work in the context, Half-Life 2 would have to be WAY more satire-based. Less 1984, more Brave New World/Brazil.
Otherwise it just looks out of place in a dark, totally-shit-is-fucked-serious, depressed world.
[QUOTE=tupacman;52013607]it bothers me so much how manhack arcade got cut
its such a perfect concept i love the idea
imagine if you got to play the arcade game for a bit while walking around c17 initially, then you come to realize the horrible truth... and then imagine if you actually spent 3 hours with that minigame beforehand....
aw shit what a missed opportunity
it could even be a metaphor for how addicted people can get to these sorta things without caring for the consequences, like you got the elite hardcore c17 civilians who do nothing but speedrun manhack arcade daily[/QUOTE]
As someone who tried desperately to fix it, I can tell you: this shit wouldn't have worked. Just from the technical point. The entity is bugged to all hell and more. Good thing they cut it and didn't give us a buggy, half-finished thing that's neither subtle nor very smart. That's, like, an easy way to create something horrific.
So yeah, I'm with the camp of people who aren't too sad it was cut.
Plus, Gordon Freeman is supposed to be an icon and a savior but he's also a murderer, with this scenario?
[QUOTE=BetaMan;52007591]Guys are we missing this map? [IMG]http://puu.sh/uX09X/e6279b3511.jpg[/IMG][/QUOTE]
Appears to be ep2_trailer_07. Luckily, Hunter model still has the animation used here.
The map itself looks different, though; most notably, it has a bunker behind the Hunter that is nowhere to be seen in the trailer.
EDIT: ep2_demo_01, ep2_demo_02, etc are meant for the final game, don't bother porting them over to SPB. They have nothing of interest; like I stated earlier, they're just snippets from the final game meant for some sort of press demo.
Perhaps the next person to make an archive like ValveArchive should remain anonymous?
[QUOTE=PikaCommando;52014726]Perhaps the next person to make an archive like ValveArchive should remain anonymous?[/QUOTE]
Remaining anonymous in this kind if situation is kind of hard.
It'd be easier to stay anonymous by making a torrent.
[QUOTE=Cvoxalury;52014675]Plus, Gordon Freeman is supposed to be an icon and a savior but he's also a murderer, with this scenario?[/QUOTE]Considering the number of scientists I've killed in HL1... yes.
[QUOTE=DONOTWANT;52014834]It'd be easier to stay anonymous by making a torrent.
Considering the number of scientists I've killed in HL1... yes.[/QUOTE]
Stop attacking, immediately!
[url]http://www.mediafire.com/file/d1z22vdd3uf3okd/HL2EP2EP1WCMAPPACKCOMPILED.zip[/url]
Compiled all the EP1/EP2 WC Mappack maps. Or, most of them... Two or three of them won't compile, but you're welcome to try yourself. Enjoy!
[QUOTE=ChubbyDash;52015281][url]http://www.mediafire.com/file/d1z22vdd3uf3okd/HL2EP2EP1WCMAPPACKCOMPILED.zip[/url]
Compiled all the EP1/EP2 WC Mappack maps. Or, most of them... Two or three of them won't compile, but you're welcome to try yourself. Enjoy![/QUOTE]
Question, was VIS set to normal or fast when you were compiling them?
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