• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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I present you: the most intense half-life 2 gameplay we probably ever played: hdrtest - a "beta" lost coast map that while it's an old work in progress state map it comes with a stronger Combine and Gunship AI. A dark monastery might not be everyone tastes and needed to be completed but it's playable anyway, who isn't afraid of playing in the dark. It begins further away from the monastery than retail lost coast. You start with: gravity gun, pistol and 90 of pistol ammo then you grab the crowbar and face a tram-boat. Due to missing models the boat doesn't move but the mechanism works and a piece of wood that is constrained ends up glitching when the tram on the top gets farther. Breaking one of the woods on the back makes the boat usable and then you can drive manually with your player movement based-physics. There’s an island with two crates. You can get ammo for weapons you don't have there, first loot. then arrive at the port where the tram ends with the same boat technique or swim after removing trigger_waterydeath) then an easier puzzle shows up where you put the long wood piece to form a small bridge, now you meet the fisherman, retail scenes except for the following boat puzzle with the ship wreck, you can find the 357 here like retail, no progression can be made because of a brush (a fourth model of the shipwreck parts is missing), workaround by going to the left of the ship or backwards then right U turn, be careful of leeches if you didn't remove waterydeath. Now you are stuck but in retail lost coast position. Maybe teleport the fisherman but at the gate you'll get his messages for get going, etc. nothing about the gate opening. The hills are more or less retail except the difficulty. Your first smg are the first two combine soldiers you encounter, best thing to do is ambush them with pistol and hiding. (you can easily die) the ar2 on the regular ammo crate place or obtainable from soldiers if you skip the crate, you get the shotgun from a combine shotgunner earlier chances are if you trigger the elite ball destroying the stairs, otherwise you get them on your first shotgunner encounter at the edge of the hill where there's a autosave a bit before that encounter, there's no rocket on the mid-loot hole in the rappel area. If you're faster you can get past the hill shotgunner and backstab it. Triggering the stairs ball trigger at this point might make things easier or not, depending on skill. It does get heavier if you trigger it earlier. On the yard before entering the monastery door you can notice the walls textures don’t match. The first entrance door is a completely different texture. Apparently I accidentally triggered the metal destroyed by shooting a smg nade on the plaza-yard trying to get the crates up there. Here triggers get weirder, depending on where you are, if you destroyed the metal you'll face the combines instantly. Then inside the monastery the trigger for the explosion that opens the path to the helicopter battle varies on how long you stay closer to the area inside of the monastery close to the mortar launcher. The helicopter is the hardest thing of all, I ended up zigzagging the rocket up and down to hit the helicopter successfully. Wood is more "bland" looking. Ending is like retail except it does not automatically disconnect you when it fades black. There’s no crossbow at all, although you may get ammo for it. There may be more soldiers inside the windows in the monastery plaza besides the usual places seen on retail (roof, etc.) You can arrive very earlier at the helicopter battle if you're fast enough and leave a lot of soldiers behind on the monastery. Gameplay video associated with the above text:[video=youtube;EMV_n4teJ5g]https://www.youtube.com/watch?v=EMV_n4teJ5g[/video]
[QUOTE=PikaCommando;52037791]I find that makeshift health bar pretty funny for some reason. Also, how are you supposed to dodge his attacks?[/QUOTE] The player needs to hide from him when he starts telepathic attack. [editline]31st March 2017[/editline] [QUOTE=Mr. Someguy;52038268]Haven't played the map (not sure if I have it) but judging from this video and others the attacks seem LOS based. You get the interface-fucking regardless, but only seem to take health damage if it can see you. Note how much health he has at the end of the video, compared to another I watched where the guy never tried to hide and was almost dead by the end.[/QUOTE] It's quite easy to deal with, you just need to find a place where telepathic attacks will not hurt you. I think it's good that the developers of Valve changed the scene in the barn. For they will not be considered such a threat as in the original HL2 EP2.Although, if the battle with the advisor were the same as in the video, where MaestroFenix1 corrected the artificial intelligence of advisor, the battle would be interesting. [video=youtube;gUXETwff9Ww]https://www.youtube.com/watch?v=gUXETwff9Ww[/video]
Here's my findings on the same map isolated to the barn with cordons: Correct. It works via line of sight. Notice how I got hurt many times trying to get the plugs loose. The best cover is next to Alyx. Killed it with 14 hp and a good view of the HP bar. Additionally tried other weapon combinations. crossbow does not seem to have worked against the pod. One would logically think it will damage/shatter and decrease health. (excuse this odd fog/tonemap/colorcorrection) [video]https://youtu.be/PqvMXTrp7Y8[/video]
So how the hell does a wooden beam block [I]telepathy[/I]? Or rather, it doesn't even block it, but prevents health loss. Looks like they lost themselves in trying to solve this, and just cut the battle because it made no sense being like that.
[QUOTE=Cvoxalury;52038660]So how the hell does a wooden beam block [I]telepathy[/I]? Or rather, it doesn't even block it, but prevents health loss. Looks like they lost themselves in trying to solve this, and just cut the battle because it made no sense being like that.[/QUOTE] I doubt it was the fact that it didn't make too much sense when thought about it, but more the fact that it's not particularly interesting considering for the most part you just duck behind cover and pop up to shoot a couple of bullets then repeat. Valve has always been one to cut content that they don't find a particularly great experience, and I am glad they cut that scene, it would have been pretty boring.
[QUOTE=Juesto;52038649]Correct. it works via line of sight. here's my findings on the same map isolated to the barn with cordons: Notice how I got hurt many times trying to get the plugs loose. the best cover is with alyx. Killed it with 14 hp and a good view of the HP bar. i additionally tried other weapon combinations. crossbow does not work. (excuse this odd fog/tonemap/colorcorrection) [video]https://youtu.be/PqvMXTrp7Y8[/video][/QUOTE] You need to break the plugs when the Advisor complete the telepathic attack, and not when he is ready for a new telepathic attack. I also tried to kill him with a crossbow, apparently, the bolt just gets stuck in the armored glass and does not do him any damage.Or is it a bug.
[QUOTE=Cvoxalury;52038660]So how the hell does a wooden beam block [I]telepathy[/I]? Or rather, it doesn't even block it, but prevents health loss. Looks like they lost themselves in trying to solve this, and just cut the battle because it made no sense being like that.[/QUOTE] It'd depend on how their telepathy works, most examples I can think of seem to require line of sight to work. Like in XCOM where psionic abilities need need line of sight on their target. Since anything in the realm of psionics is pure fiction, there's no limits other than what the author imposes.
-snip-
[QUOTE=betalker;52038539] [video=youtube;gUXETwff9Ww]https://www.youtube.com/watch?v=gUXETwff9Ww[/video][/QUOTE] I realize now the effect the advisor uses looks [I]very much[/I] like the one used in the Glados fight in Portal.
[QUOTE=Juesto;52038498][video=youtube;EMV_n4teJ5g]https://www.youtube.com/watch?v=EMV_n4teJ5g[/video][/QUOTE] In all my years, the one thing I never expected at all, was a Lost Coast beta.
Apparently shorts_saintolga is no more than aaron's d2_lostcoast but with a few goodies! More scenery, a combine cove, it's nothingness! some bugs some nodraw in the wrong place, here and there. shorts_saintolga_interior is the monastery isolated but! the cove is more elaborated. [video]https://www.youtube.com/watch/?v=tMnH8F19PXA[/video] I had forgotten to fix StoneFloor003A path which is a betaleak material shorts_saintolga_interior "secret passage": [url]http://imgur.com/a/0s0lz[/url][video=youtube;q87_15c8z-8]https://www.youtube.com/watch?v=q87_15c8z-8[/video]
[QUOTE=PikaCommando;52037791]I find that makeshift health bar pretty funny for some reason. Also, how are you supposed to dodge his attacks?[/QUOTE] To kill the Advisor, shoot at it until it dies.
While you all were busy with the recent HL2 episodes leak, I made a small fix of that c17_road06 map. So here we go. [video=youtube;YjcbDz_DTKY]https://www.youtube.com/watch?v=YjcbDz_DTKY[/video]
We worked on something similar for Missing Information at one point. [media]https://www.youtube.com/watch?v=vCP0462I5vY[/media]
[QUOTE=ProZak;52041708]We worked on something similar for Missing Information at one point. [media]https://www.youtube.com/watch?v=vCP0462I5vY[/media][/QUOTE] Thanks for spoiling how Odell dies, you ass.
[QUOTE=ProZak;52041708]We worked on something similar for Missing Information at one point. [/QUOTE] Why did you upload a recording of yourself playing the video file, instead of just uploading the video file?
[QUOTE=BuTou;52041598]While you all were busy with the recent HL2 episodes leak, I made a small fix of that c17_road06 map. So here we go. [video=youtube;YjcbDz_DTKY]https://www.youtube.com/watch?v=YjcbDz_DTKY[/video][/QUOTE] HL2 Beta goes A S T H E T I C? On a serious note, nice work on fixing those damn node paths for the bus.
[QUOTE=PikaCommando;52041874]Why did you upload a recording of yourself playing the video file, instead of just uploading the video file?[/QUOTE] I got this from one on the team so I have no idea.
Note: I do not celebrate April's Fools day. [QUOTE=Exploders;52039238]In all my years, the one thing I never expected at all, was a Lost Coast beta.[/QUOTE] Also who would have imagined that lost coast mod is based on Episode 1 beta instead of vanilla half-life 2? :) PS: Certainly the video is bad because I haven't slept.
[url]https://www.youtube.com/watch?v=dbdo8VCAaV4[/url] Happy April Fools.
[QUOTE=simzboy;52034264]Here are some cut CS:GO Demolition maps. I know this is quite old, but I didn't see much about it and I thought it was really interesting. [URL]https://www.reddit.com/r/GlobalOffensive/comments/2r509n/unreleasedcut_csgo_maps_images_and_information/[/URL] Looks like they already had a ton of finished assets for Embassy and Vostok.[/QUOTE] I'm glad people still find that post useful! I'd love to ask Valve/HPE about this stuff someday, but I don't know who to ask or how far I'd actually get.
[QUOTE=95Navigator;52043514][url]https://www.youtube.com/watch?v=dbdo8VCAaV4[/url] Happy April Fools.[/QUOTE] You're late, lot of people have already seen this accordion. P.S In Russian-language forums / social networks, "Accordion" means that most people have already seen and know. For example, a new fan of HL2 learned the information from Half-life 2 Beta, and began to tell everyone what kind of information (let's say the fact that Bullsquid could swim in the water, in the Canals). Everyone already knows this. This is called Accordion.Accordion since the time of the dinosaurs.Or for example a video that everyone has already seen.
Oooh. i just stumbled upon some very interesting ep2 experiments: dog_gates_hub, dog_gates_canyon and dog_resource_gathering the first two are connected by at least one changelevel. in dog_gates_hub basically you first go through the puzzles to get weapons until you rescue dog, then you take him to dog_gates_canyon where dog gets a turret and then a laser sapper. with that we rescue alyx.[video=youtube;CYOULoRS1rQ]https://www.youtube.com/watch?v=CYOULoRS1rQ[/video]
Someone please make a YouTube playlist of Half-Life beta stuff so can watch it in bed.
We finally know the original name of the GoldSRC engine!: [url]https://www.reddit.com/r/HalfLife/comments/62urgr/apparently_the_original_name_of_the_goldsource/[/url]
[QUOTE=Juesto;52043865]Oooh. i just stumbled upon some very interesting ep2 experiments: dog_gates_hub, dog_gates_canyon and dog_resource_gathering the first two are connected by at least one changelevel. Video incoming. It's getting hard to not let dog die on the canyon since it doesn't stand a chance against the guard and it does not have the friendlyfire flag so explosions are damaging the npc. (i should put it but i don't know how) [T]http://i.imgur.com/86WrtZM.jpg[/T][/QUOTE] You are fix all maps? I found problems with the map dog_resource_gathering. Game crashes, if the player will shoot, run and kill the NPC.You can only walk and at the same time do nothing. And then there's chance for the game crashed.
ignore this post.
[QUOTE=betalker;52044092]You are fix all maps?Problems with the map dog_resource_gathering, the game crashes, if the player will shoot, run and kill the NPC.[/QUOTE] dog_resource_gathering crashed when I noclipped. i killed a few npcs and it did not crash But a alloc spam happened This tells us they used a version with limits raised.
[QUOTE=Juesto;52044182] i killed a few npcs and it did not crash.[/QUOTE] I just killed the antlion worker in the cave, and game crashed.
[QUOTE=betalker;52044216]I just killed the antlion worker in the cave, and game crashed.[/QUOTE] it's a very complex issue. there's very few maps with zero issues. Problems about missing targets are residues of outland maps since they re-purposed them. harmless(?) I/O errors and unused keyvalues are very common here. Remember all those maps are in a WIP state without release plans. OH, and actually in that screenshot, dog was not dead, it's a sitting position waiting for the elevator to get the sapper
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