• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
    4,608 replies, posted
Hey all! You guys remember kubiiik_svK, the one who made this early dog reskin? [IMG]http://i.imgur.com/wtx8FX9.jpg[/IMG] Well, he's finished it and uploaded onto gamebanana! [IMG]http://files.gamebanana.com/img/ss/srends/59616d7c853bd.jpg[/IMG] You can download it here: [url]http://gamebanana.com/skins/155959[/url]
[QUOTE=95Navigator;52446029]Wait, what mechanical floor? ... what? Alo, vert_04 is so unfinished its not worth it. It just drags the whole Vertigo chapter. So dont worry, your fix is perfectly fine without it.[/QUOTE] He means that one machine room with all the HVAC shit in it.
[QUOTE=Kuro.;52448294]He means that one machine room with all the HVAC shit in it.[/QUOTE] Half Life had a room like that, it was pretty cozy. Sometimes I'd stop and take a short break in there.
[QUOTE=Kuro.;52448294]He means that one machine room with all the HVAC shit in it.[/QUOTE] OHHHH the vent stuff. I get it now. Also, a closer analysis reveals that vert_04 aligns precisely with sky_walk. Its just a shame that map is so damn unfinished.
ValveTime just uploaded an article on another cut feature from Half-Life, involving Glowing Textures! [url]http://www.valvetime.net/threads/half-lifes-lost-feature-glowing-textures.257841/[/url] Also, they made a video showing a visual example of it: [video]https://twitter.com/ValveTime/status/884186209169395713[/video]
[QUOTE=95Navigator;52449791]OHHHH the vent stuff. I get it now. Also, a closer analysis reveals that vert_04 aligns precisely with sky_walk. Its just a shame that map is so damn unfinished.[/QUOTE] It was obviously meant to connect up to the rooftop sections of the streetwar series of maps, as one of the sky bridge maps meant to connect to vert_04 terminates inside what seems to be a multilevel tenement building. Sadly have never found anything resembling a connection to the rooftops.
While we're at it with the glowing textures, have some old HL1 shots featuring them: (the button in the distance to the right) [IMG]https://cdn.discordapp.com/attachments/184009284189814785/334094949039734785/HLPF_20.png[/IMG] (the computer screen in the left edge) [IMG]https://cdn.discordapp.com/attachments/184009284189814785/334096250683260929/197.jpg[/IMG]
I did a beta [media]https://www.youtube.com/watch?v=F4Vr594Xe40[/media] canon look for comparison. I took some creative liberties with the atmosphere. (the sun is actually darker in my version, but fog makes it lighter. Gotta fix that) [img_thumb]https://my.mixtape.moe/fheabv.png[/img_thumb]
[QUOTE=notbarnik;52457271]I did a beta [media]https://www.youtube.com/watch?v=F4Vr594Xe40[/media] canon look for comparison. I took some creative liberties with the atmosphere. (the sun is actually darker in my version, but fog makes it lighter. Gotta fix that) [img_thumb]https://my.mixtape.moe/fheabv.png[/img_thumb][/QUOTE] The atmosphere feels very, very sinister, and I like it. The atmosphere feels pretty nice even with the retail skybox textures. Hope to see more from your map fix, with some more work and proper textures! :)
If it weren't for the audio & the somewhat run-down look of the place, I wouldn't mind living there. It's better than New York at least.
Anyone got a link to that Cheaple rig as a real Citizen head? With eyes and everything. I think I saw it here. [editline]12th July 2017[/editline] Also includes the cut female citizen maps, Laura, Linda and Tamm. I swore I saw a pack of them somewhere
[video=youtube;qL8fF1MDJ5Q]https://www.youtube.com/watch?v=qL8fF1MDJ5Q[/video] bwah bwah ending sucks bwah bwah Only for Leaknet: [url]https://www.dropbox.com/s/erj3mu65l148qxs/demo_deep.zip?dl=0[/url]
[QUOTE=That Robot;52460953][video=youtube;qL8fF1MDJ5Q]https://www.youtube.com/watch?v=qL8fF1MDJ5Q[/video] bwah bwah ending sucks bwah bwah Only for Leaknet: [url]https://www.dropbox.com/s/erj3mu65l148qxs/demo_deep.zip?dl=0[/url][/QUOTE] Did you just made or compiled a weather control style map? neat!
How old is that map? If it's from 2001 then Valve must've certainly felt like showing off Kraken Base when HL2 was being developed.
What are some beta maps that have interesting geometry (I'd like to see them and remake them if I could).
[QUOTE=NostalgicBird;52461461]What are some beta maps that have interesting geometry (I'd like to see them and remake them if I could).[/QUOTE] citytest_03, c17_plaza, c17_01 and c17_04 to name a few
[QUOTE=BenjaminTennison;52461313]How old is that map? If it's from 2001 then Valve must've certainly felt like showing off Kraken Base when HL2 was being developed.[/QUOTE] Knowing that there are 2-3 Kraken Base maps in the WC mappack, that are both dated 2001, this is likely from 2001. And as far as "showing it off" goes, I am pretty sure this, along with the other Kraken Bae maps were just proof-of-concept maps that Valve made for the Kraken Base. [QUOTE=NostalgicBird;52461461]What are some beta maps that have interesting geometry (I'd like to see them and remake them if I could).[/QUOTE] In addition to what gmadador said, I would also like to mention the old pre-2002/3 Citadel maps (especially those that start with "proto_citadel", also the "demo_citadel" maps in the demo folder). Also the Air Exchange maps (in the "dave" folder, starting with "airex_", as well as "temp3.vmf") and the old, 2001-era Depot maps ("wastelanddepot" in the "randy" folder, plus the "d2_depot" and the "wasteland_depot" maps in the "sawyer" folder). I would also add the "canals" maps in the aaron folder, and the "d1_sewer" maps in "dave/old" and the Antlion Caves maps for their displacement architecture (in the "aaron" folder as the cavetest maps, as well as the antcave maps in the "marc" folder).
Having been completed, I suspect the Hyper and the Kraken chapters would be largely interchangeable in terms of mood, style and gameplay.
I love beta as much as I love communism. AND SO DO YOU - if you DO NOT like COmmunism YOU DO NOT LIKE B ETA and if you DO NOT LIKE BETA (gamma kappa) you will be INSTANTLY kicked from this thread, because LOVING beTA is O B L I G A T O R Y basically; as much as loving communism. Ok, now let me curl onto Nbc66's lap and steal his Source 3 while he drinks his Fiji water [editline]12th July 2017[/editline] btw Bun great post (now go to gulag) [highlight](User was banned for this post ("Threadshitting - OMG A SPORK LOL I'M SO RANDOM!" - Reagy))[/highlight]
its cool to see actually weather style maps in action and I wish Valve could make a sort of deleted scenes style DLC with all the cut content mostly maps introduced that would be a very cool to see happen and would sell like hotcakes
1. doubt it, valve only sells stuff rather than makes 2. it's beta, would not fit in retail 3. why are you using internet explorer 4. end my suffering [editline]12th July 2017[/editline] 5. hotcakes? you mean big pink cookies?
[QUOTE=Miloteza;52462569]1. doubt it, valve only sells stuff rather than makes 2. it's beta, would not fit in retail 3. why are you using internet explorer 4. end my suffering [editline]12th July 2017[/editline] 5. hotcakes? you mean big pink cookies?[/QUOTE] :toadleave: [highlight](User was banned for this post ("Why reply - Report don't reply" - Reagy))[/highlight]
[QUOTE=CaptainZed;52461874]Knowing that there are 2-3 Kraken Base maps in the WC mappack, that are both dated 2001, this is likely from 2001. And as far as "showing it off" goes, I am pretty sure this, along with the other Kraken Bae maps were just proof-of-concept maps that Valve made for the Kraken Base. In addition to what gmadador said, I would also like to mention the old pre-2002/3 Citadel maps (especially those that start with "proto_citadel", also the "demo_citadel" maps in the demo folder). Also the Air Exchange maps (in the "dave" folder, starting with "airex_", as well as "temp3.vmf") and the old, 2001-era Depot maps ("wastelanddepot" in the "randy" folder, plus the "d2_depot" and the "wasteland_depot" maps in the "sawyer" folder). I would also add the "canals" maps in the aaron folder, and the "d1_sewer" maps in "dave/old" and the Antlion Caves maps for their displacement architecture (in the "aaron" folder as the cavetest maps, as well as the antcave maps in the "marc" folder).[/QUOTE] Do you think you could give me vmfs of those. I don't want to download the whole mappack.
[QUOTE=NostalgicBird;52462811]Do you think you could give me vmfs of those. I don't want to download the whole mappack.[/QUOTE] There you go: [url]https://mega.nz/#!MxFDmI5Q!V2jxOlPi-ayafM7pIIfCzVEwG-W9GNaSvKjInNZ88f0[/url] (credit to BuTou for his organized-by-area/type version of the WC mappack, from which I took the maps from)
Something pretty awesome related to the HL1 Alpha happened last night on the Source Modding Community discord: Someone was able to compile a working, loadable map with the editor and played on it in-game. [IMG]https://image.prntscr.com/image/z7n6-XNUS06-3ume3m3Tjw.png[/IMG] It's without lighting because the qrad the alpha comes with doesn't work. [URL="https://hl2-beta.ru/index.php?topic=28093"]Here's some more details on it, including how to compile your own alpha map.[/URL]
does anyone want me to try to convert a Half-Life Alpha map to Source? give me a download if so. it may take a bit put I am pretty sure I can do it. I also might need textures, sounds and models.
[QUOTE=NostalgicBird;52464530]does anyone want me to try to convert a Half-Life Alpha map to Source? give me a download if so. it may take a bit put I am pretty sure I can do it. I also might need textures, sounds and models.[/QUOTE] I think it is time already we dust off the good ol Half Life Source and port the entire Alpha maps to it. Or better yet, Black Mesa. They are changing the Source Engine so much that any Alpha map would look 10 times better out-of-the-box. PS: Speaking about Alpha, what is the tool you use to decompile Alpha maps? I may even have a try at this myself.
[QUOTE=NostalgicBird;52464530]does anyone want me to try to convert a Half-Life Alpha map to Source? give me a download if so. it may take a bit put I am pretty sure I can do it. I also might need textures, sounds and models.[/QUOTE] Heres every HL1 alpha map I was able to get decompiled properly, I'm gonna warn ya'll. Goldsrc maps do NOT decompile as well as source maps do. Theres one decompiler that turns every brush it finds into a single unit thick wall (bsptomap), and the better one makes a cube out of the entire map, and carves it out from the inside based on what geometry the decompiler finds in the .bsp (this is the one I used, Winbspc), if your planning on porting any of these, its gonna be a wild ride. [url]http://www.mediafire.com/file/mr55fp6vx780de1/All+alpha+maps+WINBSPC+BATCH.zip[/url]
Woo, now let's try rebuilding retail HL1 maps in the HL alpha! Just because!
[QUOTE=RainSilves96;52465128]Heres every HL1 alpha map I was able to get decompiled properly, I'm gonna warn ya'll. Goldsrc maps do NOT decompile as well as source maps do. Theres one decompiler that turns every brush it finds into a single unit thick wall (bsptomap), and the better one makes a cube out of the entire map, and carves it out from the inside based on what geometry the decompiler finds in the .bsp (this is the one I used, Winbspc), if your planning on porting any of these, its gonna be a wild ride. [url]http://www.mediafire.com/file/mr55fp6vx780de1/All+alpha+maps+WINBSPC+BATCH.zip[/url][/QUOTE] It gives me an 'invalid block index' error for all of those... [editline]13th July 2017[/editline] Also, I think I saw somewhere that there was some sort of white-colored strider in the beta. I did find a white-colored strider on GameBanana, but it was a fan-made creation. [editline]13th July 2017[/editline] [QUOTE=95Navigator;52464776]I think it is time already we dust off the good ol Half Life Source and port the entire Alpha maps to it. Or better yet, Black Mesa. They are changing the Source Engine so much that any Alpha map would look 10 times better out-of-the-box. PS: Speaking about Alpha, what is the tool you use to decompile Alpha maps? I may even have a try at this myself.[/QUOTE] I don't have a decompiler, that's why I was asking for downloads. I would just fix the textures, models and entities. BTW I fixed up the textures in apc_canal: [url]https://drive.google.com/file/d/0B_aaWeIahoZbR2I2a2prVFZVeFU/view?ths=true[/url]
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