Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
An incendiary rifle that's basically a clone of the flaregun isn't very satisfying. Although, the Hazard Course never seems to get old...not even the [URL="http://youtu.be/_Ip-HTlzbv8"]underground walk to Kleiner's lab[/URL].
[QUOTE=Marphy Black;46237767]That's because the events of Half-Life and Half-Life 2 never occurred. You see, there never was a rocket launch at White Forest Inn, no destruction of the Citadel, no uprising in City 17, no Seven Hour War, nor even a Resonance Cascade. Oh, there was indeed a catastrophic event during the routine Anti-Mass Spectrometer analysis procedure on that fateful morning at Black Mesa, but Gordon didn't simply wake up hours later and single-handedly confront a cataclysmic quantum rift, a deadly government cover-up, and a full scale alien invasion. No, for you see, Gordon never woke up at all. Ever questioned how a mild-mannered scientist could become the leader of a massive rebellion and the planet's savior? Or wondered why all the central figures he meets in HL2 all happen to be his former colleagues? That's because Gordon created his own world in which he was the hero, his close friends and allies being comprised only of the people he knew (vaguely and otherwise) in his previous life. In reality, though, his actual circumstances are much different, for he resides as a vegetative patient in a rehabilitation facility under [url=http://combineoverwiki.net/wiki/File:Gtext.png]the constant care of doctors[/url]. Yet, Gordon continues to valiantly fight his battles, an everlasting struggle confined within his very mind.
And that is the true story of Half-Life, a promising young scientist with his whole career ahead of him who lost half of his life to tragic, [I]unforeseen consequences[/I].[/QUOTE]
The catatonic theory died when the whole leak plot was dropped (if it was part of the first or the second version of the leak plot, that's unknown), and all the attempts to continue linking it with the retail games have been refuted.
[QUOTE=PikaCommando;46237806]Is this it? [/QUOTE]
i've been searching for this video for years, thank you so much!
[QUOTE=PikaCommando;46237806]Is this it? [video=youtube;y_2yIIZ82XU]http://www.youtube.com/watch?v=y_2yIIZ82XU[/video]
[/QUOTE]
spooky.
I really like the idea. I also found this on your channel (sorry if you've posted it here before)
[video=youtube;0KmMHGWJ3tE]http://www.youtube.com/watch?v=0KmMHGWJ3tE[/video]
[QUOTE=halfer;46238065]spooky.
I really like the idea. I also found this on your channel (sorry if you've posted it here before)
[video=youtube;0KmMHGWJ3tE]http://www.youtube.com/watch?v=0KmMHGWJ3tE[/video][/QUOTE]
This was just a quick compile, without actually fixing/adding anything. I just made the video to show a friend. But yeah, that's it. Maybe I could find a way to combine the two.
[QUOTE=halfer;46238065]spooky.
I really like the idea. I also found this on your channel (sorry if you've posted it here before)
[video=youtube;0KmMHGWJ3tE]http://www.youtube.com/watch?v=0KmMHGWJ3tE[/video][/QUOTE]
I wonder what those scene changes are supposed to imply. I also wonder what Marc was taking when he made maps like this and ickypop.
By the way, with some work and effort, I bet stalkhall and kozykazm can be great DM maps.
I made my own version and added it into [url=http://steamcommunity.com/sharedfiles/filedetails/?id=171962560]Industrial17[/url] a while back. Always loved that Marc map. It was cool to think that they might have considered at one point (And maybe still are?) making a final twist for Half Life that involved everything being an illusion/dream/alternate reality.
[video=youtube;ASL3_rp9O0E]http://www.youtube.com/watch?v=ASL3_rp9O0E[/video]
[QUOTE=crazeeweegeman4;46235139]The UV mapping still works, you just have to go through and retexture every poly by hand... which I did a month or so ago.
[t]http://i.imgur.com/e3mSnav.png[/t]
I did manage to fix the smoothing (included image is a little old), but the eyes are weird and the model rigging is kind of nonexistant.
If I get back around to fixing the .smd a bit, I'll release it for people to tinker with.[/QUOTE]
I believe I've got a fixed up version of this, eyes and all, on Alyx animations somewhere.
[QUOTE=halfer;46238065]spooky.
I really like the idea. I also found this on your channel (sorry if you've posted it here before)
[video=youtube;0KmMHGWJ3tE]http://www.youtube.com/watch?v=0KmMHGWJ3tE[/video][/QUOTE]
By the way, the technology/technique used for the spooky switches are pretty impressive. Have there been any games or mods that took advantage of this?
[QUOTE=DaApocalypse;46238685]I made my own version and added it into [url=http://steamcommunity.com/sharedfiles/filedetails/?id=171962560]Industrial17[/url] a while back. Always loved that Marc map. It was cool to think that they might have considered at one point (And maybe still are?) making a final twist for Half Life that involved everything being an illusion/dream/alternate reality.
[video=youtube;ASL3_rp9O0E]http://www.youtube.com/watch?v=ASL3_rp9O0E[/video][/QUOTE]
Out of all the gamemodes you choose to play it in, its dark rp.
[QUOTE=Megadave;46236367]I'm not sure if this was mentioned before, but Codename Gordon has some levels that are very similar to those in the beta. [/QUOTE]
Also Eli has his beta green jacket.
On the topic of kozykazm and stalkhall, the problem with those maps is that they are all textured with a single brick texture, which makes it hard to imagine what they should be like.
Take kozykazm for example:
[img_thumb]http://i.imgur.com/3VDgik6.jpg[/img_thumb]
Because it's all one texture, and scarcely detailed, it's [I]really[/I] hard to tell what it could be. I could imagine it as a few things:
- A killbox map (really bland but really fast paced)
- Something set on Xen. It really reminds me of the Xen caves in the original Half-Life.
- Or maybe as just an actual chasm.
I could easily imagine stalkhall as some sort of industrial park, or maybe ruins of some building.
I really don't think there's anything significant about the Cozy Chasm, it was probably just something Marc made for fun.
[QUOTE=Jackathan;46242498]On the topic of kozykazm and stalkhall, the problem with those maps is that they are all textured with a single brick texture, which makes it hard to imagine what they should be like.
Take kozykazm for example:
[img_thumb]http://i.imgur.com/3VDgik6.jpg[/img_thumb]
Because it's all one texture, and scarcely detailed, it's [I]really[/I] hard to tell what it could be. I could imagine it as a few things:
- A killbox map (really bland but really fast paced)
- Something set on Xen. It really reminds me of the Xen caves in the original Half-Life.
- Or maybe as just an actual chasm.
I could easily imagine stalkhall as some sort of industrial park, or maybe ruins of some building.[/QUOTE]
Reminds me a bit of the Citadel. 1:10 into the video.
[media]http://www.youtube.com/watch?v=ZVtSmkMdW_I[/media]
Finally got around to recording a video of that industrial map I set aside. Since it probably won't get worked on anymore, may as well show what could have been.
[video=youtube;DcphDRdkFWQ]http://www.youtube.com/watch?v=DcphDRdkFWQ[/video]
[QUOTE=crazeeweegeman4;46257378]Finally got around to recording a video of that industrial map I set aside. Since it probably won't get worked on anymore, may as well show what could have been.
[video=youtube;DcphDRdkFWQ]http://www.youtube.com/watch?v=DcphDRdkFWQ[/video][/QUOTE]
[I]Baby come back, you can blame it all on me![/I]
[QUOTE=crazeeweegeman4;46257378]Finally got around to recording a video of that industrial map I set aside. Since it probably won't get worked on anymore, may as well show what could have been.
[video=youtube;DcphDRdkFWQ]http://www.youtube.com/watch?v=DcphDRdkFWQ[/video][/QUOTE]
I wonder why the early maps aren't as dark as the concept art depicted them to be (Quarry had bright and clear sky in concept art too) although I can see the problem why it's cut; this is so literally dark it feels like it came straight out of a Japanese RPG or a point-and-click adventure game (or Doom 3 :P).
And how come there isn't any early train ride maps, or at least even a proto one? Having the game start at Industrial (how did he even reach there?) is like how HL1 alpha immediately start at The Portal Device.
If Get Your Free TVs is the earliest map, then is it possible that the reason why city_test03 is the earliest one there because it was saved over 02 which was saved over 01 before they thought of archiving them as separate versions (too late by then)? If only the lost models and textures were leaked too, but I guess the hacker didn't check the Recycle Bin or the lost files were completely destroyed in GabeN's vortex.
[QUOTE=PikaCommando;46258377]I wonder why the early maps aren't as dark as the concept art depicted them to be (Quarry had bright and clear sky in concept art too) although I can see the problem why it's cut; this is so literally dark it feels like it came straight out of a Japanese RPG or a point-and-click adventure game (or Doom 3 :P).
And how come there isn't any early train ride maps, or at least even a proto one? Having the game start at Industrial (how did he even reach there?) is like how HL1 alpha immediately start at The Portal Device.
If Get Your Free TVs is the earliest map, then is it possible that the reason why city_test03 is the earliest one there because it was saved over 02 which was saved over 01 before they thought of archiving them as separate versions (too late by then)? If only the lost models and textures were leaked too, but I guess the hacker didn't check the Recycle Bin or the lost files were completely destroyed in GabeN's vortex.[/QUOTE]
One reason that I can think of for Valve's approach to atmosphere is that by the time they had started mapping, they had done away with the idea for a dark atmosphere in order to try to draw in a larger audience. Just an idea though, as I don't think Valve has ever commented on it further than "It didn't work."
Technically, there is a train ride map, but it is in the trainstation and is an early prototype of the area. The wasteland train ride and all that likely never made it past the concept stage, along with many other ideas according to Mr. Laidlaw.
You are likely right about the city_test maps, as the 3 on the end denotes there should have been two earlier versions. Whether they were overwritten or saved to separate files and then deleted is anyone's guess.
I like to think that somewhere deep in the bowels of Valve's headquarters, all these missing models, textures, and .vmfs are just lying around on some hard drive in a storage closet just waiting to be rediscovered.
[QUOTE=NoMan;46260087]just waiting to be wiped away during renovation[/QUOTE]
FTFY
[QUOTE=WhyNott;46260139]just waiting to be wiped away during renovation[/QUOTE]
Waiting to be turned into TF2's scrap metal and then to... a sandwich or whatever you make with the metal. You make sandwiches out of metal, correct?
[QUOTE=Cvoxalury;46260334]Waiting to be turned into TF2's scrap metal and then to... a sandwich or whatever you make with the metal. You make sandwiches out of metal, correct?[/QUOTE]
These sandwiches with cut content tastes good!
[QUOTE=halfer;46238065]
[video=youtube;0KmMHGWJ3tE]http://www.youtube.com/watch?v=0KmMHGWJ3tE
[/video][/QUOTE]
This idea was re-used in Portal 2 for the Test Chambers
[QUOTE=Jackathan;46242498]
Take kozykazm for example:
[img_thumb]http://i.imgur.com/3VDgik6.jpg[/img_thumb]
[/QUOTE]
The room can be found in the original Portal:
[IMG]http://abload.de/img/fdggdffauv2.jpg[/IMG]
does anyone else remember an old half-life 1 mod that did a remake of the barricades and traptown videos? I don't think it ever got released, but there were several videos of it before google video started being shit.
[QUOTE=crazeeweegeman4;46257378]Finally got around to recording a video of that industrial map I set aside. Since it probably won't get worked on anymore, may as well show what could have been.
[video=youtube;DcphDRdkFWQ]http://www.youtube.com/watch?v=DcphDRdkFWQ[/video][/QUOTE]
holy fuck
[QUOTE=Sergeant Stacker;46090158]I'm pretty sure Ravenholm would be entered through the quarry in the earlier versions. The most complete quarry map is d1_quarry_01, seen here (please excuse the fullbright).
[IMG]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/d1_quarry_010000.jpg[/IMG]
There's a puzzle in the map that involves a retarded spinning conveyor and riding a cart to the town.
On the left you can see a few of Ravenholm's buildings on the edge of the cliff.
Ravenholm being entered through the canals didn't come until later in 2003 (don't quote me on that, that's just a guess).
[editline]secretmessagebehere[/editline]
Also, prefab_canals has a very small swamp/river area, which might have been an entrance to Ravenholm back when it would be entered through its docks/the lake. This is only speculation though.
[img]http://combineoverwiki.net/images/thumb/2/20/Prefab_canals1.jpg/800px-Prefab_canals1.jpg[/img]
[editline]Edit 2: Revenge Of The Edit[/editline]
There was a guy in this thread who was working on restoring the Citizen 17 model but he appears to have vanished off the face of the Earth.[/QUOTE]
I'm still here. Ive just been busy with shaft and my own little projects. Ill post some new half-life 2 beta related images later
[QUOTE=AmbientNoise;46259979]
Technically, there is a train ride map, but it is in the trainstation and is an early prototype of the area.[/QUOTE]
Wait, there is? What's it called? CombineOverwiki said there's no in-trainstation map until the 2003/just before leak phase.
There is a map in the WC pack called halls3 or something like that. It [I]might[/I] take place in the old trainstation but that's pure speculation. It's probably one of the dozens of test maps in the pack and there isn't any gameplay in it.
[editline]secretmessagebehere[/editline]
Whoops, it's hall_01.
[img_thumb]http://media.moddb.com/images/members/1/860/859977/hall_010000.jpg[/img_thumb]
Ok, serious question here.
How to effectively, simply and directly put snow in my map?
Theres tons of methods, ones that work, ones that dont. So what is the "universal" way to put a snow effect on my Hyper maps?
[QUOTE=95Navigator;46268140]Ok, serious question here.
How to effectively, simply and directly put snow in my map?
Theres tons of methods, ones that work, ones that dont. So what is the "universal" way to put a snow effect on my Hyper maps?[/QUOTE]
func_precipitation with "Snowfall" setting?
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