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Proto:Half-Life (Windows)/September 1997 Prototype/Entities

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This is a sub-page of Proto:Half-Life (Windows)/September 1997 Prototype.

Hmmm...
To do:
Document the unused map entities mentioned in the code and .fgd file.

Most enemies and allies from the final game are present in this prototype, but all of them have many significant differences.
As for the MPs and the scientists, they can be unruly at times due to the fact that their AI was slightly buggy, meaning they're unable to follow the player. The only way to make them follow is to enable Notarget mode or shoot them in order for them to work properly.

Sub-Pages

Hl97 barney1.png
Friendly Entities
Ah, fellow scientists!
Hl97 headcrab1.png
Hostile Entities
Squad! We've got hostiles! (And alien anuses.)
Placeholder.png
Old Map Entities
Several map entities that didn't carry over to the final game. Mostly Quake 1 leftovers.

Cinematic Entities

The prototype uses separate models for characters used in scripted sequences instead of including them with the regular model for that character, as well as separate entities for them.

cine_barney

Hl97 cine barney.png

A model used for a sequence where a security guard argues with a scientist, shoves him away and runs off, with the scientist getting eaten by an old Panthereye design afterwards. This sequence appeared in some pre-release material and can be seen in the map "techdemo.bsp" as part of that map's demonstrations.

cine_scientist

Hl97 cine scientist1.png

Another model used for the same sequence cine_barney is used in.

cine_panthereye

Hl97 cine panthereye1.png

Another model used for the sequence that cine_barney and cine_scientist are for.

cine2

Hmmm...
To do:
This is likely the same sequence as SlaveScene.max, which was recently leaked.

While its models are not present within the prototype, entities in the game's code reveal that there was to be a scripted sequence involving a scientist, an alien slave, and a Human Assault trooper.

Entity Name
monster_cine2_hvyweapons
monster_cine2_scientist
monster_cine2_slave

cine3_barney

Hl97 cine3 barney.png

This model is used for a security guard that is dragged into a vent in the prototype's C1A2a.

cine3_scientist

Hl97 cine3 scientist.png

This model is used for a sequence where a scientist is pulled into a vent while gripped on the edges of the vent in the prototype's C1A2a.

panthereat

Hl97 panthereat.png

One part of a sequence that shows an old Panthereye design jumping a scientist from behind, then eating him.

The full sequence with the model below can be found in the E3 1997 trailer.

scienceeat

Hl97 scienceeat.png

The second model used with panthereat.

Miscellaneous Entities

Entities that don't really fit cleanly under any of the above criteria.

M44 Truck

Hl97 m44.png

The prototype has a unique model and entity (monster_m44) for the truck the enemy soldiers use. The final game removes it in favor of brush-based trucks.

The entity lacks a hitbox for its engine and most of its cabin, letting anything walk through it.

Prrobot

Hl97 prrobot1.png

The map techdemo.bsp contains a model of a strange creature that does not appear in the final game nor any pre-release material as a demo for Half-Life's skeleton-based animation system. It appears to have a top similar to a horseshoe crab's with an eye at its front, thin limbs attached to something hanging from its center, and an engine.

Its animation names indicate that it could attack and die, suggesting it could've been an enemy (a real or a test one) at one point. Many believe this was intended for Valve's first ever cancelled game, Prospero.

Polyrobo

Hl97 polyrobo1.png

Polyrobo is a large model based on a Regult battlepod from the anime Super Dimension Fortress Macross (adapted in the US as Robotech). The model exists to test the amount of polygons the engine can handle for a single model. The model can be found in the map "testdemo.bsp".

It has a few animations; an idle, a silly dancing animation, and an unused walking animation. It will play the dancing animation in-game if the model is shot with a weapon. Strangely, after being shot again and returning to its idle animation, the Polyrobo will begin to track the player's movement.

A video of the unused walking animation can be seen to the right. Code within hl.dll indicates that Polyrobo would've also have walking sound effects, which were not included in the prototype.

This model appears in some early pre-release images.