User:Dragonsbrethren/PsandboxZ

Unused Graphics
Since the pre-beta only has three levels and a stripped down menu interface, a large number of its graphics are unused. It would be pointless to list all of these, so this section only covers graphics which are not present in the final game.

32


The first eight columns of the TEKWALL4 texture.

ARTONLY


A 128&times;128 flesh texture that's essentially a combination of SKINBORD and half of SKINEDGE. The strange name implies it was some sort of placeholder.

DOOR2


A gray variant of DOOR1, similar to ICKDOOR1, but without the, well, ick.

EATME


A green stone brick wall with an "E" made out of the red light panel used by LITERED and six WARNA0 switch patches. Yeah...

GRAY3


A 64&times;72 gray texture, similar to parts of GRAY7.

LITE200


A 128 pixel tall variant of the light panels used on several textures.

MIDWOOD1


A wooden wall with metal supports and a barred window at the top. While the texture is 64&times;96, the full patch is actually 96&times;96 – it's shown to the right.

PIPE3


A wall covered in pipes with nukage at its base, similar to PIPE6 but with a hole in one section of the wall.

PLANET2


A gray wall with a monitor showing the Earth.

SKIN1, SKIN3


Large sheets of skin.

SKIN4, SKIN5


More large sheets of skin &nash; these ones have metal at the top and bottom.

SKY2


Demo maps 1 and 2 use SKY1 for their sky, and demo map 3 has no areas open to sky, but the SKY2 texture is defined. It features a range of blue mountains with the Earth in the background. If this texture were used, however, it would look pretty silly since the Earth would get repeated four times.

SKY3


This features a range of blue mountains like the SKY2 texture, but without the Earth and with a minor variation to the center mountains. Given the flats below, it may have been up to the level designer to choose whether to use this or SKY2 in each outdoor section of a map.

SKY4, SKY4B, SKY4C


An expanse of sand with brown thunderheads in the sky. Episode 3 in the final game uses similar sand on its intermission screen, so maybe this is an early vision of hell? While this looks pretty cool as a texture, in game the perspective is off, making it look like you're at the center of a giant sand dune.

B and C feature lightning bolts and the clouds on the right are a bit more symmetric looking. This sky was almost certainly intended to be a single animated texture, but it is not defined as one, and the game doesn't support using animated textures for skies anyway.

SKY5, SKY5B


The same sand and clouds as in the sky above, but this time they're incredibly dark blue.

STEP7


Identical to the STEP2 texture.

TEKWALL6


Identical to TEKWALL4.

DOOR3_7, DOOR3_8, DOOR3_10, DOOR3_11, DOOR5_1, DOOR5_2, DOOR13_1


Various techy mechanical graphics intended to be used around a door, judging by their names.

DOOR10_1


A variant on the tan door patch used by the BIGDOOR4 texture, which is riddled with bullet holes, similar to the BIGDOOR2 texture in this version.

MWALL2_2, MWALL3_2


Two skull-adored marble walls with blood at their base.

PS17A0, PS19A0


Voltage and explosive hazard signs. They're not shaded, unlike the radiation and poison signs that are actually used.

STEP01, STEP02, STEP15


Unused step patches.

SUPPORT3


A strange looking gray support patch.

TP4_2


Similar to one of the patches used by the PIPE3 texture, but darker and with a slightly smaller hole.

W15_1, W15_2, W15_3


Components of a red techy wall.

W67_4, W67_5, WALL71_7, WALL72_6


Patches similar to those used by the ICKWALL texture series.

W95_1, W95_2


Brown metal walls.

WALL03_2


An interesting brown patch with transparent windows and lights at its top.

WALL06_1, WALL06_2, WALL06_3


Alternate pipe wall patches which are only 96 pixels tall, as opposed to the 128 pixel tall patches that are used.

WALL53_2, WALL55_2


Alternate wall panels that aren't used by any of the CEMENT textures.

WALL70_8


Another ICKWALL-style patch, but the base wall is a darker gray.

WALL75_1


A brown wall with red...pixels overlaid. Pretty damn ugly, huh?

WALL77_1, WALL77_2


Two walls like the ones used by the REDWALL texture, with the obvious difference of being gray.

WALL78_2


Speaking of REDWALL, this is a slightly lighter variation of the patch it uses.

CEIL4_4


A dark blue flat with the same pattern as the COMPBLUE texture.

ALLITE


A beige checkered flat.

CONS1_3


A console facing the east, which is the only direction missing in the final version.

F_SKY2 - F_SKY5


In the final game, F_SKY1 is the flat used to open a sector to the sky, and which sky is used is determined by the episode. These additional flats hint that the sky used was originally intended to be set by the level designer. Notably, the PlayStation and Nintendo 64 versions would reintroduce this ability.

WILVBX, WILV00 - WILV08


Some graphics for the episode 1 level names are in the WAD, but they're in a completely different style than that used for the final version. It appears that the level names would have originally been drawn in a little box as shown above. This box was likely intended to appear on the bottom right of the intermission screen.

Only the names of the first nine levels are present in the data. Also, note that Hangar is misspelled as "Hanger", Phobos Lab is "Laboratory" and Phobos Anomaly is simply "Anomaly".