If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Half-Life 2: Episode Two

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Half-Life 2: Episode Two

Developers: Valve, EA UK (PS3)
Publishers: Valve, CyberFront (JP), Electronic Arts (EU)
Platforms: Windows, Xbox 360, PlayStation 3, Mac OS X, Linux
Released in JP: April 4, 2008
Released in US: October 10, 2007 (Windows), May 26, 2010 (Mac), June 27, 2013 (Linux)
Released in EU: April 11, 2008 (Windows), May 26, 2010 (Mac)

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
SourceIcon.png This game has uncompiled source code.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
DebugIcon.png This game has debugging material.

DevelopmentIcon.png This game has a development article
ProtoIcon.png This game has a prototype article

Half-Life 2: Episode Two is the third part of the yet-unfinished adventure of Gordon Freeman where Eli Vance prepared for "Unforeseen Consequences".

To do:
Prototype Particles!


Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info
HL2-EP2-props forest-circularsaw01.png
Unused Models
Tons and tons of unused models!

Unused Textures

Unused Chapter VGUI Icons

HL2 EP2-chapter8.png
Chapter 8. This is early Photoshop work on an image of an early version of ep2_outland_12a as seen from the HUD on the bottom-left corner and an extra Alyx, hence why only concept exists here.

HL2 EP2-chapter0.png
ep2_intro.bsp was supposed to be loaded into the game, but it never appeared for nine years, then later got leaked on the Facepunch forums and quickly taken down.

Both of them can be seen if you create a chapter0.cfg and/or chapter8.cfg in the ep2/cfg folder.


An overview of a removed map called devtest can be found. This map and other devtest maps were found in the NVidia Shield versions of Half-Life 2 and its episodes.


Early Magnusson

What appears to be an early rendition of Magnusson that can be found under "effects/magmonitor_idle" and "effects/magmonitor_talk".

Hl2-ep2-magmonitor idle.png Frame 1Frame 5Frame 10


A vehicle seen in the gameplay demos, but didn't make it to the retail and was replaced with the Muscle Car. The vehicle resembles the Scout Car from Half-Life 2. The texture and handling files for the Jalopy remain in the retail game's files. There are modifications online to restore this car, but the majority of them involves it replacing the Muscle Car.

Jalopy close.jpg HL2 EP2-Jalopy texture.png

Juvenile Advisor

The Barn Advisor originally started life as a Juvenile Advisor. The model seen to the right has been leaked a few times, but it doesn't exist in Episode Two by default. The texture does, however. On Christmas of 2022 the sources for the Juvenile Advisor amongst other model and material sources have leaked. The leaked model shows that the Juvenile Advisor indeed was supposed to appear in the barn segment of the game, however was scrapped for unknown reasons. The model has all animations intact, as shown in this video.

Hl2 ep2 juvenile advisor.jpg

HL2 Ep2-combine advisor juvenile.png

Debug textures

There exist two textures for debugging purposes: a mesh and a plain white texture.

Ep2 debugmesh.png Ep2 debugwhite.png

Unused Overlays

Filename Image Notes
bloodpool1.vtf HL2-EP2-bloodpool1.png
bloodpool2.vtf HL2-EP2-bloodpool2.png
bloodpool4.vtf HL2-EP2-bloodpool4.png
concreteartifacts01b.vtf HL2-EP2-concreteartifacts01b.png
it_poster013.vtf HL2-EP2-it poster013.png
rationpapers01.vtf HL2-EP2-rationpapers01.png Day of Defeat: Source leftover.
rationpapers03.vtf HL2-EP2-rationpapers03.png Ditto.
rationpapers04.vtf HL2-EP2-rationpapers04.png Ditto.
reedmat001.vtf HL2-EP2-reedmat001.png
roundwindowdecal01.vtf HL2-EP2-roundwindowdecal01.png
sign_cossacktransport_02.vtf HL2-EP2-sign cossacktransport 02.png (Russian) Cossack's passage
sign_ironorecorp_03.vtf HL2-EP2-sign ironorecorp 03.png (Russian) Corporation
sign_northernlogging_01.vtf HL2-EP2-sign northernlogging 01.png (Russian) Northern magazine
sign_shipping_01.vtf HL2-EP2-sign shipping 01.png (Russian) Transcontinental
sign_shipping_03.vtf HL2-EP2-sign shipping 03.png (Russian) Transcontinental
sign_silo_cluster01.vtf HL2-EP2-sign silo cluster01.png (Russian) Point of contact

Emergency exit
Engine room
Pumping station
Storage room
Emergency bunker

sign_silo_temp03.vtf HL2-EP2-sign silo temp03.png
sign_subarctictransport_01.vtf HL2-EP2-sign subarctictransport 01.png (Russian) Cossack's subarctic
sign_subarctictransport_03.vtf HL2-EP2-sign subarctictransport 03.png (Russian) Cossack's C
sign_victorymine_04.vtf HL2-EP2-sign victorymine 04.png (Russian) Victory Mine
named after the 50th anniversary

Unused Signs

Some signs related to a test of sorts. The "Particle Benchmark" sign refers to the Source Particle Benchmark prototype.

Ep2-sign demo chowtime.png Ep2-sign demo collisiondetection.png Ep2-sign demo adaptivedensity.png Ep2-sign demo environmentalinteraction.png Ep2-sign demo physicsintegration.png Ep2-sign demo precisioncoordination.png

Unused Particles

Combine Advisor Unused Particle Shield

Advisor ep2 unused shield.jpg

Found as "advisor_psychic_shield", this unused shield uses the Particle system shown in the Benchmark, but the file is found in the retail version.


A video testing particles is found under ep2\materials\particle.

Unused Combine Advisor Battle AI

This video shows unused Combine Advisor Battle AI, showing that Gordon was originally to fight one in Episode Two. The code for the AI is present in the Source SDK and can be re-enabled by changing a single line.

Unused Citadel Explosion Animations

There are various unused explosion animations for the Citadel that are never used in-game. It can be heard at the end of Episode One, but it can't be seen due to the Citadel being a simple skybox card, without animations. However it was seen in the unused map "ep2_intro.bsp", a modified version of the final cutscene in Episode One only with the Citadel explosion animation seen.

Proto1 Weapon

There exists a sample weapon never compiled in the Source Engine 2007 branch of Episode Two. The only remnants of the weapon are source code referring to it. The compiled version of the weapon itself looks like a .357 Magnum, but in reality is a laser bolt weapon. Changing this string of the weapon script below will look exactly like an AR2, the only difference being it acting like a laser bolt rifle.

"viewmodel"            "models/weapons/v_irifle.mdl"

Unused Text

Unused Chapter text

Found in ep2_english, the unused chapters also have text that can be seen in-game via creating a chapter0.cfg and chapter8.cfg.

"ep2_Chapter0_Title"	"OUR STORY SO FAR..."
"ep2_Chapter8_Title"	""


Many sound entries in game_sounds_vehicles_ep2.txt point to audio files that are missing from the sound/vehicles/junker directory.

	"channel"		"CHAN_STATIC"
	"volume"		"0.6"
	"soundlevel"	"SNDLVL_80dB"
	"pitch"		"90,110"
		"wave"		"vehicles/junker/skid_lowfriction_short1.wav"
		"wave"		"vehicles/junker/skid_lowfriction_short2.wav"
		"wave"		"vehicles/junker/skid_lowfriction_short3.wav"

	"channel"		"CHAN_STATIC"
	"volume"		"0.6"
	"soundlevel"	"SNDLVL_80dB"
	"pitch"		"90,110"
		"wave"		"vehicles/junker/skid_lowfriction_short1.wav"
		"wave"		"vehicles/junker/skid_lowfriction_short2.wav"
		"wave"		"vehicles/junker/skid_lowfriction_short3.wav"

	"channel"		"CHAN_STATIC"
	"volume"		"0.8"
	"soundlevel"	"SNDLVL_80dB"
	"pitch"		"90,110"
		"wave"		"vehicles/junker/skid_highfriction_short1.wav"
		"wave"		"vehicles/junker/skid_highfriction_short2.wav"
		"wave"		"vehicles/junker/skid_highfriction_short3.wav"
		"wave"		"vehicles/junker/skid_highfriction_short4.wav"
		"wave"		"vehicles/junker/skid_highfriction_short5.wav"

	"channel"		"CHAN_STATIC"
	"volume"		"0.25"
	"soundlevel"	"SNDLVL_80dB"
	"pitch"		"90,110"
		"wave"		"vehicles/junker/suspension1.wav"
		"wave"		"vehicles/junker/suspension2.wav"
		"wave"		"vehicles/junker/suspension3.wav"
		"wave"		"vehicles/junker/suspension4.wav"
		"wave"		"vehicles/junker/suspension5.wav"
		"wave"		"vehicles/junker/suspension6.wav"
		"wave"		"vehicles/junker/suspension7.wav"

	"channel"		"CHAN_WEAPON"
	"volume"		"1.0"
	"soundlevel"		"SNDLVL_100dB"
	"pitch"			"100"

	"wave"		"vehicles/junker/radar_ping_enemy1.wav"