Proto:Half-Life 2 (Windows)/September 26th 2003 Build/Combine Enemies
This is a sub-page of Proto:Half-Life 2 (Windows)/September 26th 2003 Build.
Contents
Civil Protection
The Civil Protection cops are very similar to how they are in the final game. Visually, the only differences between the prototype and final Civil Protection is that the prototype's eyes are a brown tint and the gloves are less shiny. Strangely, they only have 10 health in Medium and Hard difficulties, while they have 40 health in Easy. There aren't any variables to increase their health during the Uprising chapters like there are in the final game.
The biggest difference between the prototype and final Civil Protection however is their voices. The prototype Civil Protection cops use complete sentences instead of spliced together words, and lack a lot of the terminology the final Civil Protection uses, such as the codes for crimes. They also do not talk to the Combine Overwatch voice (which does not exist in this prototype).
Prototype | Final |
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The real interesting stuff can be found in the Civil Protection's texture folder. Hidden inside it is a complete set of unused textures. These give Civil Protection cops a brown vest, a lighter blue outfit, a more muddy gas mask, and a red armband. This design was seen on Barney in an E3 2003 demo and some pre-release images. These textures do not work on the Civil Protection model by default because they are split into separate sheets instead of having everything on one sheet, like the prototype and final Civil Protection use.
There are also textures for even earlier Civil Protection cops that have them with more traditional bullet-proof vests, an overall baggier outfits, and a patch featuring a unique City 17 logo. Also mixed in are textures for a very early SMG1 world model, back when it was an MP5K. The textures for this model are also listed as missing textures when opening up the model for the VIP's head in the released Counter-Strike 1.5 model sources. These textures match an early Combine Soldier design.
While the model for this Civil Protection variant is missing, a picture of it can be seen via a graphic of Barney that appears at the end of the E3 2003 demonstration.
Combine Soldier
The Combine Soldiers very similar to their final incarnation in behavior and in the equipment they use.
The most noticeable difference are their textures. The prototype Combine Soldiers have yellow underarms instead of white, lighter camouflage materials with a different pattern, darker heads, red eyes, and what appears to be the logo on the Strider and Combine Gunship pasted on their backs. The Strider logo lacks transparency, making it look like they have a black box with the texture on it pasted on their backs.
The prototype Combine Soldiers not only lacked a lot of animations compared to the final version, but also have differences to animations they share in both versions. Some examples include kicking the player instead of hitting the player with their guns, a clunky grenade toss animation that has the Combine Soldiers tossing with their right hand instead of the left, and a different running animation.
They also use completely different sounds in the prototype. Like the prototype Civil Protection, the Combine Soldiers use full sentences instead of the spliced-together-words system that the final Combine Soldiers use. They also lack the lingo that the final Combine Soldiers use and do not talk to the Combine Overwatch voice. The voice modulation for their voice clips are completely different and makes it extremely difficult to understand what they are saying because of how garbled they sound. Fortunately, there is a set of earlier voice clips that lack the extreme garbling, making it easier to understand (they are still very low quality, however).
Of note is that the prototype Combine Soldiers have animations for launching grenades from the old AR2, the XM29 OICW. This suggests that these enemies were able to launch grenades from guns that have grenade launchers (specifically the OICW), but the ability was removed some point down the line.
Prototype used voice | Final voice |
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Prototype used voice | Prototype unused voice |
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Prototype | Final |
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Prototype | Final |
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Prototype combat idle | Final combat idle |
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Prototype combat run | Final combat run |
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Prototype grenade throw | Final grenade throw |
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Prototype melee | Final melee |
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Manhack
The prototype Manhacks keep the final's model, but uses different textures. They're much less detailed and have a gray shade instead of the final's blue shade.
In-game, the main difference is that the Manhacks take little damage if they are grabbed and tossed by the Gravity Gun. The player must use the likes of a Shotgun or a melee weapon in order to defeat them effectively. They also lack the light that changes as the Manhacks take damage, but they still emit smoke when damaged. Another difference, unlike the final game, is that when they accidentally collide with something, is that they tend to wobble side to side while in flight.
Of note is that Civil Protection can freely deploy Manhacks in the prototype, but in the final game, they are controlled by scripted sequences. Originally, they were to be remote-controlled by tricked people within the Manhack Arcade, with the premise of the "game" to kill people to add to the player's score, when in reality, they are killing real people. This has been scrapped to just being controlled by artificial intelligences.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Older Manhack textures can be found in the "Materials/models/obsolete/manhackold" folder. The blade for this weapon is used for the "Manhack" weapon.
City Scanner
The final City Scanner (not to be confused with the Combot) is in the game, but lacks some animations and a reflective map texture.
Prototype | Final |
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Shield Scanner
The Shield Scanners are in the prototype, but have much simpler and rougher textures. The eyes also have a different color than they do in the final game.
The most interesting part is that the Shield Scanners have dedicated code, showing what they were also originally meant to do. It indicates that the Shield Scanners were meant to protect the Combine squad they were to be paired with by generating a shield in front of them. The shield could only be generated if the Shield Scanners are open (read: the mechanical tentacles were coming out of them). If they took enough damage quickly, they would enter a "pissed off" state and close up, shutting down the shields. They would pick a squad member to protect based on each NPC's LOS (presumably, of the player) and distance. They could pick an alternate target if the "best" NPC didn't have the best LOS. The code does not mention the ability to carry mines, indicating the ability was not implemented/thought of yet.
A model for the Shield Scanner's shield exists, but it is untextured.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Ceiling Turret
The prototype Ceiling Turrets are slightly bluer compared to their final counterparts.
Prototype | Final |
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Prototype | Final |
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There is also an earlier design inside the "Combine_turrets" folder that has a completely different design. There are two variants of them; a whole one without a proper texture, and three models of their various parts with a temporary texture.
Sentry Gun
The Sentry Guns behave the same as they do in the final game, but have a different texture. The prototype texture is less detailed, lacks the yellow logo, and has a red stripe on its right side.
Prototype | Final |
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Prototype | Final |
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There is also an earlier model hidden in the game's files. The turrets themselves use a shape similar to the old Ceiling Turret model.
Ground Turret
In the prototype, the "Ground Turrets" are Sentry Guns inside a box that moves up when the player approaches a set of lasers near the Ground Turrets (like the final Ground Turrets do). They are defeated the same way as the final Ground Turrets.
The final game uses a unique model for them.
Prototype | Final |
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Rollermine
The Rollermines behave the same as they do in the final game, but their model is completely different; the prototype Rollermines are a sphere-shaped object with red dots inside tan, metallic-looking ovals spread throughout the model. When they begin charging towards the player, spikes with rounded edges sprout from them. The spikes will clip through the ground.
The prototype's source code also mentions two more Rollermine types; Rollerdozers and Rollerbulls. The Rollerdozers were meant to clear up debris, while the Rollerbulls appear to be an early prototype of the Rollermines.
Prototype | Final |
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Prototype | Final |
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Hopper Mine
A very rough version of the Hopper Mines exists in the prototype, and appears in the Uprising maps. They lack a model of their own, using a pipe connector model as a placeholder.
The prototype Hopper Mines have a red light on them when picked up with the Gravity Gun, but they will explode when dropped or tossed with the same weapon, no matter where they land. The final ones can be reprogrammed to serve the player if the player picks one up with the Gravity Gun, then drops it on the ground.
Prototype | Final |
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Stalker
The Stalkers are even more horrifying in the prototype. The model is more blocky and skeletal, the textures give the Stalker a more cadaverous look, they have different tools on their arms, and the faceplate seems to be more of a mask with straps and many holes for the eyes. They also have metallic mouthguards with grit teeth visible within. They also don't hunch over like in the final version.
Their behavior overall is very different and more aggressive. These monstrous Cyborgs will attack the player with eye lasers. If the player fires more than a few rounds at them, they will run away, making them difficult to hit as they do so. Getting close to a Stalker will either make them hit the player with their claws or just have them run away. The Stalkers normally cannot be fought in any version of Half-Life 2, but the fightable Stalkers in Episode One walks very slowly and can't attack directly, in stark contrast to the proto Stalkers.
By default, the Stalkers can only be fought on the "devtest" map.
There is also an unused model of a folded-up Stalker called "w_stalker" with no animations. There are no hints as to where this would be used.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Combine APC
The Combine APC enemies do not exist in this prototype. Instead, they are either a script (such as in d1_canals_end) or a static prop (like in d3_c17_06b).
The used Combine APC model is completely different as well, being based on the real-world Cadillac Gage Commando. The vehicle body and tires are separate models.
This design was replaced in the final game, but it does appear as a prop in the final game's d3_c17_06.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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A WIP model for the final version's Combine APC exists in this prototype, but it is not used. It has different glass, a bluer body with rust on it, no cannons (?) on the front, and no black in the window part of the rear.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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An even earlier version of the final APC can also be found in the model's name. It lacks textures and most of the top of the APC.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Textures for an older APC can be found in the "APC" folder. These textures appear to have been taken an APC design that appears in the "Vehicle" folder, based on another real-world APC, the VAB.
The "APC" folder also contains a UV map for some windows. It's unknown what version of the APC this was intended for.
Hunter-Chopper
The Hunter-Choppers look completely different in the prototype. The prototype version is based on the real life Ka-27. The final version uses a fictional design using the Combine's distinct style.
The enemy's AI is much simpler in the prototype as well. All they can do is occasionally fire a burst of slow autocannon shots. They never drop the round mines or fire rockets despite having rocket pods.
In the prototype, the Hunter-Choppers is semi-invincible, making it incredibly difficult if not impossible to destroy apart from either deleting them via the ent_remove command, or, in d1_canals_end, the player can launch a propane at one and destroy it that way.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Combine Gunship
The prototype Combine Gunships lack the glowing blue lights on their underside. The white parts of their tails are also darker than they are in the final game. The bottom part of the Gunship's front fins are more detailed in the final game.
They are mostly the same as their final counterpart, but with one big change: they can fire the stomach laser at anything whenever they want. The final game restricts this to scripted sequences, such as blowing up the bridge the player sees after helping Alyx shut down one of the reactors during the Uprising in City 17. The ability can still be reactivated with a little work in the SDK. During E3 2003, the Gunship also had a different model, but unfortunately it had been replaced with model normally seen. In e3_seafloor, it is evident that the Gunships are meant to fire energy bullets in a scattered pattern, unlike in the final game where they simply fire in a straight line.
Inside the game's files are models for an unused projectile related to the Gunship. How the Gunship used it is unknown.
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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Combine Dropship
The Dropship's textures are much rougher and less detailed than they are in the final game. They are fairly identical to their final counterpart minus a few quirks.
A proper model for the Combine Dropship's container is not in this prototype, so the game uses a trash bin as a placeholder. The trash dumpster does not have a gun to prevent spawn-camping the Combine Soldiers that spawns. In addition, all of the Combine Soldiers spawn at once instead of popping out one at a time with a special "jumping out" animation.
Prototype | Final |
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Prototype | Final |
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There is an earlier Dropship in the game's files called DropShip.mdl. This design is completely different; it appears to be based on a red beetle, and has engines with a blue tint on them on its sides. The hatch to release troops is found on its rear. The interior does not have a proper texture and the hatch itself is not properly attached to the Dropship's rear. There is also a separate model for its hatch for some reason, but it uses incorrect textures.
When it flies, its shape is very similar to Boba Fett's ship, Slave One.
In a default installation, the older Dropship's model format is too old to be loaded in the model viewer provided in the prototype. A custom model viewer is needed in order to view it.
Strider
The Strider texture received a scale overlay on the textures to make them look more detailed in the final game. Most of the texture was darkened in the prototype, with the top of the Strider's sides getting some shading.
In-game, the Striders are a little different from the final because they are nigh-invincible, the only way to defeat them is by noclipping near the head until the player gets stuck in place, hitting the use button, then hitting the Strider's head with the crowbar. This will cause the Strider to deactivate and drop an Immolator, which can be picked up.
Prototype | Final |
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