User:Yolkbird/Sandbox
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
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Contents
"Forget About Freeman!"
c3a1c
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A cut map present in this build that appears to be an earlier version of the final c3a1b. The map uses the same version number (29) as the maps in the September 1997 prototype.
c3a1c | c3a1b |
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Instead of leading into a hangar with a fight against human and alien grunts like in the final c3a1b, there is a hallway that leads to a dome containing a satellite transmitter. A Stukabat is placed at the top of the dome, using the cycler entity as a placeholder.
September 1997 prototype | Prototype | Half-Life: Uplink |
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This appears to be an iteration of a story element from the cut Communications Center chapter, where the player would have been tasked to tune a satellite in order to progress. The idea would finally see the light of day when it was recycled for the storyline of Half-Life: Uplink.
Xen
Although most of the Xen levels are near completion by this build, some of the levels contain interesting differences. The majority of the levels would be finalized by the Net Test 2 build, save for minor entity differences.
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c4a1
The layout is virtually complete at this point. Interestingly, the map begins with a panning cutscene, although it appears to be unfinished as it ends abruptly.
Prototype | Final |
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There is a Long Jump Module placed near the player's starting point, and the medkit and battery near the Survey Team member's corpse is missing.
Prototype | Final |
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The cage holding the bugs has a more detailed design, which would be simplified to a cylinder by the second Net Test build.
Prototype | Final |
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Gonarch's Lair
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c4a2
To do: Take screenshot of the healing pool's location in this build, compared to final. |
The first map in the chapter Gonarch's Lair, containing layout differences; notably with the placement of rocks and the location of the healing pool.
Prototype | Final |
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The placement of the landscape allows the Gonarch to walk around the large rock in the center completely. In addition, raised portions of the ground are higher. The Gonarch is set to run out of the cave in this build, which would be changed to walking by the second Net Test build.
Net Test 1 prototype | Net Test 2 prototype |
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There is a Long Jump Module placed near the corpse of a Survey Team member, which would remain in the second Net Test build despite the map otherwise being finalized.
c4a2a
To do: There is a mistextured part of the level, is it worth mentioning? |
The second Gonarch's Lair map, which contains layout differences, particularly with the pit at the center of the second arena.
Prototype | Final |
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The floating rock above the pit is longer in this build, with it extending into the pit. Additionally, there is no web floor that the Gonarch can walk on.
Prototype | Final |
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The small area inside the pit has a different design in this build, with a fully connected path to a healing pool as well as decorational Xen flora. The cavern leading to an alien trampoline is missing a ledge, and each cave overall is positioned closer to the surface.
Prototype | Final |
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The cavern leading to c4a2b has an additional ledge for the player to land on while descending.
c4a2b
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The third and final map in Gonarch's Lair, this map has minor layout differences.
Prototype | Final |
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The path leading to the final arena is slightly longer in this build. There is no slippery floor in this build; instead, when the Gonarch jumps down into the arena, a trigger_push entity is triggered to forcibly shove the player down into the arena.
Prototype | Final |
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The texture used for the web floor in this build is '{xeno_17c', which would be changed '{xeno_6b' by the second Net Test build. In addition, the webs do not break halfway through the final fight with the Gonarch.
To do: Video goes here? |
Most of the notable differences with the map lies with its scripted sequences. The animation used when the Gonarch jumps into the arena is fall2, which would become unused by the second Net Test build when the generic jump animation was used in the sequence instead. In addition, the Gonarch's death sequence is different: instead of exploding and releasing a horde of baby headcrabs on death, the Gonarch falls to her death when the webs she is standing on breaks, with the floor blocking a portal to Interloper breaking soon after. The func_breakable floor blocking the portal is set to only break when triggered, which was oddly un-set by the second Net Test build.
Due to the placement of the Xen Trees and its behavior to attack when anything touches it (with the exception of the Gonarch), the web gibs that spawn when the Gonarch dies end up touching the Xen Trees, which makes them attack. Amusingly, this can result in a Xen Tree hitting the Gonarch, breaking her death sequence and making it appear as if the Gonarch fell through the map.
Interloper
c4a1a
c4a1b
c4a1c
c4a1d
c4a1e
c4a1f
Nihilanth
c4a3
Identical to retail, with the exception of the map's fade-in transition being absent.
Early Interloper
Although the Interloper maps are nearing a final state in this build, earlier versions of the factory portion of the chapter exist in this build, under the same level categorization as Nihilanth (c4a3). More fascinatingly, it reveals that the versions of these maps that were accidentally included in Half-Life: Source, as well as leaked on multiple occasions were earlier versions.
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