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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
Civil Protection is very similar to how he is in the final game. Visually, the only differences between the prototype and final Civil Protection is that the prototype's eyes are a brown color and the gloves are less shiny. Strangely, he only has 10 health in Medium and Hard difficulties, while he has 40 health in Easy. There aren't any variables to increase his health during the Uprising chapters like there are in the final game.
The biggest difference between the prototype and final Civil Protection is their voice. The prototype Civil Protection 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. He also does not talk to the Combine Overwatch voice (which does not exist in this prototype).
| Prototype | Final |
|---|---|
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 Protections 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 an even earlier Civil Protection that has him with a more traditional bullet-proof vest, an overall baggier outfit, 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 Soldier is very similar to his final incarnation in behavior and in the equipment he uses.
The most noticeable difference are his textures. The prototype Combine Soldier has yellow underarms instead of white, a lighter camouflage with a different pattern, a darker head, red eyes, and what appears to be the logo on the Strider and Combine Gunship pasted on his back. The Strider logo lacks transparency, making it look like he had a black box with the texture on it pasted on his back.
The prototype Combine Soldier not only lacks a lot of animations compared to the final version, but also has differences to animations they share in both versions. Some examples include kicking the player instead of hitting the player with his gun, a clunky grenade toss animation that has the Combine Soldier tossing with his left arm instead of right, and a different running animation.
He also uses completely different sounds in the prototype. Like the prototype Civil Protection, the Combine Soldier uses full sentences instead of the spliced-together-words system that the final Combine Soldier uses. He also lacks the lingo that the final Combine Soldiers use and does not talk to the Combine Overwatch voice. The voice modulation for his voice clips are completely different and makes it extremely difficult to understand what he's saying because of how garbled he sounds. 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 Soldier has animations for launching grenades from the old AR2, the XM29 OICW. This suggests that 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 |
|---|---|
| Prototype used voice | Prototype unused voice |
|---|---|
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
| Prototype combat idle | Final combat idle |
|---|---|
| Prototype combat run | Final combat run |
|---|---|
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| Prototype grenade throw | Final grenade throw |
|---|---|
| Prototype melee | Final melee |
|---|---|
Manhack
The prototype Manhack keeps the final's model, but uses different textures. It's much less detailed and has a gray shade instead of the final's blue shade.
In-game, the main difference is that the Manhack takes little damage if it is grabbed and tossed by the Gravity Gun. The player must use guns or a melee weapon in order to defeat them effectively. It also lacks the light that changes as the Manhack takes damage, but it still emits smoke when damaged.
Of note is that Civil Protection can freely deploy Manhacks in the prototype, but in the final game, it's controlled by scripted sequences.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
| 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 |
|---|---|
Shield Scanner
The Shield Scanner is in the prototype, but has much simpler and rougher textures. The eye also has a different color than it does in the final game.
The most interesting part is that the Shield Scanner has dedicated code, showing what it was originally meant to do. It indicates that the Shield Scanner was meant to protect NPCs in a squad it was paired with by generating a shield in front of the NPC. The shield could only be generated if the Shield Scanner was open (read: the mechanical tentacles were coming out of it). If it took enough damage quickly, it would enter a "pissed off" state and close up, shutting down the shield. It would pick a squad member to protect based on each NPC's LOS (presumably, of the player) and distance. It 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 |
|---|---|
| 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 Turret is slightly bluer compared to its final counterpart.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
There is also an earlier design inside the "Combine_turrets" folder that has a completely different design. There are two variants of it; a whole one without a proper texture, and three models of its various parts with a temporary texture.
Sentry Gun
The Sentry Gun behaves the same as it does in the final game, but has a different texture. The prototype texture is less detailed, lacks the yellow logo, and has a red stripe on its right side.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
There is also an earlier model hidden in the game's files. The turret itself uses a shape similar to the old Ceiling Turret model.
Ground Turret
In the prototype, the "Ground Turret" is a Sentry Gun inside a box that moves up when the player approaches a set of lasers near the Ground Turret (like the final Ground Turret does). It is defeated the same way as the final Ground Turret.
The final game uses a unique model for it.
| Prototype | Final |
|---|---|
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Rollermine
The Rollermine behaves the same as it does in the final game, but its model is completely different; the prototype Rollermine is a sphere-shaped object with red dots inside tan, metallic-looking ovals spread throughout the model. When it begins charging towards the player, spikes with rounded edges sprout from it. The spikes will clip through the ground.
The prototype's source code also mentions two more Rollermine types; Rollerdozer and Rollerbull. The Rollerdozer was meant to clear up debris, while the Rollerbull appears to be an early prototype of the Rollermine.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
Hopper Mine
A very rough version of the Hopper Mine exists in the prototype. They are temporary, brush-based entities in the prototype's Uprising maps that are flat and brown disks.
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 Stalker is somehow even more horrifying in the prototype. The model is more blocky and skeletal, the textures give the Stalker a more rotten look, it has different tools on its arms, and the faceplate seems to be more of a mask with straps and many holes for the eyes. It also has a metallic mouthguard with grit teeth visible within. It also doesn't hunch over like in the final version.
Its behavior overall is very different. The Stalker will attack the player with eye lasers. If the player fires more than a few rounds at it, it will run away, making it difficult to hit as it does so. Getting close to a Stalker will either make it hit the player with its claws or just have it run away. The Stalker normally cannot be fought in any version of Half-Life 2, but the fightable Stalker in Episode One walks very slowly and can't attack directly, in stark contrast to the proto Stalker.
By default, the Stalker 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 |
|---|---|
| Prototype | Final |
|---|---|
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| Prototype | Final |
|---|---|
Combine APC
The Combine APC enemy does not exist in this prototype. Instead, it is either a script (such as in d1_canals_end) or static prop (like in d3_c17_06b).
The used Combine APC model is completely different as well. It is a rusty, dark green vehicle with a long antennae near its rear that looks vaguely like a real-life APC. 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 |
|---|---|
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
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 |
|---|---|
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
An even early 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 |
|---|---|
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
Textures for an older APC can be found in the "APC" folder. These textures are very similar to an APC design that appears in the "props/vehicles" folder.
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-Chopper looks 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.
This enemy's AI is much simpler in the prototype as well. All it can do is occasionally fire a burst of slow autocannon shots. It never drops the round mines or fires missiles despite having missile pods.
In the prototype, the Hunter-Chopper is invincible, making it impossible to complete the canals portion.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
Combine Gunship
The prototype Combine Gunship lacks the glowing blue lights on its underside. The white parts of its tail 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.
It's mostly the same as its final counterpart, but with one big change: it can fire the stomach laser at anything whenever it wants. 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.
Inside the game's files are models for an unused projectile related to the Gunship. How the Gunship used it is unknown.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
Combine Dropship
The Dropship's textures are much rougher and less detailed than they are in the final game. It's fairly identical to its 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 |
|---|---|
| Prototype | Final |
|---|---|
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's texture received a scale overlay on its textures to make it 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 Strider is a little different from the final because it is nigh invincible, the only way to defeat it by noclipping near it, hitting the use button, then firing an RPG rocket or two while inside it. This will cause the Strider to deactivate and drop an Immolator, which can be picked up.
| Prototype | Final |
|---|---|








