the cutting room mirror

September 1997 Prototype

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Documents#

The CD the prototype came on has several documents that discuss the game. These provide a look into how the game was supposed to be around August to early September 1997.

The documents have been transcribed onto separate pages, which can be found in the following sub-sections.

Half-Life Readme (in Word 95 format).doc#

HLSynopsis.doc#

WalkThru.doc#

Technology Overview.doc#

Company Backgrounder.doc#

Plot Differences#

As the game received a full rewrite, the plot is very different from the final, including:

  • Instead of Black Mesa, the game took place in an abandoned missile silo only referred to as "The Silo".
  • Gordon was originally meant to be "a weapons research scientist who has never touched a weapon".
  • The Silo was meant to have already developed a Portal, however the Portal was completely contained.
  • Gordon's lab had nothing to do with the incursion. Instead, the Portal's power core goes critical, causing it to rend space-time and producing the same effect the resonance cascade does in the finished product.
  • The rest of the plot is essentially the same, with the inclusion of acquiring "a device which means the difference between victory and annihilation".

Weapons#

The prototype has only three selectable weapons: the Crowbar, the Glock pistol, and the MP5SD submachine gun.

General#

In general, all of the weapons are much weaker than they are in the final game. It takes close to 10 pistol or MP5 shots to kill a single Headcrab in the prototype, and stronger enemies are bullet sponges. The exception is the grenade fired by the MP5SD's M203, which is just as powerful as it is in the final game.

The player spawns with every weapon as soon as he enters a map. Each weapon has unlimited ammo, but there aren't any ammo pickups in the game yet. Weapons do not need to be reloaded. In fact, none of the firearms in the prototype have reload animations.

It's possible to drop weapons by pressing right mouse button while selecting them. Dropped models will be showed as shells.

Submachine Gun (MP5SD)#

The submachine gun is largely similar to the retail model, but the prototype's MP5SD is the proper length, the textures are not oversharpened, and the M203 is coloured green. The rear sight is also a block rather than the retail's MP5 sight.

This weapon is much more accurate than it is in the final game. Its grenades can be used to rocket jump in the prototype without killing the player, which is very handy for moving around and exploring the maps, especially while using god mode.

The prototype MP5SD is held by bare arms in the prototype. The textures for this arm can still be found in the Half-Life SDK and Half-Life: Source's SDK. While the final game uses HEV arms, both the prototype and final MP5 have the hands in the same positions and shapes. This is because the arms are the same, just for the final model they added a HEV arm model and made the hands use the chrome texture.

The grenade firing animation has Gordon pump it after firing. This was removed in the final game.

The prototype SMG uses stereotypical "pew pew" sounds that suppressed weapons in movies use when fired. The final game replaces them with beefier SFX.

Prototype

Final

Prototype

Final

Prototype SMG bullet spread

Final SMG bullet spread

Pistol (Glock)#

The Pistol is very different from its final design. The model itself is a bit blockier than the final one and the textures used are completely different. The grip is a lighter blue and looks nothing like a grip used by any of the Glock generation models, the slide uses a different design that is a light gray and lacks the markings on it, and the rear has no details on it.

The gun only has a shooting animation. The shooting animation lacks the slide going back, like the final's Pistol does.

In-game, the Pistol fires slightly faster than it does. However, it is noticeably less accurate than it is in the final game, to the point where its spread is closer to the final's SMG than it is to the final's Pistol. This version's Pistol does not have the alt-fire mode the final one's has.

The hands used by the Pistol are a man in a lab coat, which are different from both the hands used on the prototype SMG and the hands the final's Pistol uses.

Prototype

Final

Prototype

Final

Prototype Pistol bullet spread

Final Pistol bullet spread

Crowbar#

The Crowbar's model is completely different from the one used in the final game. It has less polygons, a different texture (which can be found in the Half-Life SDK) and a chrome front end for some reason.

When used, it has a very slow swing rate. Coupled with the very low damage it does per hit, the Crowbar is useless except for breaking certain objects.

Strangely, it doesn't have an arm holding it.

The Crowbar uses the graphic for a knife when selecting weapons in the HUD. Perhaps the Crowbar was a knife at one point.

Prototype

Final

Prototype

Final

Fists#

The HUD has an icon for a fist when cycling through weapons. When the fist icon is selected, the player will not have any weapon. He can still select another weapon, however.

Fire Axe#

The folder containing the HUD's graphics contains an icon for a fire axe. There isn't a model for a fire axe in the prototype nor is there a way to select one.

Other Weapon HUD Icons#

Graphics for numbers 5 through 9 can be found in the HUD graphic folder. Considering they're numbered the same way the weapon's HUD graphics are, it's likely these are placeholder graphics for other weapons that would be used when other weapons were starting to be implemented.

Shell#

The prototype contains an earlier model for the ejected brass the Glock and MP5SD eject. The model in the prototype lacks the final's chrome texture, instead opting for a dull bronze.

Guns in the prototype do not eject brass, but some pre-release images show this model being ejected from guns.

Based on the prototype shell's position in a model viewer, it seems that the model was positioned specifically so that it'd eject from a gun at a certain angle. The final game has code deal with this instead.

Prototype

Final

Shrapnel#

The prototype's shrapnel model is dark, while the unused model found in the final is a light gray.

Prototype

Final

Graphics#

HUD#

The HUD is completely different in this prototype. The prototype HUD has differently-shaped metal bars on the center-left, left-hand corner, and center-right of the screen. Health is indicated with orange blocks on the box in the left-hand corner. The other boxes do not show information, making it impossible to see what they would do.

Weapons are selected with a set of green boxes that appear in the center of the screen. An unused texture found in the prototype's files shows a weapon selection box closer to the final's, but styled like the rest of the prototype's HUD. This does not appear in-game.

The damage indicators are green in the prototype, but a light red in the final game.

The HUD is larger and has some transparency issues in the OpenGL executable. The weapon selection system's graphics nor the damage indicator graphics appear in OpenGL mode either.

Prototype

Final

Prototype

Final

Software

OpenGL

Prototype

Final

Unused prototype weapon selection

Final

Early HUD#

The STATUS folder contains a graphic with an older HUD. It appears to be based on Quake's' HUD, suggesting this is a very early leftover.

The game's menu is completely different in this prototype. This menu appears to be Quake's menu, but with different graphics. The box that appears when one hits the "Quit" option still used (glitched) graphics from Quake. The cursor is also animated like in Quake, but the graphics appear to be taken from the sidebar, making it look like a glitch.

Note that the "Help/Ordering" option doesn't do anything.

Prototype

Pre-Steam menu

Prototype

Initial Steam release

Prototype

Current Steam release

Quake Menu Comparisons#

Prototype

Quake

Credits Image#

The "HUD" folder contains a graphic for a credits list that is not used in the prototype. What's notable is that it mentions both Quiver (an early name for Half-Life) and Prospero, a cancelled game that was in development during the early parts of Half-Life's' production.

40mm Grenade Explosion Effects#

In the prototype, 40mm grenade explosions will spew shrapnel (complete with smoke trails) when they explode. The final game gets rid of this effect in favor of an animated explosion sprite.

Prototype

Final

Bullet Tracers#

In the prototype, nearly every bullet fired by the Pistol and SMG will create a tracer effect. The final game reduces the chance of a tracer on these guns so that it is much rarer.

The prototype's tracers have a green tint, while the final game's tracers have a more yellow tint.

Prototype

Final

Alien and Human Gibs#

Both alien and humans share the same gibs in the prototype. The final game gives aliens their own gibs.

Gibbed Human

Gibbed Alien

Early Quake Leftovers#

Several raw uncompiled BMPs lie in the GFX folders that pertain to several graphics lumps used by Quake. Part of it are unused "dead" faces and variants on the quad damage face in which he licks around his mouth.

The palette was shifted and recalculated.