the cutting room mirror

September 26th 2003 Build

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This is a sub-page of Proto:Half-Life 2 (Windows).

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WC Mappack#

Leaked with the prototype was a collection of .zip files known as the "WC Mappack". The .zip files contain over 1,000 .VMF files (the editable sources of a map), all at different stages of completion and dates, from mid-December 2000 to around mid-2003. When run through Hammer, most maps can be compiled but will be missing textures and models.

There are so many maps, it's impossible to list them all here.

city_test03#

A city-themed test map. This map was used in the (now newly-archived by Valve) SIGGRAPH 2000 demonstration, and is the birthplace of the "GET YOUR FREE TV's!" meme.

sniper_029#

One of the most, if not, the most well-known map in the entire mappack. This map appears to have been used in an internal demo in 2001, along with other maps that potentially haven't leaked.

The Mystery of "Spire"#

The WC Mappack contains an empty folder called "spire". No maps of this location have been found in the WC Mappack. Spire is also mentioned in oldtrans.txt and has its own skybox, suggesting development advanced enough for it to get a unique skybox. While its maps no longer exist, there are some hints as to what it would be.

Raising the Bar has a short story made by Marc Laidlaw, Half-Life 2's writer, about a battle for a location called "Weather Control" (or "Weather Station"). Weather Control is also listed as a location in an early game progression chart shown in Raising the Bar. According to the story, Weather Control would take place in a snowy environment. Raising the Bar's summary of the location says it would take place in the Arctic.

Inside oldtrans.txt are these texture listings:

spi_snow02a nature\snowwall004a.tga
spi_snow02b nature\snowwall003a.tga
spi_snow02c nature\snowwall001a.tga
spi_snow02d nature\snowwall002a.tga

"Spi" stands for Spire. Based on the textures' names, Spire would have been in a snowy environment, just like the Weather Station in the story.

Weather Control is the only location mentioned in Raising the Bar that does not have any material for it in the prototype nor the WC Mappack. Spire also lacks any connection with any other locations mentioned in Raising the Bar. Also, Weather Control is the only snowy location mentioned in Raising the Bar that does not have any maps in the WC Mappack.

oldtrans.txt#

The root textures folder contains a text file called "oldtrans". Inside it is a list containing two sets of texture names. The ones on the right correspond with many textures in the prototype. The left set appears to be old names for the textures and some of the texture names are somewhat similar to how textures are named in Half-Life's WAD files.

oldtrans.txt also reveals that textures were named based on what location they were going to be used at one point. The locations are Urb (City 17), Vert (Vertigo, a cut skyscraper location), deep (Kraken Base, another cut location), hyp (Hyperborea, an old name for the cut Borealis), Waste (the Wasteland, which became the final's Coast and Nova Prospekt locations) and Spi (most likely Spire, see above). There are folders in the WC Mappack corresponding with these location names, but they are unfortunately empty.

This text file appears to be an old leftover, as it lacks several of the locations seen in the prototype or Raising the Bar (such as the cut Air Exchange, Canals, and the Citadel) and some of the names are somewhat close to how Half-Life named its textures.

To read all of oldtrans.txt's content, see the sub-page below.

E3 2003 Demonstration Leftovers#

The prototype contains almost all of the resources used in the E3 2003 demonstration that officially unveiled Half-Life 2. This includes maps, models, textures, audio files, configs used to record and show gameplay footage, and even the demos used to record the footage seen in the videos. However, because of engine differences and issues with resources, most of these maps and demos are broken.

If playing the maps, the player must go through the same way the E3 2003 reveal videos played them, or else the maps will break (even more, in maps that are already busted) because of scripting issues.

This prototype also has all of the assets from the scrapped E3 2002 reveal.

Proto

E3 2003 Presentation

GUI#

The prototype's GUI is almost exactly the same as the GUI used in the initial Steam version of Half-Life. The differences are that the menu options are placed closer to each other in the Half-Life 2 prototype, the game's logo will change if hovered over, the "servers" option and Steam logo on the right-hand corner in Half-Life is missing in the HL2 prototype, and the HL2 prototype console uses an early TF2 icon, while HL1 uses a small Steam logo as its icon.

Half-Life 2 proto

Half-Life, Steam version (pre-25th anniversary)

Half-Life 2 proto

Half-Life, Steam version (pre-25th anniversary)

Half-Life 2 proto

Half-Life, Steam version (pre-25th anniversary)

When the console is open, the game will show the text "Source Engine 2 (build -4 days until 9/30/2003)" in the upper right-hand corner of the screen. 9/30/2003 refers to Half-Life 2's original release date, while the text to the left of it seems to be based on the date the prototype was compiled. Based on the state of this prototype, there was no way in hell they were going to hit that release date.

Unused/Broken Features#

Multiplayer#

The prototype has barebones support for multiplayer. The player can create a listen server via the main menu, but the mode itself is quite buggy. The scoreboard uses a simple design that no Source game has ever used.

The menu itself lets the player start a multiplayer game on any map, complete with functioning AI. It also has tabs for game and CPU player options, but the game tab shows nothing and the CPU player options only has an empty box the player can type in.

Dropping Guns#

Error that appears when trying to use the "DropPrimary" command.

By default, the prototype has G mapped to the function "DropPrimary". However, when the G key is hit in-game, you will get an "unknown command" error and nothing happens. This is likely a leftover from previous builds, as demonstrated by the Coastline E3 2003 video (at 2:06), where Gordon can be seen throwing the shotgun away to pick up the rocket launcher, implying he wouldn't have been able to carry dozens of heavy firearms at the same time.

Features Removed From Release#

Firing While Zoomed In#

In the prototype, the player can attack while zoomed in. The final game removes this, presumably for game balance reasons.

Friendly Fire#

You can harm and kill citizens and vortigaunts, Killing one in front of a citizen will play normally unused male voice lines, and/if in front of a vortigaunt, cut voice clips will play. This won't work on ones that are set to be invincible, such as the citizen in the boat from d1_canals_end.

Half-Life Leftovers#

Training Room Error#

The "New game" option also has a selection for "Training Room", just like the Steam version of Half-Life. Attempting to start a game with this selected will do nothing, but the console will give an error stating the game is attempting to look for a map called "t0a0". t0a0 is the filename of the first tutorial map in Half-Life.

shell.mdl and shotgunshell.mdl#

Reading the console right after the game has loaded shows that it's looking for two missing models, "models/shell.mdl" and "models/shotgunshell.mdl". These models were used in the original Half-Life for ejected 9mm brass (shell.mdl) and shotgun shells (shotgunshell.mdl). This does not cause any issues as the game already uses different spent brass models. Why these functions weren't removed is unknown.

Steam Leftovers#

There are some leftover files related to Steam, such as files for setting up the server browser and text on the main menu.

Duplicate Textures#

The root folder for model textures has several folders that were removed in the final game. They are "Bathroom", "Electronics", "Furniture", "Junk", "Lighting", "Pipes", and "Vehicle".

These folders contain a folder for each texture instead of dumping them all in the directory, like the prototype and final's prop folders do. In addition, the textures are named differently; all of the textures had "W_" (likely meaning "World", similarly to how weapon models are named in Source and GoldSrc games) at the start of each one's file name, all of the words in their descriptions are capitalized, and some even have the texture size listed in brackets.

Since there are so few of these and many of the textures in these folders appear elsewhere in the prototype, it's likely they are leftovers from an earlier development period and weren't completely removed for whatever reason when the prototype was compiled.

e3_Gurluas#

One of the oldest community-made maps for Half-Life 2 beta. It was made by Gurluas - a HL2World.net site member. Maps's real name is CMP_Gurluas_2000_Road. Later it was found by Russian bootlegers, renamed into e3_Gurluas for some reason and included in one of their Half-Life 2 beta disc releases. This lead to a myth being born; it was widely believed that this map was made by Valve for E3. This is incorrect.This map however can be founded if you downloaded this build from Anon.