This is a sub-page of Proto:Half-Life 2 (Windows)/September 26th 2003 Build.
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This page details maps found in the files of the prototype, and NOT the WC Mappack. |
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E3 2002 Demonstration Maps#
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A series of six maps were made to be shown at E3 2002, but the presentation was cancelled as Gabe Newell felt the physics were not being promoted as much as the graphics or the gameplay, and the cutscenes were too long and boring. They can be found in the WC map pack.
e3_depot#
A map of the original design of the Wasteland area, eventually replaced by Highway 17. At the beginning, there are a number of antlions attacking a dead combine soldier. Near them is an Antlion Guard who initially ignores you to overturn the brush APC. There are some Combine Soldiers here, from which you can get an OICW and some ammo. There's a gunship that sits there and does nothing, even when shot at with the rocket launcher found at the top of the lighthouse. Upon reaching the "doors" of the fortress, the level fades to black.
e3_industrial (Cut)#

A map based on the earlier, grimier design of City 17, cut before presentation. You spawn without the HEV suit or any weapons, so presumably the map demonstrates an early part of the game. The most notable location is the Cremator factory, complete with child laborersǃ Behind the factory is an area filled with massive machinery of unknown purpose, and City Scanners can also be seen around the map. The level is short, and after reaching a tunnel at the end it fades to black.
e3_ship#
A map of the Borealis, the notorious freighter that was cut from the original game, then planned as a major plot device in Half-Life 2: Episode Three before its cancellation. The map primarily features Fast Headcrabs and Classic Zombies, though it also features numerous Stalkers and Combine Soldiers. A Combine Gunship is present, and attacks you at the bow of the ship, using its belly cannon freely. There is a meat locker full of zombie torsos. Going past it into the room with a large number of living zombies ends the level.
e3_strider#
A map taking place during the uprising portion of the game. Interestingly, the building you start off in uses models and textures from the cut Skyscraper area. The level features Striders walking around and crashing through buildings. After a certain point, Alyx gestures you to come into the sewers with her, upon which the scene introducing the cut Hydra enemy plays out and the level ends.
e3_terminal#

A map taking place at an earlier version of the City 17 train terminal. After witnessing some Civil Protection brutality, you ride an elevator which takes you on a lift across a fence, seeing a family stockpiling weapons in the process. After going through what appears to be a hospital, you come across a Combine parade featuring the cut Combine Guard enemy. Rebels bomb it, killing some of the basic soldiers, but the Combine Guard easily wipes them out. Going back the way you came, another Guard appears and targets you. You re-enter the hospital and close the door behind you, but the Combine Guard punches through the glass, and sticks his robot head in, which sees you. The Guard then punches down the door, and destroys the next set of doors with his gun. Running out the other end, a Shield Scanner appears to screech at you, and the level ends.
e3_town#
An earlier version of the first map of Ravenholm, featuring the cut dock entrance. Other than that, it's almost identical to the final game's layout. As soon as you crash the cart through the wall, the level fades to black.
E3 2003 Demonstration Maps#
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e3_hl2logo#
A map showing the Half-Life 2 logo before e3_techdemo_1. This map is broken and doesn't load in the leaked build.
e3_techdemo_1#
This map was supposed to demonstrate the Source Engine's face posing, eye movement, and some reflections on G-Man's eyes. The map is pretty much completely broken, however; the HL1 G-Man appears as the classic Source 'ERROR' model due to using an older model format the prototype cannot read, HL2 G-Man does not show his faceposing, the platform underneath the player does not move and the end script is broken.
e3_techdemo_2#
e3_techdemo_2 is meant to show off the Source Engine's physics. The map starts with the player having to go through a small outdoors area, then enter a room, which contains props for flinging around with the Physgun, a pachinko-like layout on the back wall (made out of large pins - a platform filled with barrels at the top can be released with the Physgun), and a large pool of water. The player can toss around and weld the props with the Physgun, though it's almost impossible to get a prop out of the water if it lands in the water.
The floor in the outdoor area was meant to deform, but the function is broken in the prototype.
e3_techdemo_5#
e3_techdemo_5 shows off various shaders and other special effects the Source Engine could do. The NPCs here have invalid models.
A more updated version of this map can be seen within Counter-Strike Source as a benchmark test with the broken NPCs removed.



e3_techdemo_6#
e3_techdemo_6 features an entrance to Ravenholm that was removed from the final game - it takes place on some docks on the outskirts. Everything works here, but it isn't possible to leave the map and proceed without entering the water.
e3_lab#
This map showed that NPCs can do animations, talk, and give weapons without a script. However, the gestures for this map are missing, meaning that Alyx and Kleiner will just stand still while their dialogue plays. The rest of the map is largely functional.
e3_phystown#
This map, a modified Ravenholm map that was modified further for the final game, was designed to show off the physics. Unlike both the prototype and final Ravenholm, Combine Soldiers appear.
e3_phystown is extremely broken due to entity changes between the E3 2003 presentation and the prototype. The props used to kill the Combine Soldiers around halfway through the map will either disappear or start flailing around as soon as the map starts because of errors, defeating the main point of the map.
e3_seafloor#
e3_seafloor features an early version of the docks after destroying the gunship in New Little Odessa. It plays almost identically to its counterpart in the final game, albeit with major scripting issues, such as the gunship staying in one spot instead of appearing at the destroyed car bridge.
e3_c17_01#
e3_c17_01 showcases the new AI system for NPCs: A group of Rebels and Civil Protection engage in a firefight, with the former sneaking through a ruined building around the latter's fortifications. They then open a Combine gate so that their allies (Barney included) can progress.
e3_bugbait#
e3_bugbait is a modified Nova Prospekt map meant to demonstrate the Bugbait and Antlions' mechanics.
e3_end#
This map shows an ending cutscene - the camera slowly flies towards G-Man from a distance, passing through numerous cryptic images on the way before reaching him. At E3 2003 G-Man then said a line in his own voice, but here he uses one said by Alyx in e3_hydra for unknown reasons. The end of the cutscene shows the game's logo modelled in 3D.
Cut E3 maps#
e3_seafloor_01#
e3_techdemo_014#
A map designed by Valve for E3 2003. The map opens with a 3d logo of Half-Life 2, and a speech from the G-Man. The map showcases the upgrades to the engine, using Kleiner's Lab as an example. It starts with using Half-Life 1 assets, transitions to the prototype Half-Life 2 version without props, then to the prototype Half-Life 2 version with props. It then transitions to a shot of the Early Ravenholm Docks opening, with the G-Man beside the player. It fades into a map designed to show off displacements and lighting on displacements. The next map has a segment designed to show displacement morphing, and a large physics playground, with many destructible props and a gun for the player to use to interact with them.
e3_outpost_test#
e3_techdemo_3#
e3_techdemo_4#
e3_town_05#
e3_prison_1#
e3_prison_2#
e3_prison_3#
e3_prison_4#
e3_industrial#
e3_meathook#
E3 2002 trailer maps#
e3_lab (2002 Version)#
Watch on YouTubeA map to show Alyx's face posing. However, the map shows an early version of dialogue with Barney and Kleiner in Kleiner's lab instead.
e3_hydra#
A map showing the cut Hydra enemy playing out a choreographed scene with a combine soldier, and the level ends shortly after the animation plays. In this build, the map has broken elements, such as missing gates, water not refracting the environment, z-fighting textures, and incorrect culling of geometry.
Deleted maps#
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Aliens_test.bsp |
It's not clear what this map is, but the script mentions lines for Alyx and Barney for this map. |
kleiner_labtalk.bsp |
A map that's related to the earliest conversation at Kleiner's office from 2002. |
sw_barney_intro.bsp |
A map for Barney's lines from E3 2003. Its map name is mentioned in a sub-folder named "jake". |