This is a sub-page of Proto:Half-Life 2 (Windows)/September 26th 2003 Build.
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This page documents information about the maps included by default in this prototype.
Main Maps#
d1_trainstation_01#
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Prototype |
Final |
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- You start in a differently looking train and go through the right side of the traintracks instead of the left. And there's only one citizen instead of two.
- The map is used again for when the player has to escape City 17 by following Barney to go to the canals, instead of using a separate map for that. Which can cause problems when either first loading this map through the console or etc, as all what's supposed to happen in this point can be triggered anytime even while starting the map from zero.
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Prototype |
Final (Notice the leftover door) |
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- The main route and parts of the layout are very different, Some leftovers of them still exist in the final map.
- Ceiling turrets are broken and don't work correctly most of the time.
- Placeholder text displays what's supposed to happen or be featured in the map.
- Some places use developer textures.
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Prototype |
Final |
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- The security room before where Barney reveals himself is very different. With a staircase leading up to three doors, the aftermentioned room, the old plaza entrance, and the other room where the metrocop and the citizen are.
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Prototype |
Final |
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- The room and monitor themselves look very basic in the prototype.
- For whatever reason there's a trigger that pushes the player back far, It's located where the metrocop gets switched to Barney but the trigger never disappears after he moves away from there.
d1_trainstation_02#
- The player doesn't start on some stairs or go through some rooms to then meet a metrocop blocking the way. As the starting room is based off where this proto's d1_trainstation_01 ended at.
- The room where the breencast and the citizens pick up their food package are empty. And there's no intermission, instead it directly leads to outside the plaza.
- When the player goes out to the plaza, a unique scripted sequence starts where a citizen gets the player to follow them to get them some papers and get them to their location, only to then get stopped by 2 metrocops that will nag them about it and won't do anything after that. It's most likely removed due to how pointless it'd be for the player to actually do this.
- Again, the main route is different. This time featuring interesting unique rooms, one of them is like a security room with a rotating camera of the plaza.
- Combine Smart Barriers are present in this map, which act as doors that the player can open by just pressing E. This kind of behavior isn't present in any of the final's smart barriers, which additionally are first found in Nova Prospekt.
d1_trainstation_03#
- This map is
d1_trainstation_04in the final game. - The room you go into from the windows has a noticeably different design.
- The Combine APC is instead using the buggy from the coast maps as a placeholder.
- Metrocops don't ambush you, and you don't meet Alyx until the next map.
- Vortigaunts can be found in a normally inaccessible area locked by a door.
- The map jumps straight to
d1_trainstation_05. This is because of the fact this map would later be turned into the 4th map with a replacement being made for this map slot.
d1_trainstation_04#
Doesn't exist, as d1_trainstation_03 is that exact map in the final game.
d1_trainstation_05#
- Alyx is just standing in a corner next to the door the player enters in.
- A Pepsi-themed vending machine can be found here! This design is most likely a placeholder before they turned it into a Breen-themed vending machine. With that being said, the room the Pepsi machine's in is also notably different.
- Dr. Kleiner's lab features less objects and different lightning.
- The switch for the teleporter has a different design.