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Metro 2033

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This page details one or more prototype versions of Metro 2033.

To do:

  • I still need to upload screenshots of all three maps included in the prototype, along with a text walkthrough on its own sub-page.
  • Design documents included with this build.

This prototype is documented on Hidden Palace.

Build 375 of Metro 2033 (dated May 10, 2006) has the distinction of being both one of the few publicly-available prototypes, as well as one of the earliest. The game entered development in 2006, and this specific build was shown off at the Leipzig Games Convention that same year.

This build has several notable differences from the final product, but what is most remarkable is how little overall changed compared to other games at similar stages of development. This build was released by the community on Russian site Gaminator. How, we will probably never know (unless the 14-page thread gets translated), but what matters is that it's here and it works!

Levels#

indoor_n#

Launching the game through indoor.bat takes the player to an early version of Hole station, where Artyom and the Children of the Underground hold their ground against a wave of Nosalises. The player spawns right behind the Commander and is able to get on and off the platform he stands on, unlike the final game. The place also looks a bit more fortified, by virtue of having sandbags.

After the Nosalises overrun the station, the player wakes up, but the whole side objective about broadcasting the Commander's message is absent. The station itself looks much less detailed and less destroyed compared to the final. Sasha is also completely absent from this build, and so is the objective about reuniting him with his mother.

Models#

Commander#

The first NPC the player encounters, by virtue of spawning right behind him. The commander of The Children of the Underground serves the same role in this prototype as he does in the final game; fending off waves of Nosalis mutants before perishing and requesting the player to spread word of the defeat via Radio. The model's arms curiously feature an armband of the Fourth Reich, a neo-Nazi faction in Metro 2033 and Last Light which the character could only be opposed to. Also of note are his helmet and night-vision goggles, which survived development and can be seen on other NPCs in the final game practically unchanged.

Diger/Digger/Soldier#

The mysterious "Diger" (as his filename, diger.ogf, dubs him) is one of five models used for nearly all human soldiers in the build, of which there are a handful. Every model features slight variation in armor and headgear, as shown above. Unlike his commanding officer, nothing substantial from the Diger family survived until the final game.

Winged/Female Nosalis#

The only creature model present in the build's monster meshes, curious given that the final game's Demon appears in the pre-release footage shown at Leipzig GC 2006. The design is nearly identical to the final build, even sharing the same UV map and geometry as the final monster. In-game, it functions all the same, sonic attacks and the like.

Old Diger/Digger/Soldier#

This character model is entirely unused in the prototype build, and is evidently older than every other original model. The character has a different T-Pose than every other NPC, and their PBF gas mask shares texture elements from STALKER's gas masks. Some pre-release images show other characters wearing this gas mask on top of other models' torsos.

AK-74/Kalash#

This is the model always seen in first person in the build. At this point in development, the AK-74(later known simply as the Kalash) was the only weapon available. The weapon itself uses different animations, firing sounds and has no recoil whatsoever.

Artyom's watch, a staple of the series, was also not implemented, leaving the poor boy's wrist empty. Curiously, the scope does not appear on the model in-game, but does appear when converted to another program for viewing. The scope may have been intended to be a weapon upgrade like in the final game.

Placeholder S.T.A.L.K.E.R.: Shadow of Chernobyl Assets#

4A Games, the studio that developed Metro 2033, was founded by ex-employees of GSC Game World who left during the development of STALKER. The engine itself bears a lot of similarity to GSC's X-Ray Engine, and a few placeholder and unused assets feature as legacy content.

Player Model#

Artyom's model is a direct port of the default player model in STALKER.

Controller Psy-Attack Frames#

Attack frame textures used by the Controller mutant in STALKER. The Controller itself does not make any appearance in the prototype.

UI Textures#

Some examples of various UI textures from that game leftover.

Unused Sounds#

The Commander in the game's story hands Artyom a cassette tape which has a warning message for the Polis metro station about the encroaching mutant hordes, which Artyom is tasked to play on a radio beacon outside. This side objective can't be completed at this point in development, but an early version of the tape's recording is still in the data files.

Prototype "Children of the Underground" Tape

Retail "Children of the Underground" Tape

The message of both lines is very similar, it's evident though that the game's English script was in a very rough state at this early of a stage in development. Oddly, despite taking place in Russia and having been developed in Ukraine, all of the dialogue in this build is in English.

Unused Music Files#

Three music files can be found in the leaked build under content/songs/music. Two of the music files, namely stancia.ogg and tonnel.ogg, are ambience songs, while town.ogg is an instrumental song.

The tonnel.ogg music file can be related to the underground tunnel parts of the game (accessible through indoor.cmd), while town.ogg is connected to the unfinished town (accessible through outdoor.cmd). Probably the most interesting one of the three is stancia.ogg, which can be traced back to STALKER and the Chernobyl Nuclear Power Plant, as some game files refer to the CNPP as "Stancia".

Stancia

Tonnel

Town

Stancia and Tonnel can be, but Town is never heard in-game. All of them are mono 44100Hz songs going under 500kb in file size.

Half-Life 2 Sound Effects#

Curiously, this prototype has many sound effects that share filenames with various sounds from Half-Life 2, mainly ambient ones. While some sounds seem to be directly borrowed from that game, others were slightly modified in some form.

For example, many sound effects are in 44100 Hz rather than the 11025 or 22050 Hz the original HL2 sounds are in.