Half-Life 2: Lost Coast is a demonstration game on the Source Engine's high-dynamic-range rendering capabilities. Originally a tech presentation based on a part of Half-Life 2 that was recycled into its own game.
As of 16 November 2024, Half-Life 2: Lost Coast has been merged into base HL2 as part of the 20th Anniversary update, with its Steam store listing now removed. It can be launched in the "Extras" menu.
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Unused Textures#
All textures seen here were used in previous iterations of the playable map and can be found in lostcoast_pak_dir.vpk/materials/lostcoast/nature/'''.
dirtfloor002a.vtf

grassfloor003a.vtf

rockwall019a.vtf / rockwall019a_height.vtf / rockwall019a_normal.vtf


rockwall020a.vtf / rockwall020a_height.vtf / rockwall020a_normal.vtf



rockwall020b.vtf (duplicate of rockwall020a.vtf) / rockwall020b_height.vtf / rockwall020b_normal.vtf



rockwall022a.vtf / rockwall022a_height.vtf / rockwall022a_normal.vtf



sandfloor007a.vtf / sandfloor007a_height.vtf / sandfloor007a_normal.vtf



sandfloor007b_height.vtf

Unused Map Models#
Two models, a mossy rock and a scaffolding, that are never used in any of the maps provided but rather in previous iterations of them.
Unused Commentary#
An unused commentary track detailing how normal maps were used for a rock's texture.
"The rock texture is an example of using normal maps. Our texture artists in the past have just had to be illustrators, mainly use Photoshop, painted the textures by hand, or use photographic reference. But what we're finding now is we're moving into next-generation content we want to have them also have the ability to model the texture in three-dimensions. So, they'll often use a package like XSI to actually build geometry for these rocks. So the normal map is basically taking a high-res, 3D model and rendering that onto a 2D surface. This way we can create the illusion of an object having much higher polycount than it actually does. So, for instance for these rocks, it's completely flat surface, but the normal map is creating the illusion of them bumping up out of the sand."
Unused Fisherman Lines#
The Fisherman was originally going to be a lot more talkative and adventurous. Quite a few lines are hints for the boat hook puzzle.
Audio |
Filename |
Transcript |
|---|---|---|
fish_cough01.wav |
*coughing/throat clearing* |
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fish_cough02.wav |
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fish_cough03.wav |
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fish_cough04.wav |
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fish_grieve01.wav |
Well... ain't that a shame? |
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fish_grieve02.wav |
Guess I'd... better be heading out. |
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fish_grieve03.wav |
Well, laddy...guess this just wasn't your day. |
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fish_guide01.wav |
Come on, then. |
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fish_guide02.wav |
Here we go. |
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fish_guide03.wav |
This way now. |
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fish_guide04.wav |
Watch your step. |
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fish_guide05.wav |
Step lightly there, laddy. |
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fish_guide06.wav |
Easy now. |
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fish_guide07.wav |
There you go. |
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fish_hook_grunt01.wav |
*heavy breathing* |
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fish_hook_grunt02.wav |
||
fish_hook_grunt04.wav |
*strained exhale* I'm gettin' too old for this kinda nonsense... |
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fish_hook_keeppulling.wav |
That's it. Keep pulling. |
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fish_hook_keepup.wav |
Keep up with me, laddy. |
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fish_hook_nag01.wav |
Go on, now, pick up the other hook. |
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fish_hook_nag02.wav |
Grab the other hook. |
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fish_hook_sigh01.wav |
*relieved exhaling* |
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fish_hook_sigh02.wav |
||
fish_hook_slipover.wav |
Slip it over the big hook, laddy. |
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fish_mumble01.wav |
*grumbling* |
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fish_mumble02.wav |
[under breath] *mumbling* ...tomfool fella doesn't know... |
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fish_mumble03.wav |
[under breath] ...thinks he knows everything, I meant... |
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fish_mumble04.wav |
[under breath] Have to ask myself why in the devil I stay around a place like this, where ya can't eat mud and the leeches'll eat you first, the damn things... |
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fish_mumble05.wav |
[under breath] ...just one of those things, I've lived too long is what I've done... and now they're gonna take it all away from me. |
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fish_mumble06.wav |
[under breath] *muttering* I shoulda listened to my old mother... I can't even remember what she said now, but I should've listened to her, I know that. |
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fish_resumetalk01.wav |
Well, as I was saying... |
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fish_resumetalk02.wav |
What was I saying? Oh yeah. |
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fish_resumetalk03.wav |
Now, where was I... |
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fish_resumetalk04.wav |
Hmm. Anyway... |
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fish_resumetalk05.wav |
Well, now, as I was saying... |
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fish_resumetalk06.wav |
Well, as I was saying before... |
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fish_tooclose.wav |
Ah! Little too close for comfort! |
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fish_wait01.wav |
What's keeping you? |
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fish_wait02.wav |
Come along now. |
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fish_wait03.wav |
Pick up the pace, lad! |
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fish_wait04.wav |
This way, lad! |
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fish_waterwarn01.wav |
Get out of the water! |
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fish_waterwarn02.wav |
Stay clear of the water! |
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fish_waterwarn03.wav |
Haven't you had enough of them leeches? |
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fish_waterwarn04.wav |
The leeches'll eat you soon as look at you! |
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fish_whistling01.wav |
[whistling "Blow the Man Down"] |
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fish_whistling02.wav |
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fish_whistling03.wav |
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fish_whistling04.wav |
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fish_whistling05.wav |
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fish_whistling06.wav |
[humming] And blow the man down... |
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fish_outofbreath01.wav |
*breathless panting* |
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fish_outofbreath02.wav |
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fish_outofbreath03.wav |
Missing Fisherman Lines#
level_voices_lostcoast.txt contains all of the Fisherman's lines. Most of them referenced in the file are missing from the files and have been listed here. Captions for the nonexistent lines also exist for many of them and also have been added to the list:
Missing File |
Captions (if any) |
|---|---|
*lostcoast/vo/fisherman/fish_canyouhearme.wav |
"Can you hear me?" |
*lostcoast/vo/fisherman/fish_youallright.wav |
"Are you all right?" |
*lostcoast/vo/fisherman/fish_youalive.wav |
"You're alive!" |
*lostcoast/vo/fisherman/fish_getup.wav |
"Get up, lad, we've got to get out of here!" |
*lostcoast/vo/fisherman/fish_headingout.wav |
"Everyone's heading out." |
*lostcoast/vo/fisherman/fish_gettoshelter.wav |
"Let's get you to shelter!" |
*lostcoast/vo/fisherman/fish_shellingbeach.wav |
"They'll be shelling this beach before long!" |
*lostcoast/vo/fisherman/fish_strand.wav |
"Saw you lying on the strand over here, as I was heading into the bay." |
*lostcoast/vo/fisherman/fish_zombiegun.wav |
"You must be here to destroy the zombie gun. No other reason to visit St. Olga at a time like this." |
*lostcoast/vo/fisherman/fish_takeyouthere.wav |
"I'll take you there, lad. Or as far as I can, at any rate." |
*lostcoast/vo/fisherman/fish_stayclosetome.wav |
"Stay close to me now." |
*lostcoast/vo/fisherman/fish_ontherock.wav |
"That's her on the rock, up there. Church of St. Olga." |
*lostcoast/vo/fisherman/fish_path.wav |
"There's a path at the bottom of the cliff. I'll let you through the gate, and then...well, the rest is up to you." |
*lostcoast/vo/fisherman/fish_followmelad.wav |
"Follow me, lad." |
*lostcoast/vo/fisherman/fish_hurryuplad.wav |
"Hurry up, lad!" |
*lostcoast/vo/fisherman/fish_keepclose.wav |
"Here, now, keep close to me." |
*lostcoast/vo/fisherman/fish_bullsquidtrap.wav |
"Hold up now...we've got to raise this hatch. We used to trap bullsquid in here." |
*lostcoast/vo/fisherman/fish_hook_take.wav |
"Here now, I'll grab this hook, you take hold of that other one there." |
*lostcoast/vo/fisherman/fish_hook_nowpull.wav |
"Fine, laddy. Now...pull." |
*lostcoast/vo/fisherman/fish_hook_thereyougo.wav |
"There you go." |
*lostcoast/vo/fisherman/fish_hook_thatsit.wav |
"That's it!" |
*lostcoast/vo/fisherman/fish_hook_good.wav |
"Good." |
*lostcoast/vo/fisherman/fish_hook_nicework.wav |
"Nice work!" |
*lostcoast/vo/fisherman/fish_beyondrocks.wav |
"Let's hurry on, then. The gate's just beyond those rocks." |
*lostcoast/vo/fisherman/fish_watchstep.wav |
"Watch your step there, lad." |
*lostcoast/vo/fisherman/fish_cantprance.wav |
"Can't prance over these rocks like I used to." |
*lostcoast/vo/fisherman/fish_holdon.wav |
"Hold on!" |
*lostcoast/vo/fisherman/fish_hearthat.wav |
"Did you hear that?" |
*lostcoast/vo/fisherman/fish_warmingupgun.wav |
"They're warming up the gun, lad. I'm afraid this is it." |
*lostcoast/vo/fisherman/fish_theresgate.wav |
"Ah, here's the gate." |
*lostcoast/vo/fisherman/fish_key_notit.wav |
"That's not it." |
*lostcoast/vo/fisherman/fish_key_notthatone.wav |
"Hm. Not that one." |
*lostcoast/vo/fisherman/fish_key_notneither.wav |
"No, that's not it neither." |
*lostcoast/vo/fisherman/fish_key_ahno.wav |
"Ah! ... No..." |
*lostcoast/vo/fisherman/fish_grieve04.wav |
N/A |
*lostcoast/vo/fisherman/fish_waitforme.wav |
"Wait for me!" |
*lostcoast/vo/fisherman/fish_slowdown.wav |
"Slow down, wouldja?" |
*lostcoast/vo/fisherman/fish_waitup.wav |
"Wait up, lad!" |
Oddities#
The Fisherman does not have valid ragdoll data, so if he dies, he will just A-pose. Oddly enough, if you interact with a commentary node, the Fisherman will respawn, and stand idling there, forever. This also happens in Garry's Mod, however in Garry's Mod they will not even have a valid hitbox in its A-pose state.
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The Half-Life series | |
|---|---|
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Half-Life & Expansions | |
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Windows, Mac OS X, Linux |
Half-Life (Prototypes) • Opposing Force (Prototypes) • Blue Shift (Prototypes) • Source (Deathmatch) |
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Dreamcast |
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PlayStation 2 |
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Half-Life 2 | |
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Windows, Linux |
Half-Life 2 (Prototypes, Deathmatch) • Lost Coast • Episode One • Episode Two (Prototypes) • Half-Life: Alyx |
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Mac OS X |
Half-Life 2 (Prototypes, Deathmatch) • Lost Coast • Episode One • Episode Two (Prototypes) |
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Xbox |
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Arcade |
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Related | |
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Xbox 360, PlayStation 3 |
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Windows |
Deathmatch Classic • Ricochet • Black Mesa (Prototype) • Codename: Gordon |
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Linux |
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Mac OS X |
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See Also | |
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Quake • Counter-Strike • Team Fortress • Day of Defeat • Portal |
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