Oddly, the visgroup named "cliff walls older" is the one that is actually in use.
A slightly different version of the cliffs outside of the citadel.
cliff walls new
Another slightly different version of the cliffs outside of the citadel.
There are no unused visgroups.
Three breencast-style multilayered combine monitors.
_removed by art team
Six removed lights entities, three of them
light_spots, the other three
_stasis room removed
This has been moved from its original position to make it clearer what this visgroup has.
A relatively simple brush-based room with no clear "stasis room" in sight.
_stasis debug spawn
An advance spawn placed after the stasis room sequence, with the player having the super phys cannon.
An early version of the Combine elevator. Unlike the retail, it is circular, with a thick metal cross going through it; hazard stripes adorning the edges.
_jacobs ladder trap
A trap meant to dissolve combine balls being thrown into it.
_pod ride hall
A cut section of the map where, well, pods ride around. An overwhelming majority (the very few that aren't are devtextured and outside of the visible areas) of the brushes are nodrawed. It appears to have been removed when the level transition was pushed back to its current position.
Several monitors that use a breencast-like method for monitor placement. They were replaced with singular monitors.
An unused laser wall for the middle display and two cylinders at both ends.
env_lightglows that are placed near white panels.
A single layer of
func_monitor in the control room before the column room. They are part of "_combine monitors".
_strider room petal doors
Two doors covering the exit from the strider room.
_perf troop reduction
Various combine soldiers removed from preexisting squads.
An early version of the transition from d3_citadel_03. In comparison to the final, it has much simpler geometry, and is significantly less aggressively optimized.
An oddly placed
trigger_once that tells the gunships to activate.
point_spotlight and combine light
prop_static placed well outside of the map.
_gunship hall lightglows
A set of five lightglows placed at the end of the "cut synth" hall.
Two npc clip brushes placed in the left of the three openings at the end of the hall.
_gunship hall scanners
Three scanners with nearby air nodes. Two of them are outside of the map and the third is nearly at the floor of the hall.
func_illusionary brushes with light textures. They seem to imply that the section of the map was rotated, since they align with the three openings at the end of the wall.
A stalker, node, and
light_spot. They are outside of the map.
_old 3d skybox
A skybox that is nearly twice the size of the current one. It also includes some clouds alongside the city view, though "NATURE/CLOUD001B" doesn't display.
_old gunship paths
Two alternate paths for the two other gunships, coordinating with their respective openings. In retail, they simply reuse the middle gunship's path.
env_beam entity. The HDR Color Scale is 1.0 instead of the final's 0.5.
Doors for the strider room. Presumably, they were removed for performance.
_strider hall details
Some various details in the strider hall.
A strider in the "strider hall". It isn't clear what the debug is about.
An alternate version of the "combine ball holder" at the beginning of the map. It is noticeably blockier than the final counterpart.
A different set of "contained" entities. An env_citadel_energy_core
A further-up playerstart, a
npc_alyx within the control room, and Breen outside of the sphere, on the platform next to it.
Four combine light models with corresponding
A third petal to the ending encounter.
Two shaft elevators, which switch between their current position and the
path_tracks above. Oddly, two brushes outside of the playable area are also placed in this visgroup.
_3dskybox smoke volumes
env_smokestacks placed around the skybox. They likely were to help add more activity to the view.
_vgui timer monitors
Three monitor panels that allowed the player to see how long he had until Breen would win.
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