nice, but the overhauling the game thing is false. When the game leaked in october 2003, the story was already retails story. there were minor differences in story, and the release build ended up just being a way more polished longer version of that build. also there weren't multiple builds leaked, it's all the 2003 build, just with the leaked older 2000-2002 maps. (lol i also wanted to mention that most of the stuff that was brought in from retail for these fixes were stuff like bump maps to not create errors with the materials. it wasn't any major assets)
7:39 thats actually a shield scanner. it appears in the final game as a enemy that drops mines. my guess the reason you didn't recognize it was that its claw was out, which usually isn't seen up-close.
If I remember correctly a big reason the wasteland was cut was because valve couldn’t find a good way to keep the player on track in that massive desert. Also in order to make the wastelands believable valve made the maps so large that they started causing technical issues in the engine. They eventually got turned into the coast levels to solve both of these issues, the cliffs, road, and remains of the ocean (the ocean levels are actually a lot lower than they are supposed to be, so the ocean draining part of the story isn’t completely cut) both guide the player and limit the maps to a reasonable size. Also the hydra and every hl1 creature still exist in the story, they are just not seen by the player, to quote Mark Laidlaw, they’re “around here somewhere”. The cremator is in a similar situation, but has physical evidence still around as you can find his head in a jar and burnt corpses in the sewers. Also the cremator and the hydra were in half life alyx at one point but got cut again :(
I think at the enemy you see at 7:38 is in the retail game. Its called The Shield Scanner. I not blame you because, I only remember it being in the start of Antcitizen One and the middle of "follow freeman".
11:37 *zoo_portal* must be a test for the portals utilized in map optimization, as the VMF mentions two *func_areaportalwindow* entities. When you get close to it, everything behind the brush becomes unseen as the entity itself turns opaque, and it's fully opaque when the player is far enough away from the _FadeDist._ 11:48 Surprisingly, all these shadertest models were added in the NVIDIA Shield update for HL2, and even come with the SFM... so it seems those were meant to be shown during the device's demonstration.
The wasteland and the ocean draining plot line technically wasn't cut, though they are toned down. The water levels in the coast chapters are indeed much lower than they should be, suggesting the ocean is being drained, and the wastelands still sort of exist. The coastal and canal levels are considered to be part of the wasteland, and we do catch a glimpse of the open desertic wasteland during the teleportation sequence in Red Letter Day. I think the reason why the more open desert sections were cut were largely due to map size limitations. The Source Engine isn't very good at handling large maps unfortunately.
I think that ocean drain bit could've been cool. Not that the entire oceans have been drained quite yet but maybe the big empty wasteland is the black sea, and there was a mission similar to the air exchange to destroy some facility before the oceans were completely gone.
@@oogaliboogali223 I always had the idea that there would be an area in c17 where the air exchange didnt reach, like they had air scrubbers or something surrounding the citadel and thats where all the metrocops and their families live, people who ally with the combine. Could've added some more depth to the world building, but in game design you cant always get what you want.
That would have been cool but I still like the fact that instead of being a direct plot line it's now just kind of background information for the player to notice like the fact that the canals are drained meaning you can't use a regular boat I need to use the airboat and also all of the coast has exposed piers that are just sitting on the ground
11:25 a part of this is in retail iirc, i tested it out a long time ago and i only happened to test with citizens/rebels and metrocops, which sometimes responded to those commands although that's pretty cool i think it's unexplored and some more people should check about it to check if it's really what im talking about and if it has relations to this map
And Raising The Bar: Redux, does a phenomenal job of recreating the Half-Life 2 Beta... although they only released Division 1 and 2 so far (with their respective small updates on each) and more to come. Dark Interval is also another excellent mod that tries to recreate the beta of the game.
Sorry for the late reply but you'd be correct, noticed that after the writing of this script. In general this original video was quite poorly researched.
FYI, Valve calls some maps "Zoo" because they tested all uses/occurances of a specific thing in one map. For example, L4D2 has a hidden (and now broken) entity that spawns every single common infected at once, called info_infected_zoo_maker. L4D1 has maps in mapsrc/zoo that spawn all types of entities called zoo_rural_01 and zoo_urban_01
You can get the antlion guard to chase you under some rocks to the right of the spawn point, and since he never seems to knock over the apc correctly I think some gravity gun punts can get the next part to play (gunship battle) you can also hit B to Noclip and I to use impulse 101
The weird thing is the ocean draining didn't really get cut, it just had most dirrect addressing of it cut. but like.... the water line is clearly way lower than it was supposed to be before the combine invasion. Its a lot less drastic than the beta plan.
i think it's an early version of the shield scanners because in the original game during the incursion they can be seen dropping jopper mines every now and then with sort of tentacle
That was pretty interesting. It’s so fascinating how games change throughout development. Are there any early builds of Left 4 Dead that show off cut locations, enemies, and weapons; or does that not really? That would definitely be interesting to see. The HL2 beta is definitely really interesting. For the most part I prefer it over the retail game because the overall atmosphere, enemy variety (basically non existent in the final game), story, and locations are a lot cooler than what we got in the retail game. That being said the introduction of the game would have overstayed it’s welcome. Mods like Dark Interval are a good example of this. They did a truly phenomenal job recreating the beta constant using the best ideas of both retail and beta. But, there are certain things that don’t really work. One example of something that doesn’t work is the drivable Combine armored car thing. It’s really cool to finally use the thing, but big vehicles simply don’t work in first person (I’m referring to this one portion where you’re driving one of those in the wasteland, and there’s a lot of debris). Let’s just say the reason why vehicle sections in games like Halo have you swap to third person, and put the vehicles in levels that are mostly free of obstacles with large hills and flat areas. The reason why the vehicles in HL2/Episodes worked was because they were fairly small, put into levels that were actually made for them to drive in, and barley obstructed your view. Otherwise you’d constantly get stuck and wouldn’t know why. Don’t get me wrong I really like the retail game. It was a really fun experience. My favorite chapters were Water Hazard (the biggest problem I had with it was the complete lack of Bullsquids), Ravenholm (I wish that the normal zombies would have had the beta and retail clothes interchangeably because it doesn’t make any sense that they all have a white shirt), and Nova Prospekt (only part in the game where the Combine soldiers act intelligently because they were put into combat arenas specifically made for them to fight you in). I just think the beta would have been the better game if they were to streamline/clean up the stuff that doesn’t work. One thing I will say about allied npcs is that in my opinion they’re so much better if you can swap weapons with them to arm them with power weapons like in Halo (Tsavo Highway is one of the best examples I can think of for this done exceptionally well). Or if you can directly command individuals to guard a location, man a turret, and concentrate their fire on specific enemies. Do you think that you might cover cut content from any of the Halo games, or is that not really on your list of things to do?
I’m actually planning on making a video on the cut L4D content, as someone else requested that as well. As for halo, I love halo, so I might as well some time in the future
That would definitely be awesome. There was this one thing talking about the development history of L4D, and early on the game had an open world city map, but that cut cut/segmented into the different levels because once the optimal path was discovered by the players they’d only ever take that route. Seeing the cut enemies, weapons, and other stuff like that will definitely be really cool. That will definitely be a cool video. Luckily now that the Halos are on pc, and most of them have mod support it’s now possible to access a lot of stuff from the files that wasn’t possible with Assembly. Marcus Lehto on his Twitter showed off some footage from the early Macworld CE builds (back when it was in third person, had an open world instead of different levels, and you could carry a bunch of weapons around), and has some Halo 2 builds (unfortunately it’s not the e3 demo, but there might be some cut/early versions of the levels). The guy is looking into releasing them to the public, but has to go through the legal system. No idea if he ran into a roadblock, or is still working on it. I hope that he says something about the progress just so people stop bothering him about it, and getting their hopes up. There’s 3 early builds of Halo 4 available online. It’s definitely really interesting. Some levels are mostly unchanged with a few small changes to the geometry, and different enemy encounters. While others have entirely different sections. The levels were larger and more open with more enemies on screen. There’s also A LOT of cut dialogue that would have tied things in with the previous games, added some much needed context to the events of the story, and some of it would have added some character to the marines. Although, a lot of it was also just stating the obvious and would have gotten in the way of show don’t tell. The game was seriously held back by releasing on the 360. If it was an Xbox 720 (remember those fake leaks😂) they wouldn’t have had to cut back on enemy ai/group sizes, could have made the levels larger/more open, wouldn’t have had to reduce explosions/debris, would have had time to properly play test the game and fix the Prometheans (I’m sure they probably would have functioned like they did in 5 because that seems like how they should have functioned all along), and the terminals would have actually worked in game. The game could have been so much more. Plus, it needed like 2-3 more levels to properly flesh things out. In ODST if you spawn in Elites they’re on team Covenant, while Brutes are on team Prophets. This suggests that early on Elites were supposed to be enemies, but were sadly cut. The Elites seriously should have been the main enemy for the first half/two thirds of the game, with the Brutes showing up at night and in the last chunk. We could have seen the Great Schism from the point of view of normal humans, and the characters could have used the chaos as an opportunity to escape. That would have made for a much better game. I still love ODST, but it really suffers from the fact it could have been so much more. 3 had a few cut levels we know of like Guardian Forest (everything would have looked like the map where you’re in a jungle fighting on those Forerunner platforms), Floodgate was supposed to be longer and you were supposed to actually get Cortana early in the story. The Cortana is literally just the extended second half of Floodgate, and was supposed to have a boss fight where Cortana takes over the damaged Scarab to fight the Gravemind while Chief deals with the Flood trying to destroy it (when you actually play Halo 2 and compare it to Cortan it’s very clear that they just used assets from an infected Covenant ship. You don’t even go to any of the locations you visited in 2). There was also supposed to be a Forerunner City level, but Bungie cut it because they didn’t want to over explain the Forerunners. Reach was supposed to have a level where Noble Team are escaping New Alexandria in a damaged Scarab. I really hope that someday builds with these levels leak. Then the community could ask the people who worked on the games for help in recreating them as accurately as possible. Halo 2 had that e3 demo, Covenant Ship (was cut and replaced with the cutscene where Chief jumps out of the station with the bomb. Originally you were supposed to board the ship with a bunch of ODSTs, and eventually use a Wraith to blow up the ship’s core), Forerunner Tank (the Gravemind was supposed to be introduced early and his tentacles would be smashing through stuff like a freight train while you were in a Forerunner tank blasting away at everything. The Gravemind was also supposed to have a bunch of skulls for teeth, and would speak as the level goes on), and a level where you were supposed to fight your way through Truth’s ship. Halo 2 would have been a lot cooler if Bungie didn’t waste however long working on the e3 demo, and focused on making the actual game. Can’t remember the guy’s name, but someone has these videos animating the story boards for CE and 2. It’s pretty interesting. Good luck with the other videos you make. Cut content is always very fascinating.
Warp to now and 343 released an article saying that they were going to release/restore a lot of cut content from CE/2, and post it on the pc version for modders to use. That will definitely be very cool. Hopefully they do the same for the other games, add in Steam Workshop support, and release the modding tools for Reach/4. That would be truly great! Good luck with your other videos.
have you ever heard of the "Agent" era? , from before even the Pre Pitch of the game? its not talked about much and is kinda obscure but those in the know consider it the most important part of the games early development circa late 1998.
One reason that alot of retail textures might have been used is that the Half-Life 2 Beta guys (aka where you downloaded the megabuild from) replaced a crap-ton of missing textures with what they thought would be the closest thing.
I was kinda saying that in the video - how the maps aren't *exactly* the same as how they were during development because they were touched up by the HL2 beta team
reminds me so much of what im doing to make my passion project a reality city 9 all but a mere story idea but not fully relized all i have is the base intro a idea but i dont know how to mod or even code in source
Valve didn't change the game because of the link, retail Half-Life 2 was planned long before the leak, because according to playtesters, the beta wasn't fun.
Half Life 2 Beta had alot of magnificent ideas but too many to be actually fun, for example Stalkers were predators made by the Combine to hunt down dissidents which sounds cool but in-game they were difficult to implement in a fun way without it making it script like,which defeats the purpose of Half Life. This is apparent with a lot of fan remakes of the Half Life 2 Beta or when fans add ideas from the Beta into Half Life 2, it usually doesn't end very well. Don't get me wrong you can still remake Half Life 2 Beta and make it fun but it won't be a 100% accurate copy of what Half Life 2 Beta was
@@bethanywhite247 Ohhh This version you're talking about isn't the lunch house version is it? Or am I thinking of a different fan made recreation of F STOP
the leak did NOT cause valve to change direction or overhaul the game. Considering the games released style and even maps where present in the sourcecode, the game was going to bel ike how we recived it no matter what.
Yea, as I clarified in the comments as well as the pinned comment, I know this. The video is a year old now, and I made it with years old community speculation instead of doing the proper research.
I'd love a perspective on why all of these HL2 beta heads simp over the _dark, moody atmosphere_ so hard. No-one's ever justified it past "it'd be cool tho!! dark is cooool" in my experience. If you want to play a game like Stalker, then surely you should go play Stalker?
Sorry for the late reply, been absent from UA-cam for a while. Yes actually, I'll probably do a video like that after I'm finished with my next large video project. Will most likely be the next cut content files ep, either that or another game.
Thank you, I had totally forgotten about those! At least from my knowledge I didn't think they had full animations at all, so it's fairly safe to assume that it was added in to the map by one of the many people who compiled the Mega Build for extra effect.
Update: I did some more research, and turns out what I saw is actually called a Shield Scanner, and it turns out the Shield Scanner was actually present in HL2, only in a few levels, and in HL2:EP1. Interesting, wonder why it was put into that map.
That's my main problem with post HL2 Half-Life games, the enemy variety is barely existent, its just different types of combine soldier, zombies, antlions, and striders, where are my outlandish alien creatures? we haven't even had bull-squids and hound-eyes in modern Half-Life :(
Yea, although I am proud of the reception this video got, it was quite poorly researched and spouted a number of long disproven myths about the entire beta itself. Like the counter strike one, the next CCF will be much better researched before its released.
nice, but the overhauling the game thing is false. When the game leaked in october 2003, the story was already retails story. there were minor differences in story, and the release build ended up just being a way more polished longer version of that build. also there weren't multiple builds leaked, it's all the 2003 build, just with the leaked older 2000-2002 maps. (lol i also wanted to mention that most of the stuff that was brought in from retail for these fixes were stuff like bump maps to not create errors with the materials. it wasn't any major assets)
7:39 thats actually a shield scanner. it appears in the final game as a enemy that drops mines. my guess the reason you didn't recognize it was that its claw was out, which usually isn't seen up-close.
If I remember correctly a big reason the wasteland was cut was because valve couldn’t find a good way to keep the player on track in that massive desert. Also in order to make the wastelands believable valve made the maps so large that they started causing technical issues in the engine. They eventually got turned into the coast levels to solve both of these issues, the cliffs, road, and remains of the ocean (the ocean levels are actually a lot lower than they are supposed to be, so the ocean draining part of the story isn’t completely cut) both guide the player and limit the maps to a reasonable size. Also the hydra and every hl1 creature still exist in the story, they are just not seen by the player, to quote Mark Laidlaw, they’re “around here somewhere”. The cremator is in a similar situation, but has physical evidence still around as you can find his head in a jar and burnt corpses in the sewers. Also the cremator and the hydra were in half life alyx at one point but got cut again :(
I think at the enemy you see at 7:38 is in the retail game. Its called The Shield Scanner. I not blame you because, I only remember it being in the start of Antcitizen One and the middle of "follow freeman".
11:37 *zoo_portal* must be a test for the portals utilized in map optimization, as the VMF mentions two *func_areaportalwindow* entities. When you get close to it, everything behind the brush becomes unseen as the entity itself turns opaque, and it's fully opaque when the player is far enough away from the _FadeDist._
11:48 Surprisingly, all these shadertest models were added in the NVIDIA Shield update for HL2, and even come with the SFM... so it seems those were meant to be shown during the device's demonstration.
The wasteland and the ocean draining plot line technically wasn't cut, though they are toned down. The water levels in the coast chapters are indeed much lower than they should be, suggesting the ocean is being drained, and the wastelands still sort of exist. The coastal and canal levels are considered to be part of the wasteland, and we do catch a glimpse of the open desertic wasteland during the teleportation sequence in Red Letter Day. I think the reason why the more open desert sections were cut were largely due to map size limitations. The Source Engine isn't very good at handling large maps unfortunately.
kinda cool to look at this stuff, good video obama keep doing what you're doing.
Thank you crazy brog I appreciate
I think that ocean drain bit could've been cool. Not that the entire oceans have been drained quite yet but maybe the big empty wasteland is the black sea, and there was a mission similar to the air exchange to destroy some facility before the oceans were completely gone.
I wish they worked on whether control. It couldve shown why city 17 is rainy while the rest of the world is a desert
@@oogaliboogali223 I always had the idea that there would be an area in c17 where the air exchange didnt reach, like they had air scrubbers or something surrounding the citadel and thats where all the metrocops and their families live, people who ally with the combine.
Could've added some more depth to the world building, but in game design you cant always get what you want.
That would have been cool but I still like the fact that instead of being a direct plot line it's now just kind of background information for the player to notice like the fact that the canals are drained meaning you can't use a regular boat I need to use the airboat and also all of the coast has exposed piers that are just sitting on the ground
7:55 it's a shield/ clawscanner. It's in anticitizen1 and follow freeman.
Hey man! Just wanted to clear up that the very early beta stuff was already removed when the leak happened, It was not caused by the leak at all.
When did early beta stuff leak then?
@@RagingInsomniac I meant as in the old concepts, the old stuff was in.
this is the only decent hl2 beta video out there hope u keep making more
Thank you man
I'll probably make a few more episodes about HL2 beta as there's quite a few builds
6:47 I used this picture as a wallpaper for a good time before they launched HL2.
11:25 a part of this is in retail iirc, i tested it out a long time ago and i only happened to test with citizens/rebels and metrocops, which sometimes responded to those commands
although that's pretty cool i think it's unexplored and some more people should check about it to check if it's really what im talking about and if it has relations to this map
I'd like to see more videos like this on the Half-Life 2 Beta, and i think your way of explaining is detailed.
Thank you :)
I appreciate the effort you put into this video.
And Raising The Bar: Redux, does a phenomenal job of recreating the Half-Life 2 Beta... although they only released Division 1 and 2 so far (with their respective small updates on each) and more to come. Dark Interval is also another excellent mod that tries to recreate the beta of the game.
This was a pretty good video, keep up the good work! looking forward to more.
Very cool video man! Would love to see more like this from you. :)
ayy, good video, Obama.
I can't believe Obama is a Half-Life fan.
7:38 I think thats one of those City Scanners that deploy mines they are in retail hl2
Sorry for the late reply but you'd be correct, noticed that after the writing of this script. In general this original video was quite poorly researched.
FYI, Valve calls some maps "Zoo" because they tested all uses/occurances of a specific thing in one map.
For example, L4D2 has a hidden (and now broken) entity that spawns every single common infected at once, called info_infected_zoo_maker.
L4D1 has maps in mapsrc/zoo that spawn all types of entities called zoo_rural_01 and zoo_urban_01
You can get the antlion guard to chase you under some rocks to the right of the spawn point, and since he never seems to knock over the apc correctly I think some gravity gun punts can get the next part to play (gunship battle) you can also hit B to Noclip and I to use impulse 101
The weird thing is the ocean draining didn't really get cut, it just had most dirrect addressing of it cut. but like.... the water line is clearly way lower than it was supposed to be before the combine invasion. Its a lot less drastic than the beta plan.
i think it's an early version of the shield scanners because in the original game during the incursion they can be seen dropping jopper mines every now and then with sort of tentacle
Thanks god for channels who talk about the HL2 beta.
Nice video! I’d love to see you talk about the 2001 build!
That was pretty interesting. It’s so fascinating how games change throughout development. Are there any early builds of Left 4 Dead that show off cut locations, enemies, and weapons; or does that not really? That would definitely be interesting to see.
The HL2 beta is definitely really interesting. For the most part I prefer it over the retail game because the overall atmosphere, enemy variety (basically non existent in the final game), story, and locations are a lot cooler than what we got in the retail game. That being said the introduction of the game would have overstayed it’s welcome. Mods like Dark Interval are a good example of this. They did a truly phenomenal job recreating the beta constant using the best ideas of both retail and beta. But, there are certain things that don’t really work. One example of something that doesn’t work is the drivable Combine armored car thing. It’s really cool to finally use the thing, but big vehicles simply don’t work in first person (I’m referring to this one portion where you’re driving one of those in the wasteland, and there’s a lot of debris). Let’s just say the reason why vehicle sections in games like Halo have you swap to third person, and put the vehicles in levels that are mostly free of obstacles with large hills and flat areas. The reason why the vehicles in HL2/Episodes worked was because they were fairly small, put into levels that were actually made for them to drive in, and barley obstructed your view. Otherwise you’d constantly get stuck and wouldn’t know why.
Don’t get me wrong I really like the retail game. It was a really fun experience. My favorite chapters were Water Hazard (the biggest problem I had with it was the complete lack of Bullsquids), Ravenholm (I wish that the normal zombies would have had the beta and retail clothes interchangeably because it doesn’t make any sense that they all have a white shirt), and Nova Prospekt (only part in the game where the Combine soldiers act intelligently because they were put into combat arenas specifically made for them to fight you in). I just think the beta would have been the better game if they were to streamline/clean up the stuff that doesn’t work.
One thing I will say about allied npcs is that in my opinion they’re so much better if you can swap weapons with them to arm them with power weapons like in Halo (Tsavo Highway is one of the best examples I can think of for this done exceptionally well). Or if you can directly command individuals to guard a location, man a turret, and concentrate their fire on specific enemies.
Do you think that you might cover cut content from any of the Halo games, or is that not really on your list of things to do?
I’m actually planning on making a video on the cut L4D content, as someone else requested that as well. As for halo, I love halo, so I might as well some time in the future
That would definitely be awesome. There was this one thing talking about the development history of L4D, and early on the game had an open world city map, but that cut cut/segmented into the different levels because once the optimal path was discovered by the players they’d only ever take that route. Seeing the cut enemies, weapons, and other stuff like that will definitely be really cool. That will definitely be a cool video.
Luckily now that the Halos are on pc, and most of them have mod support it’s now possible to access a lot of stuff from the files that wasn’t possible with Assembly. Marcus Lehto on his Twitter showed off some footage from the early Macworld CE builds (back when it was in third person, had an open world instead of different levels, and you could carry a bunch of weapons around), and has some Halo 2 builds (unfortunately it’s not the e3 demo, but there might be some cut/early versions of the levels). The guy is looking into releasing them to the public, but has to go through the legal system. No idea if he ran into a roadblock, or is still working on it. I hope that he says something about the progress just so people stop bothering him about it, and getting their hopes up.
There’s 3 early builds of Halo 4 available online. It’s definitely really interesting. Some levels are mostly unchanged with a few small changes to the geometry, and different enemy encounters. While others have entirely different sections. The levels were larger and more open with more enemies on screen. There’s also A LOT of cut dialogue that would have tied things in with the previous games, added some much needed context to the events of the story, and some of it would have added some character to the marines. Although, a lot of it was also just stating the obvious and would have gotten in the way of show don’t tell. The game was seriously held back by releasing on the 360. If it was an Xbox 720 (remember those fake leaks😂) they wouldn’t have had to cut back on enemy ai/group sizes, could have made the levels larger/more open, wouldn’t have had to reduce explosions/debris, would have had time to properly play test the game and fix the Prometheans (I’m sure they probably would have functioned like they did in 5 because that seems like how they should have functioned all along), and the terminals would have actually worked in game. The game could have been so much more. Plus, it needed like 2-3 more levels to properly flesh things out.
In ODST if you spawn in Elites they’re on team Covenant, while Brutes are on team Prophets. This suggests that early on Elites were supposed to be enemies, but were sadly cut. The Elites seriously should have been the main enemy for the first half/two thirds of the game, with the Brutes showing up at night and in the last chunk. We could have seen the Great Schism from the point of view of normal humans, and the characters could have used the chaos as an opportunity to escape. That would have made for a much better game. I still love ODST, but it really suffers from the fact it could have been so much more.
3 had a few cut levels we know of like Guardian Forest (everything would have looked like the map where you’re in a jungle fighting on those Forerunner platforms), Floodgate was supposed to be longer and you were supposed to actually get Cortana early in the story. The Cortana is literally just the extended second half of Floodgate, and was supposed to have a boss fight where Cortana takes over the damaged Scarab to fight the Gravemind while Chief deals with the Flood trying to destroy it (when you actually play Halo 2 and compare it to Cortan it’s very clear that they just used assets from an infected Covenant ship. You don’t even go to any of the locations you visited in 2). There was also supposed to be a Forerunner City level, but Bungie cut it because they didn’t want to over explain the Forerunners.
Reach was supposed to have a level where Noble Team are escaping New Alexandria in a damaged Scarab.
I really hope that someday builds with these levels leak. Then the community could ask the people who worked on the games for help in recreating them as accurately as possible.
Halo 2 had that e3 demo, Covenant Ship (was cut and replaced with the cutscene where Chief jumps out of the station with the bomb. Originally you were supposed to board the ship with a bunch of ODSTs, and eventually use a Wraith to blow up the ship’s core), Forerunner Tank (the Gravemind was supposed to be introduced early and his tentacles would be smashing through stuff like a freight train while you were in a Forerunner tank blasting away at everything. The Gravemind was also supposed to have a bunch of skulls for teeth, and would speak as the level goes on), and a level where you were supposed to fight your way through Truth’s ship. Halo 2 would have been a lot cooler if Bungie didn’t waste however long working on the e3 demo, and focused on making the actual game. Can’t remember the guy’s name, but someone has these videos animating the story boards for CE and 2. It’s pretty interesting.
Good luck with the other videos you make. Cut content is always very fascinating.
Warp to now and 343 released an article saying that they were going to release/restore a lot of cut content from CE/2, and post it on the pc version for modders to use. That will definitely be very cool. Hopefully they do the same for the other games, add in Steam Workshop support, and release the modding tools for Reach/4. That would be truly great!
Good luck with your other videos.
Great video. And thank you for the shout out.
Oh wow, it's an honor man. And no problem, you have a lot of great videos on the beta
good shit man
that creature is the armored scanner. it deployes the jumpin mines
you're very underrated, good video
You adore HL2, I adore melon eating Raymoo
This is true
have you ever heard of the "Agent" era? , from before even the Pre Pitch of the game? its not talked about much and is kinda obscure but those in the know consider it the most important part of the games early development circa late 1998.
Not really, I'll have to research that. If i can find enough about it I might have to make a video on it. Sounds interesting
isn't that the Era where the valve devs wanted Gordon Freeman to go hopping around planets, doing missions for gman
@@007megaoof no, its from before that. That era is called the "Pre Pitch" and its from around 1999.
@@chazlee_vids then what's the agent Era?
@@007megaoof Yes I believe so
im your 499th sub, your vids are underrated af
One reason that alot of retail textures might have been used is that the Half-Life 2 Beta guys (aka where you downloaded the megabuild from) replaced a crap-ton of missing textures with what they thought would be the closest thing.
I was kinda saying that in the video - how the maps aren't *exactly* the same as how they were during development because they were touched up by the HL2 beta team
@@obamasdadlol Oh I must have misunderstood then, my bad.
@@medicolkie3606 You’re good
Great video! Keep up.
Thank you, that means a lot. I got a new cut content files coming up that's about Counter Strike's development, so stay tuned
reminds me so much of what im doing to make my passion project a reality city 9 all but a mere story idea but not fully relized all i have is the base intro a idea but i dont know how to mod or even code in source
underrated channel
Thanks, very curious info! :>
Valve didn't change the game because of the link, retail Half-Life 2 was planned long before the leak, because according to playtesters, the beta wasn't fun.
the mysterious createure is a claw scanner
Yo this is actually awesome
Cool video bro
Jesus, atmosphere is really dark and grim...
7:39 its a uncut version or a fanmade version of the shield scanner
Great video!
love the hl2 beta
Me too
ging
1:49 For me, all I had to do was press B. So save those 2-4 seconds and press B instead.
That glitch with Mossman will actually happen with any NPC
ok imma just sub before you get to 100k by the end of 2023
I wonder what we missed about the hl2 beta besides the leak we got
True, it is an interesting thought
Half Life 2 Beta had alot of magnificent ideas but too many to be actually fun, for example Stalkers were predators made by the Combine to hunt down dissidents which sounds cool but in-game they were difficult to implement in a fun way without it making it script like,which defeats the purpose of Half Life. This is apparent with a lot of fan remakes of the Half Life 2 Beta or when fans add ideas from the Beta into Half Life 2, it usually doesn't end very well.
Don't get me wrong you can still remake Half Life 2 Beta and make it fun but it won't be a 100% accurate copy of what Half Life 2 Beta was
7:37 *Freeze the frame for half a second and zoom in*
“Hello everyone” sounded like daily dose of internet lol
Lmao
Hl2 is a shell of its beta self
At first, I thought this was another build discovered, but I was wrong. 😑
Interesting that the standard sizing test map was re-used in F-STOP although it is slightly modified
Hmm, super interesting!
lol no it wasn't
@@bethanywhite247 No I'm confused
@@obamasdadlol they are talking about a fanmade version of F-Stop that was leaked in april 2020, and a lot of people thought that it was real.
@@bethanywhite247 Ohhh
This version you're talking about isn't the lunch house version is it? Or am I thinking of a different fan made recreation of F STOP
What's that mod at the start, with the hl2 beta textures in hl2
That's just a pack I had installed to make the base game look more like the beta. Here it is: gamebanana.com/wips/58559
the leak did NOT cause valve to change direction or overhaul the game.
Considering the games released style and even maps where present in the sourcecode, the game was going to bel ike how we recived it no matter what.
Yea, as I clarified in the comments as well as the pinned comment, I know this. The video is a year old now, and I made it with years old community speculation instead of doing the proper research.
I'd love a perspective on why all of these HL2 beta heads simp over the _dark, moody atmosphere_ so hard. No-one's ever justified it past "it'd be cool tho!! dark is cooool" in my experience.
If you want to play a game like Stalker, then surely you should go play Stalker?
You should go play Stalker regardless
I found it kind of stupid with the entire child workers aspect but I think the sound effects were cool
im just interested in how the game was before the final version
@@missingtexturez Fair enough.
Шикарно выглядит
Does it have the same files just like hl2 but it's different?🤔
Can you go over the 1998 agent era?
Sorry for the late reply, been absent from UA-cam for a while. Yes actually, I'll probably do a video like that after I'm finished with my next large video project. Will most likely be the next cut content files ep, either that or another game.
Nice
I’m so sad now
The thing you saw was a wasteland scanner,though i dont know wh it was there?
why*
Thank you, I had totally forgotten about those! At least from my knowledge I didn't think they had full animations at all, so it's fairly safe to assume that it was added in to the map by one of the many people who compiled the Mega Build for extra effect.
Update: I did some more research, and turns out what I saw is actually called a Shield Scanner, and it turns out the Shield Scanner was actually present in HL2, only in a few levels, and in HL2:EP1. Interesting, wonder why it was put into that map.
What song is at 2:00 ?
Portal OST - Taste of Blood
I bet this will only last 1 ep.
;)
I know there are a lot of Beta fans out there. I'm not saying its bad but the final game is just better in my opinion.
4:11 add it back
oh no young beta fans
18 is young?
Nah but I love your videos man, thanks for watching mine :)
Half-life sequels are allergic to enemy diversity
That's my main problem with post HL2 Half-Life games, the enemy variety is barely existent, its just different types of combine soldier, zombies, antlions, and striders, where are my outlandish alien creatures? we haven't even had bull-squids and hound-eyes in modern Half-Life :(
Hl2 beta story is better then final hl2
ummm actually half life 2 beta sucks
ua-cam.com/video/DdPcvAMh7bg/v-deo.html
Just like your mom
No i dount like hl2beta a bit the standart version is the best and moust greatest hl2 storie is entropy zero 2 and 1 beside alyx hl
decent video but this is hilariously wrong
Yea, although I am proud of the reception this video got, it was quite poorly researched and spouted a number of long disproven myths about the entire beta itself. Like the counter strike one, the next CCF will be much better researched before its released.
Nice video man! 164.547.6892!