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dieyoubloodsucker.wav

imagine if you find actual more cut hl stuff from the beyta, that would be really cool

Eine
Eine
Sep 2, 2022

i don't have the beta, there are leaks of beta stuff but thats it. most of my weapon models are real beta though, except the glock and gauss

Reply to Eine
dieyoubloodsucker.wav

oh okay.

Reply to dieyoubloodsucker.wav
dieyoubloodsucker.wav

btw theres a hl1 beta bare arm texture in the sdk as far as im aware.

Eine
Eine
Sep 2, 2022

but i know the entire accurate beta level layout of anomalous materials and unforeseen consequences, and blast pit. not much was known about the last 1/3 portion of office complex and retail-ish we've got hostiles though

Reply to Eine
dieyoubloodsucker.wav

whoa, thats neat as hell!

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Eine
Eine
Sep 2, 2022

yeah right, there's also red arms, but they're not used in e3 1998 except for the mp5 though

Reply to Eine
dieyoubloodsucker.wav

yup, probably a leftover from april 1998, where the red arms were still being used.

Reply to Eine
dieyoubloodsucker.wav

It's honestly amazing we have the 0.51 version, but then again its the second most boring version ever, im honestly interested in the pre e3 98/ april 98 era.

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Eine
Eine
Sep 2, 2022

excuse me but i had to correct myself, c1a1d (dank and scuds room) wasn't really known either, and this room (picture below) belongs to c1a1e. you were able to enter c1a1e via c1a1c as well, but i think c1a1d is the end

Reply to Eine
dieyoubloodsucker.wav

okay, by the way in an earlier version there were soldiers planned to appear here

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dieyoubloodsucker.wav

Oooh nice.

Theuaredead`
Theuaredead`
Sep 2, 2022

Debunking: - We do not have all of the beta weapon models, not even in the SDK. - We do not know Blast Pit's layout. Blast Pit's sewer section use to be much larger than what was seen in the final game. - Office Complex's layout is known excluding large portions of the Cafeteria/Freezer map, but a general layout can be figured out. - We do not know if the MP5 is the only weapon with a red HEV in E3 of 1998. We explicitly never see photos of the 357 or Crossbow from this point in development. While we can assume the 357 was likely the final version by E3, the Crossbow was confirmed to not be replaced until August of 1998. We also have no idea if they recompiled the Crossbow to have the orange HEV. - That map pictured isn't "c1a1e," and it is possible that "c1a1e" was merely one of the maps spliced out for optimization purposes or a piece of the Alpha version of the maps. That photo is "c1a1c" and the bridge with 3 directions seen in Dank and Scud was "c1a1d." I've been explicitly told that the map seen there was the end of the chapter and connected to "c1a2a" (or "c1a2" in retail) in the one explicit hallway we see in the photo.

Theuaredead`
Theuaredead`
Sep 2, 2022

Part 2: - The leaked alpha is not v0.51, its v0.52. - HGrunts were Valve's placeholder NPC to place into maps. This can explicitly be seen in the leaked Alpha with Office Complex. They clearly had intentions for Zombies to exist and even mapped out walls for them to burst out of, but they had not put the Zombie AI in yet, so HGrunt occupied the offices for the time being. - While it is true that the v0.52 alpha is stripped down for the press, the only chapters that explicitly have any changes that seem to be unique to the press demo is C1A1 and C1A2. A puzzle in C1A1 is entirely disabled and various Xen monsters were removed from C1A2, along with the 3rd floor looping back down to the 2nd floor, and a part of the map being removed. It is also possible that C1A1 and C1A2 weren't modified for the press build and C1A1's puzzle was yet to be added and C1A2 was just going through some major changes. - v0.52 did not feature Geo, Geo was likely introduced in the October of 1997 build and not the September of 1997 build. They had not chose to redo the story til October. - There are more maps apart of v0.52 that were stripped out, but it is unknown to how many of the chapters would of existed at this point in time.

Reply to Theuaredead`
Theuaredead`
Theuaredead`
Sep 2, 2022

Part 3: - The odds of an uncut September 97 build is very low. Valve likely never made a press disc of this era that was not stripped down. September of 1997 was also likely the FIRST press disc to exist for HL and was likely the only one that Valve decided to cut down for press. They likely still had intentions of shipping in November of 1997 by this point. - Disc Rot is not as severe as you think it is. As long as you keep the discs safe and in proper temperature rooms, they should still last for more years or decades. While CD-Rs are more prone to disc rot than pressed discs (besides early CDs with low quality pressing methods) taking care of a disc is still one way to keep a disc alive for a long period of time. - That also not how disc rot works. It starts destroying sectors of the disc and parts of the disc. So, its possible that certain files will be incomplete or whole parts of a disc no longer function as intended. - I'm very sure Geoff is 100% aware of disc rot and likely has ripped the disc. He merely has no intention of releasing them to keep a good working relationship with Valve and the games industry. - Keighpsy isn't his last name. - The Dank and Scud author likely had a December 97 build and an E3 1998 build. You can explicitly see 2 builds in the comic. It is also possible he may of had a 3rd build that was closer to the final game as the retail scientist is used as the lab coat base in the comic.

Reply to Theuaredead`
Theuaredead`
Theuaredead`
Sep 2, 2022

Part 4: - It is likely that the builds that Michael Houston had were on discs. These were misplaced in storage. - Things get lost in HDD crashes, computer migrations, and merely not caring about the importance of the files. Hindsight is only 50/50.

Eine
Eine
Sep 2, 2022

thank you for clarifying, although i would like to point out several things here: in the sdkpatchrelease model pack with beta 357, rpg, shotgun and xbow, there are resources for both early 98 and e3 98 weapons. all of the weapons except the rpg has either a profile(that can be compiled to a mofel) or remnants (of textures and animations) of a e3 1998 model that demonstrates the presence of yellow HEV.

Reply to Eine
Eine
Eine
Sep 2, 2022

as for the industrial arts level, it is c1a1c indeed, but brett has claimed that it was supposed to loop back to c1a1d after the power generator has been turned on and the player would enter c1a2a via c1a1d

Reply to Eine
Theuaredead`
Theuaredead`
Sep 2, 2022

"sdkpatchrelease" is not official and was modified from leaked Half-Life: Source data. It is not a reliable source of information. and once again, as I even stated, "c1a1c" looped to the Dank and Scud three way bridge area (c1a1d,) which had the elevator in the visible hallway which was the connection to "c1a2a" (c1a2 in retail.) The map "c1a1e" likely did not exist, or at least was an optimization split for one of the maps. It is also that "c1a1e" was a new area made for the newer builds and is out of order of map name listings (much like various final chapters.)

Reply to Theuaredead`
Theuaredead`
Theuaredead`
Sep 2, 2022

Its also possible that* You can edit posts but not comments, smh my head tbh fr fr.

Reply to Theuaredead`
Eine
Eine
Sep 2, 2022

and i have another question: did the under area of blast pit remain unchanged until late beta ?(post-e3)