As far as I am aware, there were no plans for free-roam for Half-Life 2. So this was done solely for linear levels. Also, I have a memberships available now! th-cam.com/channels/fiOzsN8a1546oEl1rrCrAQ.htmljoin
hi, i am planning to fix up some of the maps seen here, finish them, add internals to the buildings and whatnot, where did you get these maps? i cant find them anywhere. thanks
He tried converting square feet to square miles by dividing by 5280, not accounting for that feet^2 is infact, squared feet, and he needs to divide by the square of 5280.
This is some pretty interesting stuff, these are, as mentioned RP map sized, if these made it to retail I can only imagine the size of RP edits for these maps
there is its called Proto_c17mapTextured but the modder made some problem in it and some wrong road but the modder add water and texture and stuff i tried report some bugs and stuff but the creator didn't answer its made 3 years ago.
@@FiatMultipla i stopped working on it, i tend to work on several maps at once so if i get bored i can have a fresh thing to work on, i will probably pick it back up soon.
you must have messed up somewhere while calculating the area. square kilometre is a square 1km x 1km, a rectangle 585x390 will be around 25% of that area (228150 m^2). that's why calculations in metric system are better, units are factors of 10 and checking result sanity is way simpler.
Still remembering how hard my PC hit a wall opening the doors on the train station the first time back in 2005; probably best Valve didn't go with this. xD
Is insane how many maps there were on the 2003 leak, every month I keep discovering new half life 2 beta maps from the developers and this is some insane stuff
They were on the shorter side for me in this case due to func_visclusters, but not using that and at the time these were originally made, they would have been long
As cool as this would've been to see finalised i can imagine it would be so easy to get lost, it'd be like a scooby doo chase scene where the characters are running in and out of doors.
I have never played half life and my knowledge of it is limited to popular references made about it, but I still enjoyed this a lot because is voice is delightful to listen to.
Apart from the math, very well put together video, and it kinda helps me rethink how Im making my own maps for my game. Makes me kinda see the light and the end of the road
Back in the Half Life 2 Beta, the mostly scripted and linear street war sections of the retail game were originally supposed to happen on massive sprawling areas where tons of NPCs would fight each other, and you would be caused in the crossfire, fighting with an army of Rebels through one Combine defense after another until finally reaching the Citadel, literally breaching through the walls surrounding the Citadel and then climbing and fighting your way from the bottom all the way to the top. In fact, Half Life 2 Beta originally had a lot of open, vast play areas planned. You had City 17 itself which was originally much wider and sprawling compared to the compact Easter European streets of the retail version, the Wasteland which was way more open and much bigger compared to Highway 17, Ravenhold which was reminiscent of City 17 and not a tight town with a corridor-like design, the Depot and Air Exchange, the Combine Headquarters in Antarctica which would have a massive battle take place, and the Citadel itself was more of a maze than a simplified scripted pod ride. The Beta was even originally planned to end with a boss battle, where Gordon was to fight the Consult reformatted into the now dubbed "Breengrub." All that being said, it is understandable why Valve changed the retail from the Beta to be much more linear and scripted, considering the limitations of 2004 technology and just general confusion when it would come to the gameplay, with large areas mostly confusing players about which direction they should be going in. The final product will forever be legendary, but the Beta is just way too fascinating to ignore. I cannot wait to see the Raising the Bar Redux mode finalized to try it out myself.
@@abemigos9281That was something that would appear after the cut “Borealis to Kraken base” part of the story was cut, after Gordon escaped kraken base after being betrayed by Elana Mossman aka (beta version of Judith Mossman) he and the rebels would next storm a Combine base if I remember correctly was called the “Weather Station” and have a huge battle where those cut Combine Synths related to the Striders would also first appear in. Though Valve never made any maps related to the cut “Weather Station” part of the original beta story and it’s not really that well known
It’s interesting how the original concept of HL2 was going to be closer to that of an immersive sim before being scaled way back into a linear shooter with fairly conventional gameplay. Even during the E3 demos just a few years before release they were talking about how you could use physics systems to take advantage of emergent AI, which ultimately never made it into the final game. A bit of a shame, because while HL2 is a fantastic game it never really felt as groundbreaking as the original, it was largely more of the same. Aspects of the gameplay actually felt rather old-school by 2004 if you compare what other FPS games were doing around that time, due to sticking closely to the HL1 formula in the end.
Ayo what is that math? If it's less than a mile long and a mile wide...then it's nowhere close to 465 miles in size. The map is 0.33 miles (1922ft) long and 0.24 miles (1280ft) wide then it's only like...0.08 square miles. The entire GTAV map is like 30 square miles lol. square miles = square feet ÷ 27,878,400
Someone take those massive maps from the leak, merge them, add interiors to each building using the September 2003 leak bulld and the retail version as references, and make it a GMod Sandbox map.
Is this from more recent leaks or required quite some fixing to open up? I don't recall seeing this one in older videos or whatnot covering the beta leak.
Outside of the clipping of the skybox walls in proto_trainstation, not too much from the maps themselves. The models used on the maps did however require recompiling before they would work in the newer engine.
I was wondering why your name seemed familiar and then you mentioned your Gmod maps, amazing stuff bro! How did you make them compile and how long did it take? Also would be cool if you did something with them for gmod or something
Thank you,glad you enjoyed some of my maps! Source 1 is extremely compatible among its various branches so they were basically good to go outside of the models and textures. As for compile times, they were short for me only because I used a bunch of func_visclusters. Otherwise I imagine they each would take probably more than 15 minutes each to compile out due to their size.
These are just block outs, a technique of getting the dimensions of the world figures out so when building the levels out you don't make mistakes of the non euclidean variety, and screw up scale.
Because Half-Life 2 was a huge project worked on for several years by many talented people, and we have a lot of pre-release content from it. In fact, more so than any other game, I believe.
We would have probably gotten the infamous "dark and gritty" Half-Life 2 if the leaks never occurred. The devs probably changed the vibe to surprise people after the leaks.
@@afterhoursvibes from what I've seen of the leak maps it looks like they'd already phased out most of the things that people refer to as beta by late 2002
As far as I am aware, there were no plans for free-roam for Half-Life 2. So this was done solely for linear levels.
Also, I have a memberships available now! th-cam.com/channels/fiOzsN8a1546oEl1rrCrAQ.htmljoin
hi, i am planning to fix up some of the maps seen here, finish them, add internals to the buildings and whatnot, where did you get these maps? i cant find them anywhere. thanks
nvm i found it in the 2003 wc mappack
Yes, I didn't do particularly well in math during school, how can you tell? lol 😅
All good king, neither did I
bruh what the fuck was that square area math 😭
💀
1km x 1km is 1km^2, so how did he get 700 from rectangle smaller than 1km x 1km??????
@@eskeletor i think his conversion from ft² to mi² was wrong, and he converted mi² to km², that's like almost the size of new york
He tried converting square feet to square miles by dividing by 5280, not accounting for that feet^2 is infact, squared feet, and he needs to divide by the square of 5280.
This is some pretty interesting stuff, these are, as mentioned RP map sized, if these made it to retail I can only imagine the size of RP edits for these maps
Man I would love to see a completed proto_c17map as a gmod map. That would be fun to spawn npc battles all over
i actually think im gonna fix it up, add internals to most of the buildings.
there is its called Proto_c17mapTextured but the modder made some problem in it and some wrong road but the modder add water and texture and stuff i tried report some bugs and stuff but the creator didn't answer its made 3 years ago.
@@711pizzaslice Do it
@@711pizzasliceAny updates?
@@FiatMultipla i stopped working on it, i tend to work on several maps at once so if i get bored i can have a fresh thing to work on, i will probably pick it back up soon.
you must have messed up somewhere while calculating the area. square kilometre is a square 1km x 1km, a rectangle 585x390 will be around 25% of that area (228150 m^2). that's why calculations in metric system are better, units are factors of 10 and checking result sanity is way simpler.
Some of these buildings/layouts have superior brush-work compared to retail
Still remembering how hard my PC hit a wall opening the doors on the train station the first time back in 2005; probably best Valve didn't go with this. xD
*7:38** its very sad that bridge never in final game. in beta E3 strider moments was nuts. i wish they never cut from final game.*
They should let the Cremator exist and the conscript.
There are a lot of things they shouldn't have cut but Valve be Lalve
What do you mean, it is in the retail version.
1:11 can you imagine you just playing large city-17 map in made 2003 and after community taking this map turn into Half-Life 2 RP.
seeing those last modified dates is so rare.. i dont think even my oldest computers have had files with a date so old
Is insane how many maps there were on the 2003 leak, every month I keep discovering new half life 2 beta maps from the developers and this is some insane stuff
We got more than a thousand maps from the hack.
@@videotape2959 I know
It would be great to see this map getting fleshed out. Its amazing 20 years on we're still learning stuff about Half Life.
No wonder Freeman is considered such a legend by the rebels. He can drive with the power of his mind! (Look mom, no hands!)
I had no idea these even existed, I'd never even seen that one brush Citadel!
I’m just imagining how long of a compile this must have been for the size of the first map, although obviously it’s not really detailed
They were on the shorter side for me in this case due to func_visclusters, but not using that and at the time these were originally made, they would have been long
This is mindblowing! I want this version of C17 so bad!
11 Minute of Dark and Gritty Goodness ❤
Kinky
Gotta love it :)
dark and griddy
@@mrwow1667
Right foot creep
2003 maps were already in pre-retail phase and not the dark and gritty phase ☝🤓
As cool as this would've been to see finalised i can imagine it would be so easy to get lost, it'd be like a scooby doo chase scene where the characters are running in and out of doors.
I have never played half life and my knowledge of it is limited to popular references made about it, but I still enjoyed this a lot because is voice is delightful to listen to.
the heck you doing then, play it
Apart from the math, very well put together video, and it kinda helps me rethink how Im making my own maps for my game. Makes me kinda see the light and the end of the road
lovely architecture
How have I never seen this before?
Back in the Half Life 2 Beta, the mostly scripted and linear street war sections of the retail game were originally supposed to happen on massive sprawling areas where tons of NPCs would fight each other, and you would be caused in the crossfire, fighting with an army of Rebels through one Combine defense after another until finally reaching the Citadel, literally breaching through the walls surrounding the Citadel and then climbing and fighting your way from the bottom all the way to the top. In fact, Half Life 2 Beta originally had a lot of open, vast play areas planned. You had City 17 itself which was originally much wider and sprawling compared to the compact Easter European streets of the retail version, the Wasteland which was way more open and much bigger compared to Highway 17, Ravenhold which was reminiscent of City 17 and not a tight town with a corridor-like design, the Depot and Air Exchange, the Combine Headquarters in Antarctica which would have a massive battle take place, and the Citadel itself was more of a maze than a simplified scripted pod ride. The Beta was even originally planned to end with a boss battle, where Gordon was to fight the Consult reformatted into the now dubbed "Breengrub."
All that being said, it is understandable why Valve changed the retail from the Beta to be much more linear and scripted, considering the limitations of 2004 technology and just general confusion when it would come to the gameplay, with large areas mostly confusing players about which direction they should be going in. The final product will forever be legendary, but the Beta is just way too fascinating to ignore. I cannot wait to see the Raising the Bar Redux mode finalized to try it out myself.
That sounds SOOOOO cool!
What is Ravenhold? And where did you get the idea that the Combine had their HQ in the Arctic?
@@abemigos9281That was something that would appear after the cut “Borealis to Kraken base” part of the story was cut, after Gordon escaped kraken base after being betrayed by Elana Mossman aka (beta version of Judith Mossman) he and the rebels would next storm a Combine base if I remember correctly was called the “Weather Station” and have a huge battle where those cut Combine Synths related to the Striders would also first appear in. Though Valve never made any maps related to the cut “Weather Station” part of the original beta story and it’s not really that well known
It’s interesting how the original concept of HL2 was going to be closer to that of an immersive sim before being scaled way back into a linear shooter with fairly conventional gameplay. Even during the E3 demos just a few years before release they were talking about how you could use physics systems to take advantage of emergent AI, which ultimately never made it into the final game.
A bit of a shame, because while HL2 is a fantastic game it never really felt as groundbreaking as the original, it was largely more of the same. Aspects of the gameplay actually felt rather old-school by 2004 if you compare what other FPS games were doing around that time, due to sticking closely to the HL1 formula in the end.
that sounds like much bigger strider fight moment in ep2. cool
i can see my houwe from here
Ayo what is that math? If it's less than a mile long and a mile wide...then it's nowhere close to 465 miles in size. The map is 0.33 miles (1922ft) long and 0.24 miles (1280ft) wide then it's only like...0.08 square miles. The entire GTAV map is like 30 square miles lol.
square miles = square feet ÷ 27,878,400
America moment
Thanks to this video, it's really neat to get a new perspective about how much thought goes into the level design of Half Life 2. Cheers!
Ngl imagine and entire Rp server of this map with more interior buildings and stuff.
Someone take those massive maps from the leak, merge them, add interiors to each building using the September 2003 leak bulld and the retail version as references, and make it a GMod Sandbox map.
Thank you for this!
Oh yeah, we're gonna make HL2RP maps with this one!🔥🗣🔥
I want to see a video of the animation loop of the citadel model
dude, it feel like Big City map from CS:Online 2... I desperately want to touch and play Big City map!
woah there
Is this from more recent leaks or required quite some fixing to open up? I don't recall seeing this one in older videos or whatnot covering the beta leak.
these are all from the 2003 leak as far as I'm aware
Outside of the clipping of the skybox walls in proto_trainstation, not too much from the maps themselves. The models used on the maps did however require recompiling before they would work in the newer engine.
I was wondering why your name seemed familiar and then you mentioned your Gmod maps, amazing stuff bro! How did you make them compile and how long did it take? Also would be cool if you did something with them for gmod or something
Thank you,glad you enjoyed some of my maps!
Source 1 is extremely compatible among its various branches so they were basically good to go outside of the models and textures. As for compile times, they were short for me only because I used a bunch of func_visclusters. Otherwise I imagine they each would take probably more than 15 minutes each to compile out due to their size.
the math at 2:00 is jaw dropping
and epic false :D
748 square km :D it is factor 1000 smaller ^^
Love these videos, I Also think your GMod maps are awesome!
looks really cool... now i wanna go make an interior for all of those buildings lol
I can't believe I've never heard of this before
Someone needs to make a mod out of these!
Dark and gritty is too mainstream
Hl2 was meant to be more realistic
the proto_c17map could be remade into a cool RP map
These are just block outs, a technique of getting the dimensions of the world figures out so when building the levels out you don't make mistakes of the non euclidean variety, and screw up scale.
Im ready for the open world hl2 game
thats interesting as fuck
I don't get the area calculation. From what I know, m² to Km² is converted by dividing by a million. So it'd be more like ~0.228 Km².
This is so dark and gritty
This would so slap as an RP map
Imagine a open world Half-Life game
Half-Life 3/Episode 3 was supposed to feature an open world (if the leaks are correct)
Ok now I want an open world half life game
its very sad 2003 E3 kleiner lab was raid by combine. that feature also cutted from game.
Good that they dodged an empty open world to tell a proper story
Half life was never going to be open world
that first city map is literally as big as nashville or low angeles
his math is wrong
@@thing. fair
Will you be posting these maps on the workshop?
The unit conversion from ft^2 to miles^2 is very wrong
Where can I download the maps?
im gonna remake this into map for gmod
It's gonna have detailed buildings and retail assets
*i wounder nowdays why fans, gamers and people loves half-life 2 beta.*
Because Half-Life 2 was a huge project worked on for several years by many talented people, and we have a lot of pre-release content from it. In fact, more so than any other game, I believe.
When were are of these maps lesked?
The files were released on October 9 of 2003.
What is the music track at the start of the video?
It sounds like Suppression Field to me th-cam.com/video/CoLAdHLN8HU/w-d-xo.htmlsi=thwttPhghRgnD9Ha
Iirc it is Suppression Field from Half Life 2 OST
imperial math strikes back...
HL2: Open world
Someone should finish the map
Yo, chatGPT did the math for you? xdd
cool
We would have probably gotten the infamous "dark and gritty" Half-Life 2 if the leaks never occurred. The devs probably changed the vibe to surprise people after the leaks.
they'd prob change it anyway but we might've gotten some stuff like this in retail
the game's style was already headed towards the retail style when the leak occured. the dark and gritty style was being phased out towards 2003
Half Life 2 already looked like the retail game when it leaked, you can see proof of that in this video
nah, I think around the time the leaks came out, they were already phasing out parts of the HL2 Beta artstyle to what we have now.
@@afterhoursvibes from what I've seen of the leak maps it looks like they'd already phased out most of the things that people refer to as beta by late 2002
make hl2 styled beta mod
Wtf is this math dude xD