The leaked maps of the Half-Life 2 episodes - Part 1

Barnz

Retired Content Creator
Staff member
Joined
Jun 11, 2004
Messages
5,171
Reaction score
306
On March 24, 2017, an unknown individual leaked the original map files for the Half-Life 2 episodes. These uncompiled source files show us the different development stages of the games. For today's article, we examined these files and wrote a description for each map.

The first part of the article covers the maps from the "episodic" folder, which consists of Episode One maps but also include several early Episode Two prototype maps and a map from the cancelled Half-Life 2 episode which was being developed by Junction Point Studios (see "styleguide_ravenholm_01" below).

Dictionary

> Zoo: Zoo maps are galleries used by the developers to display the certain items (such as models, particles, or shaders) for testing purposes.
> Styleguide: Styleguide are special maps created by artists to inspire the level designers.

List

episodic/maps/dev/testmap_alyx_startgreet_01.vmf

A test map where Alyx looks at a stripped Combine Soldier lying on the ground and comments about him.

episodic/maps/dev/testroom_alyx_lighting.vmf

A test map for Alyx's lighting.

episodic/maps/dev/testroom_alyx_lighting3.vmf

Same as above.

episodic/maps/dev/testroom_combinedoor_1.vmf

A test map for the Combine doors which appear in Episode One's Citadel core area.

episodic/maps/dev/testroom_materialmodify.vmf

A test map for changing materials present on a brush.

episodic/maps/dev/testroom_measure_movement.vmf

A test map for "logic_measure_movement" entity.

episodic/maps/dev/testroom_point_camera_teleport.vmf

A strange test map which involves a Citizen going through a portal-like brush.

episodic/maps/dev/testroom_standards.vmf

A test room for the game's standard scale units. This map was also leaked along with Half-Life 2 in 2003.

episodic/maps/dev/zoo_animations_alyx.vmf

A zoo map for showcasing Alyx's animations from the Half-Life 2 era.

episodic/maps/dev/zoo_cable.vmf

A zoo map for showcasing cables.

episodic/maps/dev/zoo_combine.vmf

A zoo map for Combine prefabs from the Half-Life 2 era.

episodic/maps/dev/zoo_dust.vmf

A zoo map for dust motes effect.

episodic/maps/dev/zoo_lighting.vmf

A zoo map for testing object lighting.

episodic/maps/dev/zoo_lights.vmf

A zoo map for light prefabs.

episodic/maps/dev/zoo_model.vmf

A zoo map for models.

episodic/maps/dev/zoo_particle.vmf

A zoo map for particles.

episodic/maps/dev/zoo_portal.vmf

A zoo map for area portals.

episodic/maps/dev/zoo_shader.vmf

A zoo map for shaders.

episodic/maps/dev/zoo_standards.vmf

An older version of "testroom_standards.vmf".

episodic/maps/dev/zoo_weapon.vmf

A zoo map for player weapons.

episodic/maps/personal/aaronb/d2_LostCoast_camera.vmf

The video stress test version of the Lost Coast.

episodic/maps/personal/aaronb/d2_LostCoast_scene.vmf

An early version of the Lost Coast.

episodic/maps/personal/aaronb/d2_monastery_hdr_camera.vmf

A camera that shows the inside of the Lost Coast's monastery. It was most likely created for the video stress test version of the map.

episodic/maps/personal/aaronb/shorts_SaintOlga.vmf

The Lost Coast.

episodic/maps/personal/aaronb/shorts_SaintOlga_interior.vmf

The Lost Coast monastery interior.

episodic/maps/personal/aaronb/shorts_SlotCanyons.vmf

An early version of Half-Life 2's "d2_coast_11".

episodic/maps/personal/dario/canyon_test.vmf

This map appears to be an early version of Episode Two's "ep2_outland_05" where the player fights and kills the Antlion Guardian. It is a large wasteland-themed canyon map with destroyed buildings and ships.


episodic/maps/personal/dario/rift_test.vmf

A Combine-occupied industrial area next to a large canyon.


episodic/maps/personal/dario/tunnel_test.vmf

An early version of the Antlion caves from Episode Two. The player goes through a series of maze-like tunnels with Alyx and two Citizens to reach the surface. According to the developer notes, they would come across a hole that only the player can jump across. Alyx and the others would go back and wait for the player to find a way out.


episodic/maps/personal/dario/wasteland_test.vmf

A wasteland-themed survival map where the player fights endless waves of enemies while trying to find six petrol canisters to fuel a chopper. This map was included in an update to Episode One in May of 2013 but later removed.


episodic/maps/personal/dario/wasteland_test2.vmf

Same as above.

episodic/maps/personal/dario/wasteland_test3.vmf

Same as above.

episodic/maps/personal/david/logic_branch_listener.vmf

An empty test room with several unconnected "logic_branch_listener" entities.

episodic/maps/personal/david/ministrider.vmf

A small test map for Hunters.

episodic/maps/personal/david/ministrider_intro.vmf

A Hunter in Half-Life 2's "d1_trainstation_03".

episodic/maps/personal/dhabih/cit_splode.vmf

A test map for the Citadel's destruction sequence.

episodic/maps/personal/doug/crash_test1.vmf

A test map for the Gunship crash sequence from the finale of Episode One.

episodic/maps/personal/doug/destruction1.vmf

A test map for the train ride sequence from the finale of Episode One.

episodic/maps/personal/doug/Intro_test.vmf

A test map for the intro of Episode One.

episodic/maps/personal/doug/Intro_test2.vmf

Same as above.

episodic/maps/personal/doug/stridertest.vmf

An early version of Episode One's "ep1_c17_05". The player begins in a burned version of the hospital. The escort mission is longer and takes place outside. The player leads the Citizens to a train waiting near the train station. The red gate at the entrance was originally to appear in Half-Life 2's "d2_coast_07". The train station resembles the one from Half-Life 2.


episodic/maps/personal/doug/traintest3.vmf

Same as above

episodic/maps/personal/gautam/proto_snow_01.vmf

An arctic-themed map. Nothing interesting.

episodic/maps/personal/gautam/styleguide_ravenholm_01.vmf

This map appears to be from the cancelled Half-Life 2 episode which was being developed by Junction Point Studios in late 2005. It takes place in a snow-themed version of Ravenholm which includes small puzzles, scripted sequences, and fights. This game is not related to Arkane Studios' cancelled Episode Four, also known as Return to Ravenholm, which would have also take place in the town.

It is implied that the player crashes into a warehouse in a gondola. He wakes up in a room with two unique characters named Duncan and Scooter. There is a train station and buildings nearby. A group of rebels and Combine Soldiers fight on the streets.

> Duncan (ravenholm_npc_mueller) and Scooter (ravenholm_npc_scooter) are unique entities. Duncan uses a generic Citizen model, while Scooter's model is unknown.
> Some entities use JPS as their prefix in their names, which obviously stands for the studio's name. In addition to this, some objects have fields called magnet and magnetization, which are related to the Magnet Gun mentioned by Warren Spector in the interviews.



episodic/maps/personal/Jaken/vmfImport/EntityImport01.vmf

Nothing interesting.

episodic/maps/personal/Jaken/vmfImport/EntityImport_45degTest2.vmf

Nothing interesting.

episodic/maps/personal/Jaken/vmfImport/GeometryImport01.vmf

Nothing interesting.

episodic/maps/personal/Jaken/Attachment_IK_01.vmf

A test map for Episode One's intro scene where Alyx looks at a monitor.

episodic/maps/personal/Jaken/KeypadTest.vmf

A test map where Alyx uses a keypad.

episodic/maps/personal/Jaken/KleinerCast_MergeMe.vmf

A test map for Episode One's KleinerCasts.

episodic/maps/personal/Jaken/ProjectorPlacement.vmf

A test map for Episode One's projector from the intro scene.

episodic/maps/personal/Jaken/SS1.vmf

A test map for scripted sequences.

episodic/maps/personal/Jaken/SS2.vmf

Same as above.

episodic/maps/personal/Jaken/VCD1.vmf

A test map for choreographed scenes.

episodic/maps/personal/jeffl/proto_ally_heli_1.vmf

A friendly Combine helicopter in a modified version of Half-Life 2's "d1_canals_08".


episodic/maps/personal/jeffl/proto_ally_heli_3.vmf

A friendly Combine helicopter in a coast-themed test map.


episodic/maps/personal/mattwood/binarycube_work_02.vmf

A strange map that features floating transparent pieces that rotate and eventually form a cube, which shows Alyx for a moment.


episodic/maps/personal/randyl/training_home01.vmf

A map that features an unfinished house.


episodic/maps/personal/randyl/zoo_lights.vmf

Same as previous "zoo_lights.vmf".

episodic/maps/personal/sawyer/ministrider.vmf

A test map for Hunters. The map appears to be partially based on the Palace map from the leaked version of Half-Life 2.



episodic/maps/personal/sawyer/projects.vmf

A large open space with buildings, small cabins, wrecked cars, and a car park.

episodic/maps/personal/sawyer/siege.vmf

This map appears to be an early version of Episode Two's "ep2_outland_09" where the player tries to stop a Combine Autogun in a scrapyard.


episodic/maps/personal/sawyer/warehouse_jump.vmf

A warehouse full of zombies. The player was to use the buggy to get into the building by crashing through a window on the rooftop.

episodic/maps/personal/sawyer/zombiedriving.vmf

A generic large outdoor area with some set pieces from Half-Life 2's coast maps. There is no goal, other than to drive around in the buggy and run over zombies.

episodic/maps/personal/steved/hook_on_rope.vmf

It is a small room with zombies and hooks attached to ropes.

episodic/maps/personal/steved/jeep_crate_puzzle.vmf

The player opens a fence gate and goes through a hanging container with the buggy.

episodic/maps/personal/steved/test_kleiner_tests.vmf

A test map for a strange usable Combine device. Kleiner watches the player from the corner.

episodic/maps/credits.vmf

Same as the shipped version. It is an unused credits map.

episodic/maps/devtest.vmf

A developer test map which was previously included in the Android ports.

episodic/maps/devtest_01b.vmf

Same as above.

episodic/maps/devtest_02.vmf

A developer test version of Half-Life 2's "d3_c17_06a".

episodic/maps/devtest_03.vmf

A developer test version of Half-Life 2's "d1_trainstation_03".

episodic/maps/devtest_04.vmf

A developer test version of Half-Life 2's "d1_canals_09".

episodic/maps/devtest_05.vmf

A developer test version of Half-Life 2's "d1_town_02a".

episodic/maps/devtest_06.vmf

A developer test version of Half-Life 2's "d2_prison_08".

episodic/maps/devtest_07.vmf

A developer test version of Half-Life 2's "d3_c17_12".

episodic/maps/ep1_background01.vmf

Same as the shipped version. A background map for the game's main menu.

episodic/maps/ep1_background01a.vmf

Same as above.

episodic/maps/ep1_background02.vmf

Same as above.

episodic/maps/ep1_c17_00.vmf

Same as the shipped version. Nothing interesting.

episodic/maps/ep1_c17_00a.vmf

Same as the shipped version. Nothing interesting.

episodic/maps/ep1_c17_01.vmf

Same as the shipped version. There are some hidden layers.

episodic/maps/ep1_c17_01a.vmf

Same as the shipped version. There are some hidden layers.

episodic/maps/ep1_c17_02.vmf

Same as the shipped version. Nothing interesting.

episodic/maps/ep1_c17_02a.vmf

Same as the shipped version. Nothing interesting.

episodic/maps/ep1_c17_02a_demo.vmf

A smaller version of "ep1_c17_02a". Nothing interesting.

episodic/maps/ep1_c17_02b.vmf

Same as the shipped version. Nothing interesting.

episodic/maps/ep1_c17_03.vmf

Same as the shipped version. Nothing interesting.

episodic/maps/ep1_c17_05.vmf

Same as the shipped version. There are some hidden layers.

episodic/maps/ep1_c17_06.vmf

Same as the shipped version. There are some hidden layers.

episodic/maps/ep1_citadel_00.vmf

Same as the shipped version. There are some hidden layers.

episodic/maps/ep1_citadel_00_demo.vmf

This map was included in the final game but it can't be played or decompiled. It is nearly identical to "ep1_citadel_00" with some minor differences.

episodic/maps/ep1_citadel_01.vmf

Same as the shipped version. There are some hidden layers.

episodic/maps/ep1_citadel_02.vmf

Same as the shipped version. There are some hidden layers.

episodic/maps/ep1_citadel_02b.vmf

Same as the shipped version. Nothing interesting.

episodic/maps/ep1_citadel_03.vmf

Same as the shipped version. There are some hidden layers.

episodic/maps/ep1_citadel_04.vmf

Same as the shipped version. There are some hidden layers.

episodic/maps/ep1_intro.vmf

An early version of Episode One's "ep1_citadel_00". It shows the intro sequence.

episodic/maps/ep1_intro_00.vmf

An early version of Episode One's "ep1_citadel_00". It shows the intro sequence. In this version, when the G-Man inspects Alyx, the background turns black and the Vortigaunts interfere.

episodic/maps/hdrtest.vmf

An early version of the Lost Coast. The level begins in a different area.

episodic/maps/proto_ministrider_intro.vmf

An updated version of David Sawyer's "projects.vmf".

episodic/maps/styleguide_antlionhole.vmf

It appears to be a test map for the Antlion hole burying mechanic from Episode One.

episodic/maps/styleguide_antlion_tunnel.vmf

An early version of Episode Two mines. This map was included in the Android ports.


episodic/maps/styleguide_c17_rubble.vmf

Destroyed City 17 streets.

episodic/maps/styleguide_c17_rubble_2.vmf

An early version of Episode One's "ep1_c17_01".

episodic/maps/styleguide_core.vmf

An early version of Episode One's "ep1_citadel_03". It shows the Citadel's core room.


episodic/maps/styleguide_destroyed_citadel.vmf

An early version of Episode One's "ep1_citadel_02".

episodic/maps/styleguide_garage.vmf

An early version of Episode One's "ep1_c17_00". It shows the garage area.

episodic/maps/styleguide_garage_antlionroom.vmf

An early version of Episode One's "ep1_c17_00a". It shows the garage area with multiple floors.

episodic/maps/styleguide_garage_destroyed.vmf

An early version of Episode One's "ep1_c17_00". It shows the garage area.

episodic/maps/styleguide_hospital_exit.vmf

An early version of Episode One's "ep1_c17_05". It shows the entrance to the train station.

episodic/maps/styleguide_mining.vmf

An early version of Episode Two's "ep2_outland_02" where the player fights waves of Antlions. This map was included in the Android port of Episode One.


episodic/maps/styleguide_riverbed.vmf

An early version of Episode Two's "ep2_outland_01". This map was included in the Android port of Episode One.


episodic/maps/styleguide_riverbed2.vmf

A generic Episode Two forest setting. This map was included in the Android port of Episode One.


episodic/maps/styleguide_train_loadingdock.vmf

An early version of Episode One's "ep1_c17_06". It shows the train station area where the player fights a Strider.

episodic/maps/styleguide_train_repair.vmf

An early version of Episode One's "ep1_c17_05". It shows the repair room of the train station.

episodic/maps/wasteland_test.vmf

Same as the previous version.

episodic/maps/zoo_citadel_destruction.vmf

A zoo map for the destroyed Citadel interior pieces.

Credits

Barney
Slartibarty
 
Back
Top