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Development of Half-Life 2

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This subject is from a real world perspective. This subject is from the Combine era.

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The Half-Life 2 menu as of 2003.
 
"There is a lot of value in refinement. There's an aggressive statement of this principle, which isn't entirely true but it's still interesting: It doesn't matter what we cut, so long as we cut it and it gives us the time to focus on other things, because any of the options will be bad unless they're finished, and any of them will be good if they are finished."
Gabe Newell[src]
 

Half-Life 2's development began almost immediately after the release of Half-Life, spanning from 1999 to the release of Half-Life 2 in 2004. During that elongated process, many things were outlined, created and cut before the game's final release.

Within the Half-Life community, this period is referred to under several names, though often incorrect if taken literally. They include development stages names, such as "Half-Life 2 Alpha", "Half-Life 2 Beta" (or simply "Alpha" or "Beta"), while no information about the different development stages on the terms referred to is known, or the "Half-Life 2 leak" (or simply "the leak"), when the referring to the material leak in 2003 by German hacker Axel Gembe (who himself referred to it as "Chosen 9").

Contents

[edit] Original plot

The book Half-Life 2: Raising the Bar and the numerous leaked files revealed many of the game's original settings and action that were either cut down or removed entirely from the final game. Half-Life 2 was originally intended to be a far darker game based on far grittier artwork where the Combine were more obviously draining the oceans for minerals and replacing the atmosphere with noxious, murky gases.

Half-Life 2 was also originally intended to be much more diverse in settings, and the original journey was extremely long (to the extent that the game felt almost overblown, with little time being spent on developing existing characters; one of the key reasons for it being cut). Several City 17 levels at the start of the game and complete chapters from the second half of the game were completely removed and sometimes re-introduced in the subsequent Half-Life 2 episodes.

Parts of the book Half-Life 2: Raising the Bar and the leaked files detail how Gordon would fight alongside characters such as Odell in the Borealis, as well as fighting together with Captain Vance and Vance's forces, the Conscripts, in the Air Exchange, the Weather Control and the rooftops of City 17. Originally, Eli and Alyx Vance had no relation, and Eli's lab was located in a cave in a scrapyard and was much rougher than the better equipped laboratory within a hydroelectric power station in the retail version (the scrapyard area where the Gravity Gun tutorial takes place, being an auxiliary area as opposed to the bulk of the lab, is reminiscent of the original concept). The Citadel also looked very different, it was more round than the bulky Citadel from the final version.

[edit] Style

Concept art for the early City 17, with what appears to be the inner wall on the right.

While the playable game leaked in 2003 is quite similar to the retail product and already heavily trimmed, this earlier period of development of the game shows a quite different style. At this point, City 17 was an American East Coast-like city based on Washington, D.C.,[1] with many huge skyscrapers, and had a very basic, blocky FPS design.[2] It was more faithful to the concept art seen in Raising the Bar: darker, gothic, sinister, rainy, foggy, gritty, with a lot of brick, metal and glass, getting along well with the cut concept of the Combine replacing the air with poisonous gas and draining the oceans. It was therefore a much more dystopian, Orwellian universe (even though the final product is still quite Orwellian) even with touches of cyberpunk/steampunk style, in the vein of the book/film 1984 or other films such as Dark City, City of Lost Children or Avalon. It was also more faithful to Viktor Antonov's early concept art and work on the game.

The Combine was rather using and recycling the existent human materials and buildings, instead of adding their own technology to them. This is why, for instance, the early Citadel had its walls covered with tiles.

During the timespan leading to the 2003 leak, the team added more periods, such as the 30's, the 40's and the 70's, to finally get to a more Eastern post-Communist style we see in the retail version of the game, with older and smaller buildings, and a bright universe instead of a dark one, which is more in the vein of the original Half-Life. The Ravenholm levels are a reminiscence to the original style, even though the American East Coast-style skyscrapers were all removed.

Note that not all the concepts were not present in the development process at the same time, since the game had still a very rough, work-in-progress state.

[edit] Source code leak

Inside the Air Exchange grounds.

Half-Life 2 was merely a rumor until a strong impression at E3 in May 2003 launched it into high levels of hype, where it won several awards for best in show. It had a release date of September 2003, but was delayed. This pushing back of Half-Life 2's release date came in the wake of the cracking of Valve's internal network,[3] through a null session connection to Tangis which was hosted in Valve's network and a subsequent upload of an ASP shell, resulting in the leak of the game's source code on the Internet in early September 2003.[4] The hacker was also able to guess Gabe Newell's password, which was simply "gaben" - which inspired the name of the Beta-based mod Half-Life 2 (GabeN). On October 2, 2003, Valve CEO Gabe Newell publicly explained in the HalfLife2.net forums the events that Valve experienced around the time of the leak, and requested users to track down the perpetrators if possible:

Ever have one of those weeks? This has just not been the best couple of days for me or for Valve.

Yes, the source code that has been posted is the HL-2 source code.

Here is what we know:

1) Starting around 9/11 of this year, someone other than me was accessing my email account. This has been determined by looking at traffic on our email server versus my travel schedule.

2) Shortly afterwards my machine started acting weird (right-clicking on executables would crash explorer). I was unable to find a virus or trojan on my machine, I reformatted my hard drive, and reinstalled.

3) For the next week, there appears to have been suspicious activity on my webmail account.

4) Around 9/19 someone made a copy of the HL-2 source tree.

5) At some point, keystroke recorders got installed on several machines at Valve. Our speculation is that these were done via a buffer overflow in Outlook's preview pane. This recorder is apparently a customized version of RemoteAnywhere created to infect Valve (at least it hasn't been seen anywhere else, and isn't detected by normal virus scanning tools).

6) Periodically for the last year we've been the subject of a variety of denial of service attacks targetted at our webservers and at Steam. We don't know if these are related or independent.
Well, this sucks.

What I'd appreciate is the assistance of the community in tracking this down. I have a special email address for people to send information to, helpvalve@valvesoftware.com. If you have information about the denial of service attacks or the infiltration of our network, please send the details. There are some pretty obvious places to start with the posts and records in IRC, so if you can point us in the right direction, that would be great.

We at Valve have always thought of ourselves as being part of a community, and I can't imagine a better group of people to help us take care of these problems than this community.

Gabe

In June 2004, Valve announced in a press release that the FBI had arrested several people suspected of involvement in the source code leak.[5] Valve claimed the game had been leaked by a German black-hat hacker named Axel Gembe, aka 'Ago',[6] born c. 1982. Gembe later contacted Newell through e-mail (also providing an unreleased document planning the E3 events). Gembe was led into believing that Valve wanted to employ him as an in-house security auditor. He was to be offered a flight to the USA and was to be arrested on arrival by the FBI. When the German government became aware of the plan, Gembe was arrested in Germany instead, and put on trial for the leak as well as other computer crimes in November 2006, such as the creation of Agobot, a highly successful trojan which harvested users' data.[7][8][9]

At the trial in November 2006 in Germany, Gembe was sentenced to two years' probation. In imposing the sentence, the judge took into account such factors as Gembe's difficult childhood and the fact that he was taking steps to improve his situation.[10]

Although Valve has never made any official statement about how the leaked files should be considered and used by the community, no actions have been taken against websites or people using and hosting leak-related content, and Valve sanctioned websites such as Garry's Mod host many leak related material and discussing it is not forbidden on the website's Facepunch forums (which was forbidden in the past). The general consensus would then be that Valve is not preoccupied anymore by the use of these leaked files and their use and distribution is not forbidden although not blessed, as long as they are used for free; when asked to Valve by e-mail on July 20, 2009 about the status of the Beta-based mod Missing Information, the answer was that "the mod is not illegal to download and play as long as it is just a mod."

[edit] Leaked files

[edit] Playable game

The files leaked in 2003 consist in a playable game available in two versions, the "anon-hl2" leak and the "Russian" leak, which are slightly different. The "Russian" copy of the leak is, of course, based upon the original 100 part leak "anon-hl2". One of the few notable differences between the two is the presence of an installer, while the "anon-hl2" leak consists of 100 rar files. The "anon-hl2" beta contains at its root a .txt file last edited in October 2003, with these words:

Just create a server to play.
in the console, use "noclip" when it's stuck.
Really full of bugs, sure that valve won't release it before a while.
Have fun !!!

The work-in-progress nature of the game makes it obviously very incomplete and quite unstable, and some maps won't load. At this time, chapters like the Air Exchange, the Borealis, or the Skyscraper were already cut, and City 17 already had its Central/Eastern European style, making this game very similar to the retail product and representing what Half-Life 2 looked like in 2003. Therefore, the cuts were not made because of the leak, but for other reasons, and much earlier in the development process.

[edit] Features from the playable game

The Stalker as seen in the playable game.

[edit] NPC differences

[edit] WC mappack

A Breencast device hanged to a Civil Protection building near the Manhack Arcade.

Other files consisted in a group of several zip files nicknamed "WC mappack" (WC stands for Worldcraft, the early name for Hammer, the level editor), containing around 1300 incomplete VMF maps (VMF stands for "Valve Map File") of the very early chapters already cut in the playable game mentioned above (most of them are repeated and almost identical), demo/prototype maps and the maps from the playable version, spread in around 60 folders named by the developers who worked on them, and making up around 3 gigabytes. These maps can be opened in Hammer and can be run in any Half-Life game after texture fixing (since several textures can be missing, especially the original Combine metal variations) and compiling into BSP maps (using the option "Create a Mod" in the SDK and putting the textures from the playable Beta in its folder will do most of the preliminary work, as most of the textures will be missing if the compiled map is played on a released game). The maps still have the date they were last modified, which can give other clues about the game development. Most of the maps are very old and were last edited/created in 2001 or 2002.

The leaked files available on the Internet are obviously only parts of the original files used in the development of Half-Life 2, since many more maps, models, sounds, scripts, and textures exist, as well as more than 50,000 reference photos taken in USA and Europe used for design inspiration.[1] Despite the final game's release, these files are still illegal to redistribute.

[edit] Development timeline

[edit] 1999

[edit] 2000

[edit] 2001

[edit] 2002

[edit] Sometime between 2002 and E3 2003

[edit] 2003

[edit] 2004

[edit] Changes

[edit] Gameplay changes

[edit] Weapons

[edit] Mapping

[edit] Friendly fire

Half-Life 2 originally featured friendly fire, as with Half-Life. Valve found this to be annoying to playtesters, as they would often accidentally kill their teammates, so it was changed so the weapons do no damage to friendlies.

[edit] Weapons

Throughout the development of Half-Life 2, its impressive arsenal of weaponry varied considerably, and it contained several different weapons than when the game was first made public, weapons that were later cut before the final release.

It has been suggested that the bulk of the weapons were cut due to the fact that they were too similar to one another, as the AK-47 served a very similar role to the AR2, and the OICW the same to the SMG1, and that it would not be very believable to hold more than 25 weapons, even though a limited weapons system was implemented at some point, having the player throw a weapon before picking up a new one.[12]

Most, if not all of these weapons are usable in the playable Beta and the mod Missing Information, although sometimes with some changes.

[edit] Characters

[edit] Combine

[edit] Monsters

[edit] Citizens

[edit] Major Characters

[edit] Locations

[edit] City 17

[edit] Wasteland

[edit] Depot

[edit] Air Exchange

See also: Air Exchange

[edit] Borealis

See also: Borealis (cut location)

[edit] Kraken Base

See also: Kraken Base

[edit] Weather Control

See also: Weather Control

[edit] Skyscraper/Vertigo

See also: Skyscraper

[edit] Street Wars

[edit] Citadel

[edit] Final Confrontation

[edit] Vehicles

[edit] Fate of the cut material

Many of the cut concepts will never be reused. There are some exceptions, however, and some elements finally made their way into the canon.

[edit] Half-Life 2

[edit] Lost Coast

Lost Coast was based on a chapter cut from Half-Life 2 and finally released as an HDR technology demo. However none of its material is in the leaked files.

[edit] Episode One

An early version of the Citadel Core.

[edit] Episode Two

[edit] Episode Three

[edit] Mods

Since the release of the retail game in 2004, many attempts have been made to restore the original storyline by making mods based on the leaked files. Some mods never went further than rough development stages and some fixes, some are still in development. Also, some players fixed several maps without including them in a full game. These can be found across the web.

One of the most famous mods based on the Beta, and actually the only to have ever been released, though in an incomplete stage, is Missing Information. Though originally considered "illegal content' by Valve. The mod has since been considered legal as long as it is distributed for free as a mod, and does not use the original source code. The mod's current version includes the E3 2003 and the Borealis chapter, though quite incomplete, and another release is expected soon. Other unreleased mods include Half-Life 2 (GabeN), Half-Life 2: BetaSource, Dark Atmosphere, and Project-9 (see Mods based on the Beta).

[edit] E3 demonstrations

[edit] E3 2002

[edit] E3 2003

Several demos of work-in-progress levels were shown at E3 2003.

[edit] List of demonstrations

The Traptown docks seen in the E3 2003 presentation.

The original demos, .cfg files used to record the demos and .bat files (demoloop.bat) used to start the demos played at E3, are included in the 2003 leak, but there are so many differences between the engine used at E3 and the leak's that it is impossible to play them.

Of note is that all the 2003 leaked Beta demonstrations are broken in one way or another. Most stem from missing models and incorrect usage of props (ex. the game uses a prop_physics for a model, when the engine only thinks that prop can be prop_static, so it deletes it). Almost all the presentations have been fixed and included in the mod Missing Information.

[edit] E3 demonstrations cut from the final game

Citizens fleeing from a Strider in the map e3_strider.

Many E3 2003 demonstrations never made the cut, either. The most popular among users, found in the 2003 leak as unfinished maps, are:

Some other maps, which are very incomplete, are:

The E3 preview of Gordon visiting Kleiner's Lab after first meeting Alyx contains different dialog between Alyx and Kleiner than in the version viewable online: it shows a slightly different design for Alyx and ends with the lab being attacked by Striders, an event that does not occur in the final game.

[edit] Menu gallery

[edit] References

HLPverse.png
Combine OverWiki has more images related to Development of Half-Life 2.
  1. 1.0 1.1 1.2 1.3 1.4 1.5 Half-Life 2: Raising the Bar
  2. 2.0 2.1 2.2 2.3 WC mappack
  3. Half Life 2 Source-Code Leak Delays Debut. TechNewsWorld. Retrieved on February 14, 2007.
  4. Playable Version of Half-Life 2 Stolen. CNN Money. Retrieved on February 14, 2007.
  5. 'Phatbot' man linked with Half-Life 2 leak. play.tm. Retrieved on February 16, 2007.
  6. Valve and FBI faked interview to lure hacker to US on Geek.com
  7. Infosecurity 2008 Threat Analysis, page 16, ISBN 1597492248 ISBN 978-1597492249
  8. How Legal Codes Can Hinder Hacker Cases - WSJ.com. Online.wsj.com. Retrieved on 2008-09-21.
  9. http://wsjclassroom.com/archive/05feb/onln_hacker.htm Hacker Hitmen - Cyber Attacks Used to Be for Thrill Seekers. Now They're About Money.
  10. How Legal Codes Can Hinder Hacker Cases. Wall Street Journal Online. Retrieved on April 12, 2008.
  11. Playable Half-Life 2 Beta files
  12. YouTube favicon.png Half-Life 2 at E3 2003: Coastline on YouTube

[edit] See also

Inside Kraken Base.

See these related articles for more information on the early Half-Life 2.

[edit] External links

[edit] Misc.

[edit] Beta footage

[edit] Mods based on the Beta

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