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 \\/\// //             \¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦
  \/\/  \\ MAP pack     \_________________________________________________________________________________________________________________________________________________________________________________________________________________
         ¨
												       ^- If this line breaks, then you have word wrapping enabled. Word wrapping makes formatting angry, please don't piss on formatting !
	NOTE THAT VIEWING THIS FILE IS OPTIMAL ON A 3200x1024~ RESOLUTION
	DISABLE ALL THAT WRAPPING STUFF AND STRETCH THIS UNTIL THERE ARE NO ABRUPT LINE BREAKS.
	Why the huge ass size? Because I wanted to keep one line per map description.
	Until someone implements a better way for ,these to be viewed.
	So either get a second monitor or jizz that scrollbar like there is no tomorrow !

Ver. 0.40 (see changelog at the bottom)       ALL MAPS DOCUMENTED!

________
LICENCE \_________________________________________________________________________________________________________________________________________________________________________________________________________________________________

 		DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE 
          			Version 2, December 2004 

 Copyright (C) 2011 Max Ylitalo <maxkyh(at)gmail.com> 

 Everyone is permitted to copy and distribute verbatim or modified 
 copies of this license document, and changing it is allowed as long 
 as the name is changed. 

            DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE 
   TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 

  0. You just DO WHAT THE FUCK YOU WANT TO. 
______
INTRO \___________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Why oh why?

Well I found that there isn't a really good index of maps for the WCMP (What I will use when referring 'World Craft MapPack') so I decided to do one.
I constantly found myself searching for specific stuff in the packs and wanted to look on how they were done and how the shit rolled back in 2001-2003'.

There are a lot of short and not really that good descriptions in some maps since I want to focus on mostly what I spot during that 2-5 minutes (average revision check).
I recommend checking out the recommended maps since those sometimes contain stuff that I don't write down here. These maps usually are unique and interesting.
Some of the maps are very close to compile ready with few fixes and most aren't.
Entities got obsoleted a lot during development. 
Stuff like 'static_prop' became 'prop_static' The hammer that comes with the leaked version refuses to show obsoleted entities.
If you still want to see the models then do a batch conversion. I don't really want to list all the entities here since you will find you quickly which they are.
So far what I've found out is that the maps seem to range from early 2001 to late 2003.

My hat is off to valve for basically making so much content and for clever reusage of various concepts in different areas, Browsing trough all this really answered all my questions
I ever really had about the beta, Seeing the same area redesigned so many times over really tells on how many times they try different ideas out. They never really scrapped any of this stuff.
They just took the best bits out from all the various designs they had and made what Half-life 2 is today. I sure love the alternate more dystopic design that they had, but much of that is still
present in the retail game, just way more transparent and not underlined.

List is done by oasiz (you can catch me on irc with that nickname on freenode, quakenet and ircnet)
This first started around in 2008 december end ended on january 2009 and I finally decided to start updating it again during 2009 december.
See changes on the bottom of this file.

If you find this useful then I politely ask to thank or drop me a note since I've spent at least ~140+ hours on documenting this shit (see changelog for dates).
So getting any comments/feedback really makes this worthwhile.

==> I have to admit that I discovered the cordon tool pretty late on (Not a native english speaker as you might have already found out).
	This isn't a big loss as most of the maps that are "cordoned" just focus on some specific changes that were done between versions of the same map.
__________________________________________________________________________________________________________________________________________________________________________________________________________________________________________
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____________   
DESCRIPTION \_____________________________________________________________________________________________________________________________________________________________________________________________________________________________

(Small) playable sequence 		= Usually an isolated scripted sequence that is seperate for prototyping or for easy debugging.
			  			Most are usually playable since the scripting works but after the sequence ends there is nowhere to advance.
						Things that fall in here might be tests like brush animation or other one-time gameplay quirks or puzzles.

(Small) explorable area   		= An area that usually has very little to none gameplay elements, just the terrain and models with no script/AI/goal.
			  			Playable, but does not have any real goal. Most of the time just a 'zoo' type of map (a collage of world blocks/prefabs) Just recommended for curiosity.

(Small) playable section 		= Can be an isolated small area for prototyping an new gameplay element or seperated for easy debugging
			  			A solid (could also be a fully working) section that has AI/scripts/models mostly functional. Basic gameplay elements. A short segment for testing/demo'ing.
						E3 maps usually fall under this category as they are often very playable up to a certain point.

Test			  			= An individual prototype / test map created for that one specific object only.
                          		Most are unplayable due to objects existing in void. Only contain very little content (such as one model)
						Looking trough these can usually be a waste of time, useful still if you want to see a puzzle/concept etc.. in it's most raw/simplest form.

(Small) Playable map	  		= Mostly finished map that is intended for normal gameplay, Most can be playable from start to finish.
			  			content rich and some might be polished too. A good candidate for exploration.
						Things like the pre-compiled trainstation map that comes with the leaked hl2 fall under this category.

Sketch                    		= A Work in progress of a Playable map. Mostly finished concept but still missing some essential gameplay elements that would make it playable.
						Imagine a map without proper textures, enemies, scripts or structure. Maps might look solid but a lot is still under construction.

Nonplayable prototype     		= Attempt of something new but never made it into ingame stages or it was corrupted.
						Could be stuff like prefabs in void or maps that simply wont load.

The descriptions are never very consistent since sometimes I feel really tired or I am half-asleep when writing them, but once you read more and explore
yourself then you will start to learn a lot of the common terminology I use. And also you will understand a bit more on how the maps were developed.
For example: "Typical old-style prison design" will mean that it uses early depot-style prison design/architechture, then to see what it is like, search for older prison/depot maps (CTRL+F).
The thing with the maps is that valve repeated a lot of the stuff in a lot of the maps, there really isn't as much unique stuff as you might think in the end.
Finding an cool house or concept in town maps (ravenholm) might exist in an completely another map in a virtually identical form. Usually these are the stuff used
from the prefab maps. So far I recall finding the same exact bus approximately in ten different maps, and the submarine from wastelands goes over that.
Loads of stuff ended up in the final version, you just never know how and where :)
Quick list on how stuff went roughly:

Industrial C17 section 			-> This got adopted to some ravenholm architechture after it lost it's Quarry theme (Which was mostly just a town with duller textures and a more HL1 look)
The "underworld"/sewers of C17		-> These maps made up the canals section and big parts of the underworld section near the end of the game. Biggest thing cut was the hydra.
Quarry town					-> Last ravenholm maps, also many remnants of the used (by puzzles) machinery exists, just non-functional. Fire trap puzzle? Still alive, just in a different place.
Wastelands						-> Almost completely well and alive in the coast maps, only thing that was changes was the large barren land and the fact that you didn't use a buggy.
							     Most of the barren land can be replicated by simply removing the water completely and adding some rocks in there instead.
Depot-prison					-> Very much alive still, the approach is very similar to what they had in mind, only huge difference was the addition of water to make a coastline.
							   Again, if this was dried up then it would resemble the old entry a lot more. They had an even older version of depot that was really small, but it very quickly evolved
							   in to a miniature version of the depot-prison seen later on. I have spotted the old depot map under /sawyer/ and nowhere else.
Prison						-> Ok, well the old prison was a lot shorter and different. But if you loosely explain both over a phone... suprise suprise. You almost come to the exact same design.
							     Luxuries include: Antlion encounter in the bathroom, Multistory cellblocks, depot, underground sections and cafeteria etc.. Gunship bay was removed but they never
							     a version in these maps that worked out, you just operated a crane and that was it. Instead you got actual pods with prisons and access to the razor train chamber.
And the main course, E3 maps.
Docks							-> This was just an old possible ravenholm entry. Since you enter from the canals, this was rendered useless. Some of this idea was recycled in the first coast maps.
Lab							-> Done for demonstration purposes. I think this was never supposed to have a real connection to the storyline.
Traptown						-> Ooh, this is a hard one! But wait. The combine were never supposed to be there, they were just added for the e3 demonstration. Evidence to this is that you can
							     look trough the pre/post-e3 maps to see that the non-combine alternative was always there, see 'd1_town/e3/' maps for development. And everybody knows that most of this was faked.
Hydra							-> 90% of this made it in to the retail version. You can see this exact same section in the endgame.
Streetwar						-> Around 95% of this made, There were some hardcoded details in here for the E3 (Like enemies exploding more dramatically)
Bugbait						-> Simple, this was put together from the key prison events: the start->laundry->toilets. They never were intended to be actually played this way and glued got together
							     for the E3 to keep it short and sweet.
Seafloor						-> Again, 95% of this survived. Almost the exact same sequence except that most of the depot entrace/wastelands remnants have been removed. Water has replaced the dry terrain.
Strider						-> This city section was a Potemkin, nothing outside of it was ever done. Strider combat is still very much alive in the final version, just in different areas.

The descriptions can be very short or even identical, I apologize. But sometimes I lose motivation to document 30+ test maps that are almost identical to each other.
Also I discovered more about the actual game/engine development as I went on with the maps, so during the first 300 maps I have a bit different terminology/understanding of the game than around map 800~ and so on.
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___________
FORMATTING \_____________________________________________________________________________________________________________________________________________________________________________________________________________________________

++++ FOLDER NAME ++++
++++ FOLDER/SUBFOLDER ++++

map name 	<---> 	/Comments on what it has and what I found of interest 	<---> 	Devstage or purpose 	<---> 	/ Brief description of the contents. 	<---> 	/ "Playability"

== This is how I format the list.
bla2_1	/ First map BUT!
		\ This map has one line more for comments.
bla2_2	| The second map.
bla2_3	| Third map
		 \ This map has multiple-
		  \ lines for comments.
bla2_4	| Revision 4
bla2_5	\ Last revision.

... and so on.

So / means that it's "opening" the comment for that map
and \ means that it's continuing a comment OR closing an 'map arc' if it's the last one in the series.
a | means that the map is part of the same series.
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________________
MAP LIST ITSELF \_________________________________________________________________________________________________________________________________________________________________________________________________________________________

MAP NAME .VMF 		/\  Comments			     																																	/\  State or purpose      	/\  What does it have                                           /\  What is it
========================================================================================================================================================================================================================================================================================================================================================= 

++++ aaron/ ++++

ai_guide1  		/ Isolated scripted sequence																																	prototype				/ Borealis start first meeting with Odell.					/ Small playable sequence

alyx				/ A room with Alyx																																			development test		/ Isolated box										/ Test

alyx_caves03		--- DOES NOT LOAD ---	Line 412 error 7

antcave			/ Antlion caves 																																			concept				/ Textured with lightning and grubs						/ Small explorable area

antlion_01			/ Wastelands? without antlions																																	concept, sketch			/ Rough textures and brushwork, most likely early development.  / Small explorable area

antlion_cave01		/ Antlion caves																																				concept				/ Devtextured, lit and a bit longer cave variation.			/ Small playable section

apc_canal			/ Isolated prototype test																																		prototype				/ Small cut canal section with an APC to avoid.				/ Small playable sequence

arcade_01			/ WIP of manhack arcade																																		WIP					/ Indoor and outdoor building. Textured and lit, with npcs.	/ Small explorable area
arcade_02			| Additional 'play' arena added. Small tunnel section added to the 'indoor' area.
arcade_03			| Only with the 'outdoor' entrance reworked and small tunnel section added. No 'indoor' area present.
arcade_04			| 'Indoor' area is back, Outdoor area has an indoor arcade section added. Plus indoor area has some more parts added to it. Also outdoor has surrounding building added at the entrance.
arcade_05			| A indoor torn apartment added, 'indoor' area removed and 'outdoor' area prettied up a bit in the inside.
arcade_06			| Lots of detail added to places. Where the aparment used to be is now a 'backalley' and the apartment is moved to the end of it. The old 'indoor' area is present with skybox clipping trough it.
arcade_06a			| Cut down version of 06 with only parts of the entrance available.
arcade_06b			| Mostly identical to A with some minor details missing (not copied over from 06)
arcade_06			\ Vision of the manhack arcade																																	WIP					/ Mostly done basework with texturing and lightning.			/ Small playable section

arch				/ A room with arches																																			Test					/ Void with two brushwork arches.						/ Test

areaportal			/ Connected rooms with a door																																	Test					/ 2rooms1door										/ Test

barrel_roll		/ Canals with logs.																																			WIP					/ One map from canal with logs in water, textured and lit.		/ Playable map

bastille			/ Canals section																																			WIP					/ Canal map, airboat? Also has a big isolated bridge area		/ Playable map

bell_light			/ Light in void																																				Test					/ Hanging ceiling light with entity, no playable area.		/ Test

blastfurnace		/ A tower in void																																			concept				/ A tower that is in void with some random bits here and there  / Nonplayable prototype

box				/ A box																																					Test					/ A Box with some objects for testing.					/ Test

brickbuildings2 	/ Buildings																																				concept				/ Buildings in a canal setting.							/ Explorable area
brickbuildings3 	| Buildings																																				concept				/ Added some more buildings							/ Explorable area
brickbuildings-1	\ Buildings																																				concept				/ First iteration, no water and least buildings				/ Explorable area

btest1			/ Light test																																				Test					/ Two connected rooms with light spot						/ Test
btest1a			\ Light test																																				Test					/ Two connected rooms with light spot						/ Test

building_test02 	/ C17 segment with striders																																	Prototype, concept		/ Three striders and a City 17 section. textured and lit		/ Small playable area
building_test		| C17 segment with strider																																		Prototype, concept		/ One Strider in a small City 17 section. Textured and lit		/ Small playable area
building_testa  	\ 	Same as above, very early																																	Prototype, concept		/ Few brushes and a skybox, some lightning.				/ sketch

bullseye			/ Small apartment section																																		Prototype, Test			/ Testing of Bullseye entity, small gameplay section experiment / Small playable section

bullsquid_01		/ Wastelands style 'arena'	concept, 																																Prototype				/ Has a bullsquid and some headcrabs. HL1 style brush cliffs	/ Explorable area
bullsquid_02		| Same with some added space that is linked to the main area.
bullsquid_02a		\ 	Only the original area with steep out of place displacements.

burntest			/ Small room with stalkers																																		Prototype, Test			/ Stalkers with some scripting, textures and isolated room.	/ Small playable section
burntest01      	\ Exact same, most likely only some values  got changed.

bus				/ A box with a brushwork bus																																	concept, Test			/ Bus concept, Ingame testing or prefab purposes.			/ Test

c17_01_13			/ C17 terminal/industrial																																		WIP					/ very old version, hl1 style brushwork and textured.			/ Playable map
c17_01_13test2  	| 	Some stuff visgrouped.
c17_01_13test   	| 	No visible changes, most likely changed some values.
c17_01_14			| Industrial area buildings have been reworked a little.
c17_01_15			| Industrial area buildings reworked a little more, some combine gates added. Other minor changes.
c17_01_16			| Terminal area does not load it's brushwork. 3d skybox added with a cityscape and early citadel.
c17_01_17			| Terminal is missing brushes and underpass traintrack replaced with road. Indst. expanded, spawn moved. Terminal  Detail/displacement added. No 3dsky.
c17_01_18			| Industrial prettied up, some stuff added. 3dSky is missing
c17_01_19			| Industrial prettied up, spwawn relocated again. no 3dSKY
c17_01_19			\ C17 terminal/industrial																																		WIP					/ Vision of terminal, a lot of stuff got changed later on.		/ Playable map

c17_03_08			/ C17 back alley, construction site and an construction elevator to reach the buildings. Early C17 texturework																		WIP					/ Lots on construction work, basework done with textures.		/ Sketch

c17_04_12			/ Early C17 again, linked to previous map by falling in a duct. Contains the infamous consul plaza with a plethora of TV-sets in the air. ?Done after 03_08? 03's end exists in this map. No displacements.WIP					/ C17 old-school, Covers few blocks. Has some entities.		/ Sketch
c17_04_13 			| Same stuff for what I can see, couldn't notice anything different. 
c17_04_14			| No comment
c17_04_15			| Void
c17_04_16			| No comment
c17_04_17			| First signs of changes, visibility from c17_04_xx to c17_05_xx, The garage-style doors are removed revealing the VanceHQ on the other side. Road textures changed on places.
c17_04_18			| Tunnel blocked again with some metal bars. Texture changes on places. More detail on some places. See-thru windows added on specific buildings.
c17_04_19			| Minor changes
c17_04_20			| Some more streets added leading to a back alley sort of. One can reach the upper areas from here trough the stairs. Leads to the middle brige/overpass. More brushwork details in various areas.
c17_04_21			| Start of the 3D skybox. Has the old citadel + citadel walls. Also a interesting detail is the huge broadcast antenna seen in arcade levels. Added boxes to force a linear route to the upper area.
c17_04_22			| Cosmetic changes, boxes added in one alley. Skybox has more stuff and seems to have the vertigo structure now.
c17_04_23			| A roof has been added near the start location.
c17_04_24			| Just half of the map missing! Minor changes (like one overpass has a texture change)
c17_04_25			| Back to normal, Details added in lots of places. C17 MP building has some posters and the alley with some boxes has got a small extension.
c17_04_26			| Gordon relocated to start behind the dumpster. More detail. Barrier added at one of the alleys
c17_04_27			| Seems to be only texture changes, cant spot anything really.
c17_04_28			| No comment
c17_04_28a			| 	Map has been stripped a lot, this time only the consul plaza with the surroundings remain.
c17_04_29			| Back to normal, Combot entity has been updated with the new name. Visgrouped stuff. Citadel gains a new look and skybox has been worked on. Seems that some detail has been added aswell. Gordon moved a bit.
c17_04_29a			| 	Nothing noticeable. Could be a quick test as in "Which light value is better"
c17_04_30			| No comment
c17_04_31			| Structures got changed a bit, tunnel blocked to the stairs, gordon relocated to a different start (starts from the upper level now), physics applied to all small boxes. Maybe a techdemo/experiment?
c17_04_32			| More areas added! VanceHQ is deleted in this version and replaced with more roads, one of them leading to the manhack arcade.
c17_04_33			| Arcade area has been changed, Alley leading to the tunnel that took you to the stairs has been blocked.
c17_04_34			| More changes on areas mentioned before. Some roads added near the arcade area. Gordon relocated to the lower level.
c17_04_35			| Even more work on the arcade area, destroyed cars added on the streets.
c17_04_36			| Same as above, both are filling gaps in the geometry with buildings and adding detail.
c17_04_36_retexture	| 	Retextured a lot of stuff.
c17_04_37			| Stuck with the retextured version, no other changes it seems.
c17_04_38			| Retextured stuff AGAIN. The 20~ boxes are cut to three. Details added.
c17_04_39			| Lots of places prettied up, texture changes etc.. Upper area has got a rework and some fences got swapped for taller ones. Start changed and other places too.
c17_04_40			| Start changed, New arcade (old one still exists), water canals added, Lot's of stuff changed.
c17_04_41			\ Displacements !! Mostly same changes as above, just more work done on those areas.																							WIP					/ Vision of the fourth C17 map. Whole idea got scrapped.		/ Playable map

c17_05_05			/ Linked to pre-c17_04_32 maps. Consists of a really small street section that ends up in the wall seen in the 04 skybox. Metrocops are guarding it...										Sketch				/ VanceHQ concept									/ Sketch
c17_05_06			\ ... Also has the Vance HQ indoors, really rough and mostly just a placeholder to the real deal. This version has different outdoor textures on HQ											Sketch				/ VanceHQ concept, bridges from 04 to 06					/ Sketch

c17_old07			/ Reeally retro here. HL1 style brushwork and nothing to really do. A small city section is exploreable.																			Exploreable area		/ Some old test to see how the setting would work.			/ Sketch

c17_plaza01		/ Continuation of the c17_01_xx series. Terminal front expanded to make room for a plaza. Lots of minor additions here and there. Skybox is the circular citadel made up of "plates"					WIP					/ Terminal post c17_01_xx design						/ Playable map
c17_plaza02		| No comment
c17_plaza02_redo	| 	Isolated Plaza area for testing, nothing else really to see.
c17_plaza02_redo01	| 	Complete map again, Textures changed on a plaza building. One of the structures contains 'cyber cafe' and has the window displays changed from TV's showing the consul to a generic room.
c17_plaza02_redo02	| 	A small red building added in the plaza. Also a fenced, grassy area added to the plaza.
c17_plaza03		| Red building is missing. Veikko sign added to the building that has the grassy area. Some stone 'cones' added to circle around the plaza center.
c17_plaza04		| A circular brush thing replaces the combine post/terminal that used to be where the plaza connected to the tram section.
c17_plaza05		| Red house makes a comeback. Also there seems to be the antenna from the arcade levels in the skybox. Not sure on which revision it got added in.
c17_plaza06		\ Changes to the trainstation building.																															WIP					/ More work done on the terminal. Still to be continued on.	

c17_road01			/ Buildings and roads with a bus that is more worked on than seen in the above terminal iterations. No real purpose yet. Gordon starts from an outside area that is not connected to the main/bigger area	WIP					/ A section of C17 with a bus.							/ Exploreable area
c17_road02			| Buildings and roads added. Gordon is moved to the main area and the subarea is removed.
c17_road03			| Buildings and roads added. Gordon is moved to a new large tunnel. Bus has a new path that makes it move around the city, from one tunnel to another. Has displacements.
c17_road03a		| 	Different entry from the tunnel to the city streets. Still has displacements so this section is done after/around c17_04_41 most likely.
c17_road04			| Entry stuck with 03 design. Tunnels are a lot longer and the end tunnel has some alternative routes that lead nowhere. Some details added in places.
c17_road05			| Seems to be just minor details.
c17_road06			\ Slight changes & detail																																		Concept				/ Basis on what would have been a busride trough C17 streets.	/ Exploreable area

c17_ruins01		/ A very small section that has a strider. There also are some interesting entities referring to a tank and a rocketlauncher. Three 'targets' also included									Concept, prototype		/ C17 ruins. Rocketlauncher/tank stuff					/ Exploreable area
c17_ruins01a		|	Very much the same map, Both use displacements but use the old syntax for props.
c17_ruins02		| No comment
c17_ruins02a		| 	Targets and the rocket in an isolated box.
c17_ruins03		| More details added. Street has been extended and the 'targets' removed, area still remains. Instead of using a button to control the rocketlauncher there is a trigger for that.
c17_ruins03test		|	Isolated with a lot of the level removed.
c17_ruins04		\ Even more details added, surroundings added.																														Concept, prototype		/ C17 ruins. Rocketlauncher/tank stuff. Testing stuff out.		/ Test

camocity			/ Small city section with a combine elite, you start with brickbat > beer bottles. Outside the play area are a lot of prefabs for the city sections.											Prototype				/ A prototype to see how the combine elite gameplay works ?	/ Test

camoroom			/ Isolated room with the camo shader applied to a cube, also has a combine elite. Walls are made of various textures to test the shader itself.												Prototype				/ Shader test room									/ Test

camostreet			/ city17? contains a few destroyed buildings and combile elite.																											Prototype				/ Small playable test snippet							/ Test

canal_bridges01		/ Canal bridge types. Has four different types, one of them functions as a dam. Also contains a small straight section outside the main area.												Concept, sketch			/ Canal themed bridges								/ Small exploreable area
canal_bridges01jb	| 	Added some unrelated models, windmills floating.
canal_bridges02		| Contains only the straight section with a mirrored side and has been duplicated. Other one contains the traintracks bridge crossing it from the top.
canal_bridges03		| A new large section with the windmills and a large bridge crossing. Water and lots of detail added on the out-of-bounds area as well. __01 seems to exist as a visgroup that will overlap the new area.
canal_bridges04		| More junk added.
canal_bridges05		| One of the waterwheels seems to be redone completely. More junk/scrap.
canal_bridges06		| More junk added.
canal_bridges07		\ A crane has been added.																																		Concept, WIP			/ Canals, bridge with junk around it. Maybe a puzzle section?	/ Small playable section

canal_cave01		/ Early antlion caves labelled as canal sections.																													Concept, sketch			/ Early antlion caves.								/ Small playable area
canal_cave02		| antlion_cave01 with different textures.
canal_cave03		\ Different area, outdoor and has sand&rocky terrain																													Concept, sketch			/ Antlion caves, entry area or outdoor?					/ Small exploreable area

canal_city01		/ Small canals section with buildings surrounding, has poor displacements on the hills.																						Concept, sketch			/ Canals section									/ Small exploreable area

canal_current01		--- DOES NOT LOAD ---		Line 1821 unexpected end of file
canal_current02		/ Familiar section of canals, made it in to the retail version. _very_ early draft.																							WIP					/ Canals section with some monsters.						/ Sketch
canal_current03		\ Very minor additions.																																		WIP					/ Canals section with some monsters.						/ Sketch

canal_passage01		/ Canals section draft with some rubble and a rusted truck blocking the path.																								WIP					/ Canals section with rubble and a truck					/ Sketch

canal_prop			/ Some wierd spike obstacle prototype, supposedly a trigger brush will start the spike fall which will hit the player.																Prototype				/ Canal trap idea.									/ Isolated prototype

canals_01_01		/ Very similiar to barrel_roll but has a additional touches. Has a rebel citizen near the end																					WIP					/ Cut canals map									/Playable map
canals_01_02		| Citizen area worked on more, added props.
canals_01_03		| Citizen is hidden a bit better, more objects blocking entry. Some brushes added near the beginning resembling barrel_roll
canals_01_04		| Citizen area has a bit more boxes added it seems.
canals_01_05		| Citizen area extended and detailed a bit more. Minor details elsewhere.
canals_01_06		| Visual changes on the surroundings.
canals_01_07		| Major changes, retextured, different start position. citizen changed to a generic npc_citizen entity. Starting area has been extended. Lots of detail and some optimizations added as well.
canals_01_08		| Citizen area extended a bit.
canals_01_10		| HUGE changes. Totally different area but looks pretty good. Shorter section but looks a lot better than 08 did. 09 seems to be missing in this batch.
canals_01_11		| Turns out that the 10 was merged with the 08, The location is pretty near the start.
canals_01_12		| Canals made a lot narrower, at one point there is a new blockage that will require a slight detour to pass it.
canals_01_13		| Isolated starting area, rest is missing.
canals_01_14		| Lots of additional areas added. Starting area is now merged back in with the rest. Enemies added and other stuff as well.
canals_01_15		\ Isolated mid-section. Retextured.																																WIP					/ Cut canals map, a lot better than what it used to be.		/Playable map.

canals_02_01		/ Rough draft on the map. Has a campfire with two citizens. Campfire has a env_particlesystem emitting bor_firstsmoke, sound and light.													WIP					/ Rough draft on a canals section						/Sketch
canals_02_02		| Linked to canal_current03 (merged). Surroundings added and current has a downhill section with water! opposite progression direction compared to retail.
canals_02_03		--- DOES NOT LOAD ---		Line 73709 unexpected end of file
canals_02_04		| Minor changes, ligthing being one of them.
canals_02_05		| Testing of a new bridge in an isolated box. Much of the rest of the map is missing.
canals_02_05a		|	More testing on the bridge, now rest of the map is missing. Bridge area has been textured.
canals_02_06		| Bridge area worked on a lot more, merged with the rest of the map. End area has been reworked a bit.
canals_02_07		| Start worked on a bit more. Ending extended and connected to the bridge area.
canals_02_08		| Surrounding buildings added. Ending reworked again to bringh the bridge closer. It is entered on the right side instead of the left side. Overpasses added.
canals_02_09		| No comment.
canals_02_10		| Bridge area worked on again, isolated in a box. Rest of the map is missing.
canals_02_11		\ Helicopter added, bridge area reworked. Big facelift (retextured areas, some blocky areas are redone)																			WIP					/ Pretty decent progress, some of this made in the final.		/ Playable map

canals_03_01		/ Small canals section with combine and APC on a higher(bridge) area than the player is. Area reachable by pipes.																	WIP					/ Canals, combine, apc, pipes. Early draft.				/ Sketch

canals_industrial01	/ bastille reworked! A lot more detail and touches. Some surroundings seem identical to canals_01_xx so this was most likely the replacement map for it. bastille midway> end changed to start > midway.	WIP					/ A reorganized bastille. A lot more work done.				/ Playable map

canals_town_01		/ linked from canals_02_011 most likely. Contains a 'shacktown' Some citizens but no scripting. Also the bridge area has some new objects so this is from after 02_11.							WIP, sketch			/ Bridge area and an interesting 'shacktown'				/ Sketch

cave_canyon07		/ Contains parts, one is a bare brushwork canyon (but decent looking) and other one is a displacement based cave. Planks help you get across to different sides in the brushbased one.				WIP, sketch			/ A cave and a canyon part.							/ Sketch
cave_canyon08		\ Same, Both have spikes on the ceiling which is a nice added effect, could it be that these are the ones from canal_prop? Look similiar													WIP, sketch			/ A cave and a canyon part.							/ Sketch

cavetest01			/ Antlion caves again. This time cut pretty short (only half of the level geometry exists)																						Concept, sketch			/ Antlion caves, shorter than usual.						/ Sketch
cavetest02			| Antlions added and some gameplay stuff. Pretty much same stuff that has been seen before under a different name.
cavetest03			\ No comment																																				Concept, sketch			/ Antlion caves, back to the familiar lenght				/ Sketch

chopper1			/ A hangar-like indoors area with an obsolete helicopter entity. A small path to follow.																						Prototype				/ Hangar & helicopter									/ Test

citizen			/ Small isolated box with spawners for citizens it seems.																												Prototype				/ Citizen spawning in a box.							/ Test

citizen_tech01		/ canal_bridges07 with more work done on it. Lots of added junk.																										WIP					/ Huge bridge with lots of junk and a puzzle				/ Playable map

city_street001		/ Retro C17 street section, small and full of cubemaps.																												Concept				/ Very old C17 style streets. Possibly a demo.				/ Exploreable area

city_test03		/ The infamous "Get your free tv's !" level. A small section of early C17 done in the style of the above level. Has HL1 health/armor charger outlets in the back.								Concept, sketch			/ Very old C17 syle again. It will be a demonstration level.	/ Small exploreable area
city_test04		| No comment.
city_test05		| Roof added in one building.
city_test06		| No comment.
city_test07		| Building in the larger open area is redone, some slight details elsewhere.
city_test08		| NPCs added, a few citizens.
city_test09		\ Slight details added, citizens removed.																															Concept, sketch			/ Very old C17 style again. Not demonstration ready yet.		/ Small exploreable area

city_wall			/ A prefab for the city wall, similiar to the one seen in canals_01_xx																									Concept				/ Prefab in void									/ Test

city17_01_01		/ Semi-early C17 design. Contains a few streets and a huge hangar that reminds of the trainstation.																				Concept				/ C17 section, early stages of mapping					/ Small exploreable area
city17_01_02		| Trainstation-like hangar is removed. More streets and details added to the buildings. Better contrast with the textures. Also has a combine APC
city17_01_03		\ More stuctures added, mostly surrounding buildings.																													Concept				/ Not much has changed.								/ Small exploreable area

city17_alley		/ The forked part from c17_04_2x designs. Nothing major except a trigger for c17_03 in the start.																				WIP					/ Isolated, no real gameplay.							/ Small exploreable area

columns			/ Two column prefabs in a void.																																	Concept				/ Column prefabs									/ Test
columns_test		\ Two more columns in a playable area																																Concept				/ Column prefabs									/ Test

combine_gallery_002 / Interesting early combine concepts.  Different wall deisgn and one that seems to be the "devouring" style of wall in one corner. Worth a check.												Concept, Prototype		/ Combine tech showroom								/ Playable prototype

converyors03		/ Ravenholm/Coast style prefab buildings in a box.																													Concept				/ Prefabs in a box									/ Exploreable area

cremator			/ What seems to be a cremator AI test. Also contains some objects and a citizen																								Prototype				/ Cremator AI test									/ Test

cremator_034		/ A very good section with cremators and combine tech set in C17. Seems to be in a good shape considering the standards for that era. A complete city section waiting to be played.					WIP					/ Cremator C17 section in a good shape					/ Playable map

cremator_street01	/ Similiar to camostreet but a extneded to include a new area with a parking lot. Has cremators and no combine elite this time.															WIP					/ Cremator C17 destruction. Early concept for a map.			/ Sketch
cremator_steert02	\ Same to above. The two areas are now disconnected from eachother.																										WIP					/ Cremator C17 destruction. Early concept for a map.			/ Sketch

crowhint			/ Crow tests in a void with a zombie.																																Prototype				/ Cowtest											/ Test

cylinder_test01		/ Cylinder done with displacements																																Prototype				/ Displacement test									/ Test

d1_garage_01_08		/ Terminal area worked on a LOT more than previous iterations. Very complete looking and gameplay-ready for the era. links to d1_garage_02 from the lower level near the start. Uses the early			WIP					/ Idustrial area C17 worked on more than before.			/ Playable map
				\  Garage idea again. Bus is missing and there is some linearity but it seems that you can reach garage_02 and the terminal area both. So clear objective is unclear at this point.
				 \ One cool bonus is the very old hydra area as seen in the early e3 strider maps, though no hydras exist. Burned house is reachable but goes to a level change.

d1_quarry_01		/ Coast-like cliffs following a watery area that leads to a mining complex. Up in the horizon one can see structures resembling ravenholm. Maybe one was supposed to use the equipment to get there.		Concept, sketch			/ Coast&Ravenholm style with a mining theme throwed in.		/ Exploreable area

d1_terminal_01_40	/ A much more refined plaza map. Closer to good quality. You use a skylift to reach the other area now, route ends in a tram route where player will most likely enter it to reach another area.		WIP					/ Terminal area with a lot of new stuff.					/ Playable map

d1_town_03			/ E3 traptown, earlier on in the design. Places are a bit cleaner. It has no combines and resembles the retail ravenholm much more than e3! Player uses ladders to reach the roof and the church.		WIP					/ Ravenholm/quarry/traptown pre-E3. Pretty close to final.		/ Playable map
				  Start is different. Fire trap from the compiled map is approached in a different direction. Map is linked from: town_01_02_lm That is the attic with paint in retail. No zombie cutter in this one.

d4_streetwar_01		/ Streetwar c17 section, day4. You start from an area with smaller buildings and progress your way to a plaza further on and the buildings get taller on the way. Also the c17 outer wall is seen.		concept, sketch			/ C17 streetwar section, streets and a plaza in the end.		/ Exploreable area
				  As an interesting point, there is a very early vertigo hidden away from the playfield, just look near the spawn area !

demo_materials		/ city_street001 with some new structures added and paths.																												concept				/ C17 street section for testing						/ Exploreable area

demo_quarrytown02	/ Similiar to conveyors03, added some more details and water.																											concept				/ Prefabs in a box									/ Exploreable area

demo_rubble		/ Small section of vertigo, crash section. Most likely to show off a certain style.																							Prototype				/ Vertigo crash section isolated in a box.					/ Exploreable area

dock_strider		/ Very early E3 docks section from the 'town' maps. Most likely one of the earliest iterations. Dock is very long and there is a strider script to shoot at the zombies on the dock.					Prototype				/ Strider script test in 'town' docks.					/ Test

domelight			/ Just one model in void																																		Concept				/ One model in a void									/ Test
domelight_test		\	Same lights used to light a hallway section.																													Concept				/ Few models in a hallway								/ Test

dynamic_test		/ prop_dynamic x2 in a form of a barrel																															Prototype				/ Prop_dynamic test									/ Test

e3_building_sign	/ Just a brush sign in a void																																	Concept				/ One sign in a void									/ Test
e3_buildings		\ The sign model applied in to a building. Seems to be the one used in the e3_strider level.																					Concept				/ Brush buildings in a void							/ Test

e3_industrial		/ d1_garage_01 "e3'fied" Meaning that most of the stuff that won't be shown got removed, Lot's of stuff is pre-scripted and tweaked for maximum performance.									WIP					/ E3'fied d1_garage_01								/ Playable map

e3_lab			/ Earlier longer lab design, resembling ms_lab. Some discussion is made. E3'fied as well.																						WIP					/ E3'fied ms_lab most likely							/ Playable map

e3_sewer			/ Early hydra encounter. There is an street-level section where you climb down the ladders. Everything is pre-scripted for the NPCs														Prototype				/ Early E3 hydra sequence test.							/ Playable sequence
e3_sewer01			\ Some entities cleaned up																																		Prototype				/ Very minor update									/ Playable sequence

e3_strider			/ A collage of different maps. e3_sewer, e3_buildings, demo_materials, demo_rubble and concepts from previous strider maps. Streetwar map. You were to crash in here ages ago ?						WIP					/ E3 strider, concept remade in E3 2003 version.			/ Playable map
e3_strider_002		| No real difference, some striders missing or relocated.
e3_stider_building	| e3_buildings with some road from e3_strider and scripted for explosion.
e3_strider_lux		| e3_strider middle section, a part from the main street with e3_building implemented.
e3_strider_sewer	| With only the sewer part isolated.
e3_strider_test		| _002 style, sewer section with hydras changed to a lot smaller one ! most likely the original design.
e3_strider_vis_1	| Visgroup changes, seems to be otherwise the same to _test
e3_strider01		| Street sections in the end cut and reworked ?
e3_strider02		| No comment.
e3_strider2		| _test with stuff missing. Different start.
e3_strider2a		| No comment.
e3_strider03		\ Whole map but missing a LOT of stuff, as if it's corrupted. still Smaller syle hydra area																					WIP					/ E3 strider, concept remade in E3 2003 version.			/ Playable map (use _002)

e3_terminal		/ The infamous cut terminal map, seen in the retail hl2demo promotional shots. A Lot of streamlining and E3'fied. Sadly the last iteration of the terminal map before it got scrapped.				WIP					/ E3 Terminal, Was to be shown at E3						/ Playable map

e3_town 			/ A different portition of the town, not the one shown in E3 2003. Contains a part that is after the docks. The part where you first meet Grigori in retail. Lots of puzzles are different. E3'fied.		WIP					/ Another section different from E3 2003. 50%~ made to final	/ Playable map

elevator_building01	/ One building from the terminal level (one with the elevator) isolated in a box.																							Prototype				/ Isolated to help designing							/ Exploreable area
elevator_building02	\ Same thing with more stripping done on the surrounding stuff.																											Prototype				/ Isolated to help designing							/ Exploreable area

elevator_room		/ A room with random brushes floating and paths.																													Prototype				/ Isolated room with brushes.							/ Test

env_smokestack		/ env_smokestack																																			Prototyle				/ env_smokestack in void								/ Test

factorymodel		/ Some early factory concept																																	Concept				/ A room with a structure.								/ Test, concept

fireroom			/ Borealis section with pipes, machinery and fire. Has some scripting / entities.																							Prototype				/ Isolated boreadlis section							/ Test

func_brush_test		/ Close to bullseye. Has manhacks.																																Prototype				/ Small apartment section								/ Test

hall_01			/ Multiple isolated halls that remind of a hangar / trainstation style.																									Concept				/ Multiple similiar halls								/ Small exploreable area

industrial_light	/ Light prefab in void																																		Concept				/ Prefab in void.									/ Test

item_zoo			/ An opening containing lots of items! a non-functional/cut Missle launcher being one of them!  Has everything from CSS weapons to four brickbat throwables.									Zoo					/ A gallery of pickable items							/ Small exploreable area

jay				/ A room with some physbox objects.																																Prototype				/ A room with physbox objects.							/ Test
jay2				\ A room with some physbox objects.																																Prototype				/ A room with physbox objects.							/ Test

junkyard01			/ A room with diplacement piles of rubble. A few cremators thrown in for fun.																								Prototype, concept		/ Area with rubble and cremators						/ Small exploreable area

leak_bug			/ A empty box. Could be some kind of bug submittal ?																													N/A					/ a Box											/ Test

light_prefab01		/ Light prefab in a void.																																		Concept				/ Prefab in void.									/ Test

lighttest			/ A room with lots of displacements/deformed stuff.																													Prototype				/ Displacement filled room and lights.					/ Test

lighttest02		/ Another light test with a building from c17_04_xx																													Prototype				/ Room with a light test.								/ Test

lighttest2			/ Same kind of a test with some stuff from both.																													Prototype				/ Room with objects to test lights on.					/ Test

lighttest3/a/b/c	/ Scale model of a clock tower and the 'real' size.																													Prototype				/ Lights on a clock tower								/ Test

machine			/ Some wierd oil pump -like machine.																																Prototype, concept		/ Machine in a box									/ Test

mad_nobe			/ Rooftops section isolated in a box/void, stalkers and citizen.																										Prototype				/ Isolated rooftops section							/ Test

materialtest01		/ Some buildings and a structure that resembles the trainstation (similiar to the one in city17_01_01)																			Concept				/ A large area with a few buildings.						/ Exploreable area

mines				/ Landmines! There is also some wierd pachiniko style poles on a wall that are to show off physics most likely.																		Prototype				/ Landmines, pachiniko poles on a wall					/ Small playable test

missle_launcher		/ Missle launcher / tankrocket test. Shoots a strider and changes target after that.																							Prototype				/ tankrocket, striders in two boxes.						/ Test

model_bug			/ Seems to be cut from citizen_tech, same purpose as leak_bug I guess.																									N/A					/ Cut section from citizen_tech to show a bug				/ Test

model_lighttest		/ Earlier iteration of factorymodel																																Prototype				/ Model lightning test								/ Test

model_test			/ Very similiar to above. Has a combine gate and 2 lamp posts.																											Prototype				/ Model test										/ Test

ms_lab			/ Very similiar to e3_lab on the same folder. Has alyx instead of Dr. Kleiner and Barney. Small discussion is done here.																WIP					/ Lab section, demonstration purposes most likely.			/ Small playable map

nether_01			/ Stalkers in a factory enviroment. A bit similiar to the child factory. Kinda reminds of a early citadel design as well. Has a few areas to explore, worth a look!								WIP					/ Very early style brushwork in a stalker infested factory.	/ Playable map
				  There is a Citizen named Joe (Joe Who?) and there are apparently three killer Stalkers dedicated for it. Poor Joe.	

nov_bor_001		/ A very early version of borealis as a whole! No stalkers but there are scripts, explosions and fire. Some NPC_MAKERs exist. Could be one of the earliest maps completed !						WIP					/ Very early borealis. Lots of brush use.					/ Playable map

origin_test		/ barrel_roll isolated test for the logs.																															Prototype				/ Logs and water									/ Test

outside_city01		/ Outside the C17 walls. What would later become canals_01_01.																											WIP, concept			/ Outside C17 walls.									/ Exploreable area
outside_city02		| More wreckage added. Area duplicated and the old one exists in a relocated section. Area #2 is shaping to look like the canals level.
outside_city03		| Very rough layout on the canals section is complete.
outside_city04		| More detail and surroundings added. Building resemble the oldschool dystopic tall design. Some enemies added as well and water.
outside_city05		| Start changed to the canals_01_01 one. End part has been stretched a bit further. Details added. Old area is removed.
outside_city06		| Details, texture changes etc.. End part has been prettied up a bit and the citizen section is added.
outside_city06_test	| Majority of the brushes have been changed to one texture.
outside_city07		\ A lot of stuff is changed on cosmetics. Nearly identical to canals_01_01 at this point.																						WIP					/ Outside C17 walls, a canal section.						/ Sketch

park01			/ A nice looking park with a strider on the other side.																												concept, sketch			/ A park in c17										/ Exploreable area
park02			\ Surroundings added and a second strider as well.																													concept, sketch			/ A park in c17										/ Exploreable area

particlezoo		/ Very similiar to model_test but an earlier iteration of it.																											Prototype				/ Particle test										/ Test

particlezoo_sky		/ Very similiar to above																																		Prototype				/ Particle test										/ Test

pipeprefab01		/ Some structure/lookout in a void																																Concept, sketch			/ Structure in a void									/ Test

pipes01			/ Lots and lots of model pipes in a borealis tileset.																													Concept				/ Model pipes for borealis								/ Small exploreable area

plastertest		/ A room with func_detail brushes																																Prototype				/ Test room with some blocks.							/ Test

powerbox			/ some power transformer box and stuff in a small box, seems to be lab underground tileset?																					concept				/ Room with transformers								/ Small exploreable area

prefab_buildings2	/ An large area with prefab c17 buildings. Some are recognizable from e3_strider and e3_terminal																				concept				/ Area with [Insert theme here] prefabs					/ Exloreable area
prefab_canals		| Canals prefabs. Some neat ideas here such as c17 buildings on both sides + streets and bridges crossing. Kind of like a european style village.
prefab_government	| Similiar to buildings2 but has less focus on residental buildings. Possibly some really early concepts for the palace building seem to exist in here.
prefab_handrails01	| Antlion king with some handrails in a box.
prefab_industrial	| Industrial style setting, some huge power transformers seem to exist (model does not load)
prefab_industrial01	| Same stuff
prefab_lockers		| Bathroom / prison lockers and facuets ?
prefab_modern		| Glassy modern buildings, flat textured. One of them could be a 'in-development' vertigo.
prefab_residental	| Stuff from government and buildings2 are in here. Same style.
prefab_street		| A street section with typical prefabs found in earlier maps. Street lights exist !
prefab_substation	\ Transformers found in industrial																																concept				/ Area with [Insert theme here] prefabs					/ Exploreable area

prop_test01		/ Prop testing with a very lacking map. Section reminds of c17_ruins																										Prototype				/ Some prop test?									/ Exploreable area
prop_test02		| Largely the same thing, some indoor stuff changed.
prop_test03		\ No comment																																				Prototype				/ Some prop test indeed..								/ Exploreable area

props_borealis		/ Borealis props laid out in a box. Some can't be displayed because they are either missing or could use a incompatible (older) model format.												Concept				/ Shows [Insert theme here] props						/ Exploreablr area
props_c17			| city 17 props laid out...
props_debris		| Debris props laid out...
props_foliage		| Foliage props lais out...
props_wasteland		\ Wasteland props laid out...       ...Some of these ended up being used in the coast section of final half life 2																	Concept				/ Shows [Insert theme here] props

proto_bridge		/ Dam section from canals in a prototype test.																														Prototype				/ These are prototypes packed together to save time/space		/ Small playable sequences
proto_c17combine	| Combine wall eating up the city, contains some usual prefabs. There exists also a combine razor train. Citadel is a wierd simple brush based thing.		
proto_c17inner01	| Oldschool pre-citadel map. Rusty citadel and brush-based. Very early ideas since the walls are still placeholders.
proto_church02		| C17 style street section that leads to a church.
proto_citadel_skybox	| C17 overview and the circular citadel model. There are some additional combine structures that aren't recognizable.
..._citadel_skybox3	| Same overview but Citadel is bigger with no substructures seen on the above revision. Citadel design has been changed a bit.
proto_combinebridge	| Has parts from c17combine. Added bonus is a very cool bridge that looks a bit wierd, kind of like a rotating combine wall combined with walkable area! Height adjustable by rotation ?
..._combinebrdige01	| Same thing but with more detail added and c17combine section removed.
proto_docks		| Docks in a coast'ish setting. one boat vaguely reminds of the first hl2 screenshot with the people waving from the ship.
proto_innerwall		| Very close to combinebridge, if any different at all.
proto_outerwall		| Seems as if it is an wall meant to seperate the c17 outside area with the inside area.
proto_prison1		| Very early drafts done with the prison, mostly trying out gameplay stuff here with a few enemies and turrets.
proto_riverbed		| Canals/Coast influenced river section with some houses.
proto_tree			| Wastelands with a few dried trees.
proto_wasteland		\ Same stuff as riverbed, one cliff is missing.																														Prototype				/ These are prototypes packed together to save time/space		/ Small playable sequences

quarry_town01		/ A VERY early version of the town map. Has the entry and goes on a bit until where you first meet Grigori in retail. Whole theme is heavily leaned on mining and art direction looks very different.	WIP						/ Very early ravenholm concept & draft					/ Sketch
quarry_town02		| Starts to resemble ravenholm a bit more! Lots and lots of smaller details and buildings added to support the main theme. Textures altered to look more varied and closer to the retail ones.
quarry_town03		\ Typical changes. Much of the layout will be used in the final iteration of this map. A pickup truck exists which was removed later on in the development.									WIP					/ Much stuff added, a lot got changed later on.				/ Sketch

quarry01			/ A huge digging site, combine infested. not much to do. Water at the center																								concept				/ Digging site with combine							/ Exploreable area
quarry02			| Some addidional areas added and a train that has had better days.
quarry03			| Split in to a larger area that acts as a 'cliffside'
quarry03a			\ No comment																																				concept				/ Digging site with combine, idea got scrapped.				/ Exploreable area

randalpond			/ Interesting puzzle section. Seems that you have to fill a tank with water. Not exactly sure how the whole thing is supposed to work but would be interesting to see it functional ingame.			Prototype				/ A water? puzzle with wooden structures. Town/dock themed		/ Small playable puzzle

ravine04			/ Very large opening, wasteland themed and brush based cliffs. Not much to do. There is a huge hole in the middle where you can accidentally drop in to die.									Concept				/ Wastelands themed cliffy opening.						/ Exploreable area
ravine04a			\ No comment.																																				Concept				/ Wastelands themed cliffy opening.						/ Exploreable area

reflecttest01		/ Some stuff in a box and a road to test reflections on.																												Prototype				/ Reflection test									/ Test
reflecttest02		\ Some stuff in a box and a different road to test reflections on.																										Prototype				/ Reflection test #2									/ Test

rock_caves01		/ Displacement cave experiment in a box.																															Concept				/ Displacement cave test								/ Small exploreable area

rock_forms05		/ Brush rocks in a wasteland-like surrounding.																														Concept				/ Rocks on wasteland, prefab?							/ Small exploreable area

rocket			/ Close to the one found in c17_ruins. Three targets and a launcher.																										Prorotype				/ Rocket launcher test in a box.						/ Test
rocket01			| Retextured
rocket02			| Old textures again
rocket03			\ Room has a barrirer dividing two areas.																															Prototype				/ Rocket launcher test in a box.						/ Test

roofshack_01		/ Rooftops section without stalkers, some shacks in the rooftop and two citizens named "ihateyou" and "ihateyou2". Must have been a bad day.												Prototype				/ Rooftops altered, three shacks and two citizens.			/ Small playable area

rooftop_victory		/ Above area with one shack removed, citizens replaced with one in the opposite building named "lobber". Stalker is near the player in the start. Script test for citizen ?						Prototype				/ Rooftops with a script and a stalker.					/ Small playable area

rooftops02			/ Above area, but earlier on in development. Covers a few blocks and has the older c17 style. No enemies seem to exist yet.															WIP					/ Rooftops map. Early stages of development.				/ Sketch
rooftops03			| Isolated area, selection is same as roofshack_01. Has stalkers and some pickable items.
rooftops04			| Full map again, the later part has been worked on. Some detail additions and other small changes.
rooftops05			| Scanner paths and scanners added, some minor details here and there.
rooftops06			| Some holders added for the paths in the air/against a wall.
rooftops07			| The other building close to the starting one has a fence added. Shack copypasted there as well. ihateyou citizens make a special appearance ! Detail additions and stuff.
rooftops08			| Lobber spawner and his scriptings. Minor details here and there (wow)
rooftops09			| Possibly details, can't really spot anything.
rooftops09a		| Same but stripped to only have the start location.
rooftops10			\ No comment.																																				WIP					/ Likely the last rooftops iteration before scrapping it.		/ Playable area

ruins12			/ Oldschool style C17 ruins, Odell NPC exists but no real logic (This could indicate stage of development and some story elements) Must be an early streetwar concept.							WIP, concept			/ Streetwar'ish old style c17 section.					/ Sketch
ruins13			\ Some small additions.																																		WIP, concept			/ Very little has changed.								/ Sketch

scraper_base04		/ Vertigo and it's surroundings. Shows some of the stuff cloe to vertigo. Player starts in vert. and makes his way out to a large building. Has some stuff seen in 'bullseye' (apartments hallway)		WIP					/ Vertigo and a part of c17 around it. 'rooftop'-like design.	/ Sketch

sky_walk01			/ A straigt copy of scraper_base04 ?																																WIP					/ See above										/ Sketch
sky_walk10			| Nodes on ground/air added. Tanks, combines, a stalker and manhacks added. Lots of details and touches. 3D skybox exists. Apartment section now resembles 'func_brush_test'. Endlevel changed as well.
sky_walk10a		| Skybox taken oight exist in another map as an isolated area)
sky_walk11			\ No comment.																																				WIP					/ Much better at this point. Still much to do..				/ Sketch

skybox02			/ generic 3D skybox. Two buildings in a wasteland-like enviroment. Must be a quick test/start for c17 outer walls ?																	Concept				/ Wasteland'ish 3D skybox with two buildings.				/ Exploreable area

snipeer test with c17 enviroment, really crude layout. Sniper's target is pete. (proto_sniper)																									Prototype				/ Sniper and target test.								/ Test
sniper2			\ Second building added! Same as seen in sniper_street01 & 02. Could this be an very early draft of it?																			Prototype				/ Sniper and tar

sniper_street01		/ A Sniper test. 'camostreet' design. Targets are 'joe' and 'pete' (proto_sniper)																							Prototype				/ Snipers and different targets tested.					/ Test
sniper_street02		\ Seems to be the same but with decals added in.																													Prototype				/ Snipers and different targets tested.					/ Test

streetfire			/ Close to 'sniper' lacks the parking lot. This could be an earlier version of it.																							Prototype, concept		/ Street fire test ?									/ Exploreable area
streetfire01		| No comment.
streetfire02		| Parking lot added
streetfire03		| No comment.
streetfire04		| 2D map shows some additions.
streetfire05		\ No comment.																																				WIP, concept			/ Street fire test, used as prototyping base for many entit.	/ Sketch

streetwar01		/ Resembles 'camocity' Earlier version of it. Must be a pre-citadel c17 map. Rebel uprising.																					WIP, concept			/ C17 section. Has a few streets. camocity is based on this	/ Sketch
streetwar02		| More crap added to block the void.
streetwar03		| Indoors section added and some props to make it look better.
streetwar04		\ Stuff added. streetfire01 exists (no parking lot) in a void.																											WIP, concept			/ C17 section. Has a few streets. camocity uses THIS one.		/ Sketch

strider_street05	/ An early? version of e3_strider. Start and other areas seem a lot more basic, less polished. Has the smaller style sewer section WITHOUT hydras !											WIP					/ Early? E3 strider maps.
strider_street12	\ Much closer to e3_strider design. Start changed but the hydra area seems to be still the smaller one. Maybe it was changed only for the e3 show-off and then pasted on to 'under' maps ?				WIP					/ Early? E3 strider maps.

testroom_fire01		/ Same kind of fire as seen in streetfire01. Brush based and in a box.																									Prototype, concept		/ Brush fire in a box									/ Test

toxic_pit03		/ Sealed 'rocky' area with supposedly hazardous toxic pits and cremators. The toxic idea made in to the final as the canal levels where you need the waterboat.									Prototype, concept		/ Toxic, rocky area with cremators.						/ Explroeable area

train_depot06		/ A split from rather early terminal levels. Earlier than 'plaza' due to the mid-sized plaza section. Lot's of terminal/industrial removed to focus more on the actual station. Gates addedand a lookout	WIP					/ Terminal area with some addition to the trainstation.		/ Sketch
train_depot06a		| Same with more stuff removed.
train_depot07		| Plaza changed slightly.
train_depot08		| Circulal citadel in the 3D skybox. Some details here and there.
train_depot09		| Small work done inside the station, plaza enlarged a bit, detailings here and there. The usual stuff.
train_depot10		\ Close to what plaza started on. Must be an actual gap between the first terminal levels and plaza > e3_terminal iterations.															WIP					/ More work on the terminal. Plaza takes it on from here.		/ Sketch

VanceHQ			/ a _very_ early version of vance HQ. seen in c17_05_xx in a more complete form. Contains parking/indoors and there is a Vortigaunt. Must be a very early map. Brushwork is very basic.				WIP					/ Early Vance Headquarters. A lot got changed later on.		/ Exploreable area

wasteland_bridge05	/ Same bridge used in canals_03 but a bit extended and has train tracks. Wasteland setting and a linear path to go on.																WIP, concept.			/ Familiar bridge in a wasteland setting for the train.		/ Exploreable area.

wasteland_testmap02	/ Very crude wasteland rocky displacements in a barrier-filled box with some tunnels and stuff.																					Concept				/ Wasteland displacemenet horror.						/ Exloreable area

vmt_test			/ A very small part from streetwar01. Testing I bet.																													N/A					/ small streetwar01 part isolated in a skybox.				/ Test

zombie_town01		/ Prefabs and zombies in a small linear section. Must be the _very_ early quarrytown concepts to bring zombies in a town.																Prototype, concept		/ Zombies and some prefabs in a linear map.				/ Sketch
zombie_town02		\ Same as above. Both are in a wasteland themed setting.																												Prototype, concept		/ Zombies and some prefabs...							/ Sketch

++++ aaron/c17_canals ++++

canal_jetski		/ A rather unique canals map where you use a jetski. Design is not typical canals-like. Has houses constantly on both sides and most of them are in ruins/ blowed up. Everything is still devtextured.	WIP, concept			/ Jetski in an canals-like setting.						/ Sketch

canal_watertest		/ Very much the same but with metrocops and without the jetski.																											WIP, concept			/ Canals-like setting on foot.							/ Sketch

canals_01_15		/ See /aaron/canals_01_xx																																		WIP					/ See /aaron/canals_01_xx								/ Playable map (use _14)

canals_industrial01	/ bastille reworked! A lot more detail and touches. Some surroundings seem identical to canals_01_xx so this was most likely the replacement map for it. bastille midway> end changed to start > midway.	WIP					/ A reorganized bastille. A lot more work done.				/ Playable map

d1_canals_01		/ A very early draft of the retail canals map! This is the one after you get your recharge jolt from the vortigaunt. Mostly devtextured and very crudely/quickly laid out. Has some NPC citizens named	WIP, concept			/ An very early draft of the canals section.				/ Playable map
				  boxcar_philly and drainage_doug :)  Doug got swapped for that female rebel and Philly is in the car where you meet the vortigaunt. Visgroups reveal more canal maps, a lot was laid out in hammer at
				  this point. Very much of this stayed, Mostly additions were done later on. Worth a check! Also has the old helicopter with paths. Links to trainstation_01_to_04 and tempcanals (read more on there)

d1_canals_02		/ A lot of maps put together in a similiar manner as seen above. Starts from canals_03 (very early) Player starts with the buggy. Could be a placeholder for the airboat. _03 ends pretty abruptly and	WIP, concept, sketch		/ A quick mix&match of existing canal maps to plan a route.	/ Playable map
				  Goes on to canals_industrial01 (Reworked a bit). Paths split to three and the other two lead to nowhere. Middle path gets you to the familiar pass-thru tall hangar structure with combine.
				  After that the structures start to change in to houses that resemble the town maps. Player gets off the boat and encounters a shack after a few alleys that is VERY similiar to the retail ravenholm
				  entry shack (One you come in with the long ladders). Level changes to: d1_town_01.

d1_tempcanals_01	/ Earlier version of 'canals_industrial01' Less detail and stuff are a bit differently. Alternate spawns most likely link this level to d1_under0102, used as a teaser of things to follow.			WIP					/ Maybe a isolation to work on this section?				/ Sketch

d1_under0102		/ 'd1_canals_01' with more stuff. Things like the tar? puzzle from retail are missing and have a simpler "jump over" puzzle. Mostly the extra stuff is just non-missing pieces.						WIP, concept			/ An very early draft of the canals sction.				/ Playable map

++++ aaron/E3 ++++

e3_seacliff		/ Many early elements can be seen in here. Not sure on where all originate from. Has the submarine wreckage, Lighthouse (distant), Eli speeches scattered all over (triggers). A _very_ early draft.		WIP, Prototype, sketch	/ A section of cliffs and dried seafloor, buggy as well.		/ Sketch

e3_seafloor		/ Similiar to above, lacks most of the seafloor-level and a bit modified.																									WIP, Prototype, sketch	/ A section of cliffs and dried seafloor, buggy as well.		/ Sketch

e3_seafloor_cliff	/ Similiar to above, a bit modified again.																															WIP, Prototype, sketch	/ A section of...									/ Sketch

e3_strider			/ See /aaron/e3_strider_test. Seems to be identical to it.																												WIP					/ E3 strider, concept remade in E3 2003 version.			/ Playable map

++++ aaron/prefabs ++++

prefab_buildings2	/
prefab_canals		|
prefab_government	|	SAME MAPS AS IN THE PREVIOUS DIRECTORY. CHANGES ARE TOO SMALL TO BE WORTH DOCUMENTING.
prefab_industrial	|    ^      ^      ^      ^      ^      ^      ^      ^      ^      ^      ^      ^      ^
prefab_modern		|
prefab_residental	\

++++ aaron/seafloor ++++

antlion_cliff		/ Design resembles e3_seafloor. Could be an very early version of it. Cliffs, dried seafloor and antlions. Has parts from proto_riverbed.													Concept				/ Seafloor level with antlions.							/ Exploreable area

antlion_cliff1		/ Above map in an earlier form.																																	Concept				/ Seafloor level with antlions.							/ Exploreable area
antlion_cliff2		\ No comment																																				Concept				/ Seafloor level with antlions. (still!)					/ Exploreable area

e3_outpost_test		/ Wasteland/seafloor combine outpost. Long traintracks go over it. Player uses and combine APC to enter but is exposed at some point. Has rollermine spawns somewhere.							Prototype, concept		/ Wasteland/seafloor outpost. Occupied.					/ Sketch

e3_seacliff		/ same as in /e3/. Has been worked on more. Has textures on the seafloor now instead of generic dev/measure textures.																	WIP, Prototype, sketch	/ A section of cliffs and dried seafloor, buggy as well.		/ Sketch
e3_seacliff01		\ Layout changed. A very early concept on what became the E3 2003 seafloor demonstration can be seen. Still lacks proper road and a lot of stuff got changed later on in the layout.					WIP, Sketch			/ Very early E3 2003 seafloor concept.					/ Sketch

e3_seafloor		/ E3 2003 Seafloor gameplay-demo. A very refined and E3'fied e3_seacliff01. Almost all of this overall concept made it in to the retail, altough a lot was added and changed.						WIP					/ E3 2003 seafloor / coast techdemo/gameplay				/ Playable map
e3_seafloor_01		| Earlier version, still has the whole map layout from 'seacliff'-era left as opposed to the stripped found in above. The combine gate was replaced with buildings, one of them is the one where
				 \you use your buggy to blast trough a window with a indoor ramp. A lot of this was packed together to keep the map faster-paced and shorter. Train bridge is still taller on this one.
e3_seafloor_02		| A lot of the 'not-seen-in-demo' area got trashed for better performance. Bridge redone and buildings relocated to form the basis for the dock.
e3_seafloor_02_ab	| Triggers, gunship, docks and the roads have been added as well but are lacking wrecked vehincles. Some extra buildings surround the area which got removed. Bridge still taller, why was it lowered?
e3_seafloor_02_ds	| Same as above, only other half exists on this version. Both have the new style submarine with interior (model instead of brush)
e3_seafloor_03		\ Back to oldschool design and layout. Same as the stuff in e3_seacliff and others during that time. Stuff just shuffled around a bit.													WIP, concept etc..		/ E3 2003 seafloor development stages. Early to the end.		/ Playable map

hub_test			/ Wasteland/seafloor style with early antlion repellants and antlions. APCs that you are supposed to steal? Gates open and you can continue on. There are two combine bases, a smaller and a larger one.	WIP, concept, prototype	/ Two combine bases and APCs. Antlions & repellants			/ Playable map

++++ aaron/wasteland ++++

big_terrain		/ Very huge crude displacement area, player gets a buggy but area is pretty deserted. Some junk / scrap here and there.																Concept				/ Wastelands, big terrain area.							/ Exploreable area

hub_test			/ See /aaron/seafloor/hubtest																																	WIP, concept, prototype	/ Two combine bases and APCs. Antlions & repellants			/ Playable map

hub01				/ Above but in a different development stage. Ups and downs, not sure if which one is older.																					WIP, concept, prototype   / Two combine bases and APCs. Antlions & repellants			/ Playable map

jeep_beach01		/ big_terrain changed to include a beach and some ships. 90~% dry land.

jeep_jump			/ An totally unrelated jeep test map (more like a set up racetrack). Must have been a boring day since they actually added lots of unnecessary eye-candy ;) 									Prototype				/ Jeep jump racetrack/Physics test?						/ Playable map

jeep_test_01		/ Done in a same fashion as the above. This one has a huge hill leading to a loop!																							Prototype				/ Jeep Physics test?									/ Playable map

proto_bridge		/ Same old proto_bridge.																																		Prototype				/ Look up proto_bridge.								/ Test

wasteland2			/ Same boring wasteland landscape, close to big_terrain in style. Has the digger drivable vehincle !																				Prototype, concept		/ Wastelands and a digger.								/ Exploreable area
wasteland3			\ Same, has an antlion king and some raised terrain.																													Prototype, concept		/ Wastelands and a digger. Special guest: antlion guard		/ Exploreable area, test

++++ auto_compile/ ++++

d1_trainstation_01	/ Here be the retail trainstation, Much earlier on in development of course !  Seems to have retail citadel in the skybox. Traintracks have been changed to allow a alternate escape route.			WIP					/ early retail d1_trainstation_01 in it's early days.			/ Playable map	
				  You arrive in the furthest track and progress in a quite similiar manner compared to the pre-compiled found in the leak. This one has a better looking train but other sections seem a lot more bland.
				  Barney takes you and gives his few lines as a popup text. Last line: "Have fun storming the castle" is unique.

d1_trainstation_02	/ Comparing major changes to retail. Start room indicated that this was done after _01 since its more detailed in this map. After the door you are straight in the "pick up that can" section.			WIP					/ early retail trainstation_02 & 03, reorganized & merged.		/ Playable map
				  The large hallway has a straight opening to the plaza. Outside you are called in by a citizen who you follow for a while until he gets busted by the metropolice. The plaza looks a lot more bland.
				  Nice bonus is a subway entrance right away on the left when you walk outside. There is a cafeteria that used to house security equipment that got scrapped in the retail (close to the area where
				  you continue on when you revisit the area (streetwar)). Apartments are moved closer, replaces the place where the combine let you peek a little inside but shun you away immediately. (On the right
				  when you enter the plaza, first underpass) In the apartment there is a chatty citizen (no idea what he says there). An bridge connects the two buildings together (still left in retail, but emepty)
				  The bridge leads to another apartments that leads you to the roof.

d1_trainstation_03	/ Roof is rougly the same layout-wise. The window you go out from is on the left side instead of going straight ahead. Rooftops are flatter. You use ladders at one point to reach another building.		WIP					/ early retail d1_trainstation_04 mostly.					/ Playable map
				  Before the last building, the ledges get pretty slim and requires more concentration. No scene of alyx kicking the combines asses, Instead you progress in the house manually (up and down, forward)
				  ## Story-wise _01 is recycled and you get a placeholder for the lab (area #2 for some reason, the familiar area #1 is missing completely!) HL1 style placeholder teleporter. After failed teleport 
				  (you didn't really think that it would actually _work_? ;)) you venture on with barney trough the traintracks. He ends up on covering your ass while you run for it. Story links> d1_trainstation_04.			

d1_trainstation_04	/ d1_canals_01 section but veeery streamlined so a lot of stuff is missing. links to d1_under0102																				WIP					/ replaces retail 'd1_trainstation_05'	

devtest			/ Later version of nov_borealis. Major additions everywhere and design/quality/era -wise fits in the E3 2003 style. Stalkers, combine, scripted sequences, Odell (placeholder?), Still not the last one.	WIP					/ borealis in pretty good shape. A one big prototyping map?	/ Playable map

/ Watch the E3 2003 demonstrations instead of me explaining the same with words! Some interesting remarks not seen in there will be explained here, 
| ALL are playable and polished snippets which have to be played exactly like in the demo, not doing so will get you stuck very easily.
| 
| e3_bugbait		/ Combines bits from 'sawyer/d1_prison_02-05'. There is an altered bathroom area as an leftover, which hints that the entry was altered for e3.	
| e3_c17_01		/ Gordon and Barney C17 snippet.
| e3_c17_02		/ Strider C17 snippet.
| e3_lab			/ Lab.
| e3_traptown		/ Show-off stuff for E3, earlier versions still had that water tank to jump in to. So e3 version was just a show-off mockup. Connections: "d1_town_04_to_03." landmark.
| e3_seafloor		/ Has some stuff that hints that the entry used to be where the current retail is. Still has leftovers from early days (Eli speech triggers).
| e3_techdemo_1		/ Face posing (First tech showing with gman speech lipsync etc..)
| e3_techdemo_2		/ Deform, physics room.
| e3_techdemo_5		/ "Stress test" rooms. Interestingly one visgroup is named "05 hydras"
| e3_techdemo_6		/ Docks. Town entry reminds something a bit closer what is seen on the retail. Reuses an wasteland 3D skybox.
\ e3_under_02		/ The hydra scene.

testroom_standards	/ Measuring textures all over, Contains pre-determined values for heights, halls etc.. a consistency reference.																		N/A					/ Measuring reference.								/ Exploreable area

zoo_shader			/ Shaded stuff! If you want to see a plethora of different shaders then check this one out.																					N/A					/ All(?) shaders in various rooms.						/ Exploreable area

++++ bill/ ++++

alyx				/ A test room with alyx inside it.																																Prototype				/ Isolated box										/ Test
barney			| A test room with barey inside it.
citizen1			| same but with changed model.
citizen2			| same but...
conscript			| ...
consul			|
eli				|
gman				|
ihvtest			|
kleiner			|
mossman			|
mossmankleiner		|
odell				|
scientists			|
zoo_extras			\ Same crap, but this time there are multiple citizens.																												Prototype				/ Isolated box to test AI/model ?						/ Test

kleiner_labtalk		/ The extended, bigger lab with the teleporter and underground area working ! links to d1_steam01. map's real name is subt_kleiner														Prototype				/ Lab area, testing the whole script in one go.				/ Playable sequence

testroom_labtalk	/ Some labtalk stuff in a similiar isolated box as the ones above.																										Prototype				/ Isolated box to test a script							/ Test

++++ c17/ ++++

proto_c17courtyard	/ Familiar from retail. Streetwar section. One of the alleys where you have to go in/out apartments to get further on with it (a fence blocks straight entry). Final has rebels with a wooden bridge.		WIP, sketch, concept		/ Early streetwar section found in the final.				/ Exploreable area

proto_c17map		/ Whole c17 laid out in a very crude manner. Not sure on which stage of development this came in. Design looks closer to what E3 2003 has.													WIP, concept			/ Very rough draft of a c17 blueprint.					/ Exploreable area

proto_trainstation	/ Draft on the first few maps. Trains are tram models. You can access the whole station since nearly all the barring walls are not there! Plaza metro stairs are in a different spot.					WIP, sketch			/ Trainstation draft with some canals thrown in.			/ Sketch
				  There is a canals section hidden. It's the one with the three tar/water jumps that throw you down. The whole section has some detours/differences, used to be more complex in a way.

++++ cclee ++++ 
(N/A)

++++ charlie/ ++++ 
(nothing in the root)

++++ charlie/maps ++++ 

c1a3_port			/ c1a3 from half-life 1 ported for half-life 2 with assets changed to match the counterparts.																					Prototype				/ c1a3 ported to test a fully functional map, demo?			/ Playable map

camoroom			/ dupe of '/aaron/camoroom'

ragdoll			/ Two rooms connected by three hallways using borealis assets. Has some zombies, a combine, few boxes and a water brush.																Prototype				/ Physics test for ragdolls.							/ Test

VARIOUS TESTING ROOMS:
testroom_bullsquid	/ Two roomd with a bullsquid, seperated by a wall.																													Prototype				/ Bullsquid test									/ Test
testroom_frag		| Room with some physbox objects.
testroom_lamps		| Hallways with lamps, reminds _steam_ map series.
testroom_physics	| 'ragdoll' with no enemies, just physics objects.
testroom_physprop	| A box with physics props.
testroom_scene		| Alyx and Barney, also a choreo_scene to test the awareness?
testroom_skybox		| Sky texture applied in a skybox box. Early map !
testroom_standards	| dupe of 'auto_compile/testroom_standards'
testroom_water01	\ A container for water, crude box.
/VARIOUS TESTING ROOMS

zoo_model			/ Multiple rooms with the main npc/enemy/friendly models.																												Concept, Prototype		/ A model Zoo										/ Exploreable area & test

zoo_particle		/ Two rooms, has the npc_particlestorm entity!!																														Prototype				/ Two rooms, npc_particlestorm test.						/ Test

zoo_shader			/ dupe of 'auto_compile/zoo_shader'

zoo_weapon			/ Similiar to 'zoo_model' has the weapons and 'hand models' AR-1 Shows an early skin for the hl2 HEV !																			Prototype				/ A weapon Zoo.										/ Exploreable area & test

++++ citadel ++++ 
(N/A)

++++ d1_town/ ++++ 

d1_town_01			/ Town map, dev stage is approx. in E3 era. linked to from canals. Has much of the retail features but starts straight from the second ravenholm map (no outdoor grassy area first). Suprisingly much	WIP						/ Very good progress on ravenholm (maps order got changed)		/ Playable map
				  has been laid out in hammer and a lot of the stuff are very close to the final iterations layout/concept/idea-wise. Just lacks the polish.

d1_town_02			/ The caverns entry/main room as seen in the end of ravenholm. This has a headcrab generator/mother/whatever blocking your path. You need to get up and get the digger, blast away some barriers		WIP					/ Caverns section, still work to be done. Gameplay is there.	/ Playable map
				  and then use it to kill the generator (termorarily a combine advisor model). Elevator takes you up to the d1_town_03 (strangely landmark says that this is _03 and the next will be _04, leftover?)

d1_town_03			/ very close to '/aaron/d1_town_03' No refereces to the cavern-version of the map.	 Has the second area which is largely different to retail and different progression. in same style as _05			WIP					/ Non-traptown version. Further work done.					/ Playable map

d1_town_04			/ A mixature of _03 and the e3 version! Starts where the retail does as well and has the previous sections removed. It now links to 'town_03_gameplay'. Still has the water tank instead of combine.		WIP					/ Traptown and _03 mixed together, no combine elements.		/ Playable map

d1_town_05			/ Linked from _04. The main area of ravenholm (The one which is available as an official map source) Early version of it (Oh, wow.) Progression is same to retail. End links to _04 as well !			WIP					/ An early retail area. (available as map source from valve)	/ Playable map
				  Contains both maps (_04 and _05). The _04 progression is different since _05 is thrown in at a different time.

++++ d1_town/e3 ++++ 

e3_phystown		/ E3 2003 traptown, nothing in particular spotted.																													WIP					/ E3 2003 demo reel stuff.								/ Playable map
e3_phystown2		| Some misalignments fixed, 2/3 of the map is missing.
e3_phystown3		\ Same as above, trying different traps out.																														WIP					/ E3 2003 demo reel stuff.								/ Playable map

e3_town_04			/ Same section as above, but in the non-combine dimension.																																	/ 'e3_phystown2' section without E3 stuff.					/ Test

e3_town_05			/ dupe of 'd1_town_05'

++++ d1_trainstation ++++ 
(all dupes of the counterparts in '/auto_compile/'

d1_trainstation_05	/ Kleiner lab, a bit altered from what has been seen before. Entry is close to final in layout. Teleport room will instantly put you to 'd1_trainstation_01'									WIP					/ Kleiner's lab in a "close to final" state.				/ Playable map

++++ d2_coastline/ ++++ 

coastline_bridge	/ The big train bridge from retail. This one has a regular road instead of the traintracks. Most of the basic layout/gameplay is there, but lacks the detail completely. Other side of the bridge		WIP					/ Coast bridge map (pre-sandtraps)						/ Playable map
				  reveals a unused road that got scrapped. Bridge mid-sections used to have some generators instead of random shacks found in the final.
 
coastline_cliffside1	/ Very early draft on a road along the coast. Seems a bit familiar but I can't pinpoint the counterpart from retail.																	WIP, concept			/ Coastline with a road. Very early stages of dev.			/ Exploreable area

coastline_cliffside2	/ Same as above, this section resembles the section from retail where you first meet rollermines with your buggy. (After some tunnel?)													WIP, concept			/ Coastline with a road. Very early stages of dev. #2			/ Exploreable area

coastline_lighthouse	/ A bit same layout to above. Has a lighthouse brush (model look-a-like) near the end.																						WIP, concept			/ Coastline with the same style as above. #3				/ Exploreable area

coastline_map01		/ A layout of the whole coast in a scale model! Will help if you want to piece these maps together. (Has borealis??). Ends in a prison (no bugbait puzzle). Detail is very rough and blocky.			WIP, concept			/ Coatline maps as a whole in a scale model!				/ Exploreable area
				  Lots of stuff can be found like the e3 section hidden away a bit from the rest.

coastline_prison	/ 90% same as in the _map01 blueprint. Only two borealis clones have been added (with a less bright colour)																		WIP, concept			/ The last coastline map, ends in a prison and has borealis?	/ Exploreable area

coastline_warehouses	/ Houses, same as above, can be found in the layout. Strange that it has some docks.. (Not similiar to the ones in the first retail coast level)											WIP, concept			/ One of the first coast maps.							/ Exploreable area

d2_coast_01		/ Very early design of the first coast map (first in retail as well, you get the buggy in here). Has all the basic ideas, get buggy, progress higher and jump over a bridge.						WIP, concept			/ First coast map (same gameplay as retail)				/ Exploreable area

d2_coast_02		/ A bit more detail than above. Has a small combine outpost near the end and the submarine makes an appearance! No roads to be found.														WIP, concept			/ Second coast map (rougly close to retail)				/ Exploreable area

d2_coast_03		/ Un-E3'fied seafloor. Lacks the lighthouse and Some other stuff as well. No clear entry, could be that player used to enter from the lowest level? _02 ends so.								WIP					/ Third coast map. (Pretty close to retail overall)			/ Sketch, playable map

d2_coast_04		/ Very early draft on a road along the coast. Section is not familiar.																									WIP, concept			/ Fourth coast map, got reworked in the end.				/ Exploreable area

d2_coast_05		/ Very early draft on a road along the coast. Seems a bit familiar but I can't pinpoint the counterpart from retail.																	WIP, concept			/ Coastline with a road. Very early stages of dev.			/ Exploreable area

d2_coast_06		/ An extended version of 'coastline_bridge'. Visgroups reveal an older iteration of the brdige! Early 2001-2002 syle design with brush based architechture and blurrier textures.					WIP					/ Coastline bridge map, newer than 'coastline_bridge'			/ Playable map

++++ d3_borealis/ ++++ 
A close to 'devtest' stage of development on borealis. Cut in to parts to help the performance and loadtimes since it is getting pretty huge and complex at this point.

d3_borealis_01_006	/ The side opposite to 'devtest' start is playable in here. This time around it contains more stuff and doors. Links to d3_borealis_02 and d3_tug.											WIP					/ Borealis 1/3th, "Backside". similiar to 'devtest'			/ Playable map
d3_borealis_01_008	| Start area has been isolated away, rest is missing.
d3_borealis_01_009	| Exact opposite.
d3_borealis_01_017	\ All back in again, stuff removed from the start. Meat cooler room has been blocked (only available via visgroups!). Small changes everywhere.												WIP					/ Not much has changed except the start and meat room.		/ Playable map

d3_borealis_02_001	/ View to the sea (pieces of ice floating). Lacks Odell and has some combine-like structure inside a few rooms (breaking them). Inside there are a few female assasins.							WIP					/ Borealis 1/3th again. "Middle".						/ Playable map
d3_borealis_02_002	| More detail again, fridge area has been done better.			
d3_borealis_02_003	\ Some stuff in the fridge backdoor.																																WIP					/ Not much has changed.								/ Playable map
	
d3_borealis_03		/ You can walk around the deck. Some areas more done than others. Close to _02_ in many aspects.																				WIP					/ Borealis 1/3th AGAIN. more "Middle" than before.			/ Playable map
d3_borealis_001		\ No comment.																																				WIP					/ No comment										/ Playable map

d3_borealis_04_001	/ 'devtest' but starts from the inside instead. Gets cut when you to lower floors. Middle outdoor from _03 exists also.																WIP					/ start from 'devtest' and stuff from _03_					/ Playable map, sketch
d3_borealis_04_002	\ No comment.																																				WIP					/ No comment.										/ Above.

d3_borealis_05_001	/ This time around we be having combine in the engine rooms. Engine rooms have new model syntax as opposed to _01_ maps. Blood and violence ahoy!											WIP					/ Engine rooms from borealis.							/ Playable map
d3_borealis_05_005	\ This time around we focus on the last two hangars before escaping on the tugboat. Not much to see, old engine room can be found behind the level changing triggers.								WIP					/ Afrer the engine rooms, last parts.						/ Playable map, sketch

d3_borealis_06_001	/ combine wierd thing from _02_ and the meat room.																													WIP					/ parts from _02_									/ Playable map, sketch

d3_borealis_07_001	/ Player outside in the front, entry is done where you exit the ship approximately. Continues on to _06_.																			WIP					/ Borealis deck and hangar.							/ Playable map, sketch

d3_tug_01_011		/ Basement section with water, just a few hallways and stairs.																											WIP					/ Borealis basement with water.							/ Playable map, sketch
d3_tug_01_013		\ Severely cut and isolated.																																	WIP					/ Unplayable section of above.							/ Exploreable area (needs skybox)

++++ dario/ ++++ 

borealis_full		/ Wierd mixature when compared to d3_borealis. Has pretty early design and architechture (not same as nov_borealis). More polished than 'd3' but lacks a lot of detail and stuff that was added later.	WIP					/ Full borealis from 2001.								/ Playable map (whole chapter in one map)
				  Area of coverage is comparable to 'nov_borealis' or 'devtest'. Must be a show-off map due to all being together in one map (slow as hell).

... _full_untouched	/ Largely the same, has two visgroups which clip eachother a lot. Lacks the surrounding sea and stuff.																			WIP					/ Full borealis from 2001 again.						/ Same as above.

c17_archetype		/ Loosely based on 'd4_streetwar_01'. Much further on with development, has multiple areas which are not connected together, worth a check if you want to see an early'ish streetwar. Ends on plaza.		WIP					/ 'd4_streetwar_01' with a big overhaul.					/ Playable map(s)
 
c17_assault1		/ One of the buildings found in above map, earlier designs. Contains a few floors and you + the AI are ambushing it. Attic has a few weapons.												Prototype				/ Building ambush / assault map.						/ Playable sequence

c17_assault2		/ Same idea as above, this time you are assaulting the plaza from 'c17_archetype'.																							Prototype				/ Plaza ambust / assault map.							/ Playable sequence

c17_test1			/ Streetwar streets. One of the unreachable areas from 'c17_archetype'. Has the 'proto_c17courtyard' section merged in with gameplay modifications and some textures. Ends in combine walls.			WIP					/ Streetwar streets and the courtyard.					/ Playable map

d1_town_01_dario	/ earlier and different from 'd1_town/d1_town_01' Has the old minecart progression/puzzle. But lacks a plethora of other puzzles introduced later on. Has a few maps merged in but it is still a lot		WIP					/ Minecart ravenholm, done before 'd1_town/d1_town_01'		/ Playable map
				  more linear (lack of puzzles) compared to what it is later on. entry is done the oldschool way from the road and you enter the building via a hole (same where you start from in d1_town_01). Lot's
				  of other stuff that was cut can be still found in here. Really worth a check if you want to see original ravenholm stuff but still want it to be in a good shape.

d1_town_03			/ dupe of 'd1_town/d1_town_03'
d3_borealis_01		/ see 'd3_borealis/d3_borealis_01_006'
d3_borealis_02		/ see 'd3_borealis/d3_borealis_02_001'
d3_borealis_03		/ dupe of 'd3_borealis/d3_borealis_03'
d3_borealis_04		/ see 'd3_borealis/d3_borealis_04_001'
d3_borealis_05		/ see 'd3_borealis/d3_borealis_05_001'
d3_borealis_06		/ see 'd3_borealis/d3_borealis_06_001'
d3_borealis_07		/ see 'd3_borealis/d3_borealis_07_001'
d4_streetwar_01		/ see 'aaron/d4_streetwar_01'

e3_ship			/ E3'fied borealis with some crazy scripting and optimizations. A few maps are merged in here. From the looks of it, it's post-devtest era. Is this one of the rumoured "E3 2002 reel" ?				WIP					/ E3 modified borealis, after 'devtest'					/ Playable E3 map

streetwars01		/ Oldschool 'brush 17'. Linear street that forks in to two for a short period. Seems to be a mockup.																				Concept				/ Old streetwars style map. Linear and seems to be a mockup.	/ Exploreable area

streetwars10		/ Maybe a advancement from the one above? Shaping up to be the 'd4_streetwar_01'. Also has the early vertigo																		WIP, sketch			/ In-design d4_streetwar_01							/ Exploreable area

++++ dave/ ++++ 

airex maps have LOTS and LOTS of stuff hidden behind visgroups, be sure not to enable all at once! (lots of old stuff will clip / collide with new stuff). All maps have lot of them laid out but are very crudely done.
I'd say that these maps are from 2001-2002, One could take this all and have enough to go with to faithfully finish what valve didn't. Remember that nearly 90% of what you see are placeholders.
airex_0102			/ Allright, this level is so huge content-wise and the map screams like a detuned violin. Insane amount of stuff hidden behind visgroups.													WIP, concept			/ Airex 1 and Airex 2 in one map.						/ Sketch

airex_03040506		/ The rest, Split in to three areas by visgroups. Core interior/exterior and surroundings. Refinery & surroundings. Has some old fan+wind puzzle in one group. So much to see in these both!			WIP, concept			/ Airex 3/4/5/6 in one map.							/ Sketch
				  I suggest you take a look on some airex mods to see this better. Listing more than this in here would be just insane. Last areas remind of citadel and EP1 in some sense.

airex_rough_puzzles	/ Puzzles for airex, rough drafts hidden in visgroups. Pretty interesting stuff to avoid, one in particular reminds me of the EP1 "combine energy ball in a shaft" puzzle.							Prorotype, concept		/ Various puzzle candidates in visgroups.					/ Test(s)

airex_start		/ Basis for the starting section. You smash your way in to the air ducts. Visgroups hide some stuff seen on the above maps.															WIP, concept			/ Airex start										/ Sketch

d1_tempcanals_01	/ A section familiar from '/aaron/d1_tempcanals_01'.																													WIP					/ Slightly reworked 'bastille'							/ Sketch

d1_tempcanals_02	/ A cut version of '/aaron/d1_canals_02' For some wierd reason the hangar area has two entries/exits to 'd1_under_04'. You had to go trough an under section. Maybe to open some gates?				WIP					/ '/aaron/d1_canals_02' with some wierd 'd1_under_04' links	/ Sketch

d1_under0102		/ A section from canals ase seen in '/aaron/c17_canals/d1_under0102' (In a bit? later stage.)? Visgroups reveals the 01 OR the 02 map. Also hidden away is a very early canals design!				WIP					/ 'aaron/c17_canals/d1_under0102' a bit cut.				/ Sketch
d1_under0102a		| Manhack debut area from _02 visgroups isolated and some stuff worked on.
d1_under0102b		| Some layout changed, rest aside from 'manhack debut' has generic measure textures applied. A bit more brushwork and detail on _02 areas. Most of the changes is where the 'water mixer' is in final.
				 \_01 area: Quickly scrapped entry, school bus(!) entry is done in the same way as seen in '/c17/proto_trainstation', actually very similiar with a lot more detail of course.
d1_under0102bbbb	| Opened some areas up, 'water mixer' area reworked again. Other layout changes on 02. 
d1_under0102bbbbb	| 01: Changed the 'drop in to' tunnels a bit. 02: Pipe extended and the level is now finishable.
d1_under0102bbbbbb	| 01 has some wierd modifications that make it almost unfinishable at it's current state. 02 does not exist. 01 has grey measure textures all over it.
d1_under0102bbbbbbbb	| Clost to above in 01 part. No more "drop in" entry. Bus is cut. 02 has some missing brushes, likely due to changes. Pipe has some changes and cosmetic background where it ends. Minor details.
d1_under0102new		| Pretty close to 'd1_under0102'. Some stuff changed and added. Some metal doors added and textures here and there. 01 starts from the slide down to the open area in canals. Then goes on to			WIP					/ Under 01 and 02. Seperated by visgroups.					/ Playable map(s)
				 \a door that takes you to two slide-traps. You move on to 02 which has some changes done. Citizen 'joe' is the one getting killed by the manhacks. Ends near the manhack room (flooded in retail)
				  \You get a peek of canals in the end (moved away from 01). Continues on further 'under'.

d3_under0102		/ Again the: "Let's hide random stuff behind visgroups" -day. Just the hydra gameplay levels :) Yes, you heard that right! Hydra in a non-e3 enviroment and as a part of the gameplay !				WIP					/ Under 05 and 06. Seperated by visgroups.					/ Playable map(s)
				| I will explain these as visgroups since this map basically tells a lot on the hydras.
VIS #2			| Various hydra encounter prototypes. Rooms with a circular shaped hole (similiar to the tentacle monster in the first game) Other gameplay stuff here and there.
VIS #1 #4 #5 #6		| A section linked from 'd1_under_04'. Starts off with stairs that lead to a sewer tunnel. After a few turns you end up in something that resembles the citadel entrance chasm / digging site.
				 \Crossing the wooden planks to the other side will lead to another tunnel. Interesting fact that combine walls can be seen above, but what you are going under in to isn't the citadel! It is the
				  \Depot model! In the tunnel you will find a small hole, dropping down from it will throw you together with multiple hydras and some combine. (after defeating?) will get you access to level change.
VIS #3 #8 #9		| You continue on from the hydra introduction scene to a huge drop in to the water. Area looks pretty original (close to stress test designs). The whole area is Pretty well done since it has models,
				 \gameplay, textures and stuff. Progresses on to a bridge that takes you to a larger sewer area. After a while you will meet npc_hydras. Later on you will reach an another hallway that takes you to..
				  \Stress test start! This is what the original purpose of that elevator and shaft is!. Links  to d1_canals_01 for some strange reason. Crazy mindfucks with the progression order, eh?  WORTH A CHECK!

demo_matgallery		/ 'kleiner_labtalk' in a modified / earlier? form ! Has swappable version via visgroups, Material demo or the real deal. Missing nearly all the detail from 'kleiner_labtalk'. Links to 'subt_01'		Prototype				/ 'kleiner_labtalk' modified a bit for showoff purposes.		/ Exploreable area
				\ Instead of the steam map. Mat enabled version is largely the same but with slight changes and mostly a model showoff. All various NPCs scattered around the map. Container in place of the teleport!

e3_techdemo01		/ Early 'e3_techdemo_5'. This follows the same style that is seen near the end, linear tight corridors with sightseeing on the right. Has foliage and some gman rooms with props. Implemented in	
				\ 'e3_techdemo_1' later on as a seperate map.
e3_techdemo01a		\ See above

e3_under_02		/ 'e3_under_02' with visgroups mocking at you since they do nothing. See 'e3_under_02' for details.

kleiner			/ 'kleiner_labtalk' with some very slight modifications. See 'kleiner_labtalk' for description.
kleiner2			\ See above

ms_lab			/ dupe of '/aaron/ms_lab'

> proto_underground
_combine01	<		/ Early version of the citadel chasm and sewers as seen in 'd3_under0102'. Early citadel designs in a box.																			concept				/ citadel<>sewer chasm design/test						/ Exploreable area

... combine01a		/ Same as above, has a start on the wooden planks that cross.																											concept				/ citadel<>sewer chasm design/test						/ Exploreable area

subt				/ This helps you to piece the long lab and the arcade together! Underground segment in the style of old c17. Whole map has visgroups that hides some stuff but it's a brushy maze mostly. Check it out!	WIP, concept			/ arcade > lab map. Oldschool c17 design.					/ Sketch

subtbbbb			/ Whats up with the naming?. Has parts from above map but implemented as 'd1_under_03' most likely later on in development ! Much of this made in to retail in some form as did nearly all _under_ maps.	WIP, concept			/ d1_under0102 to this one. Takes to _04					/ Sketch

temp3				/ see airex maps, so many revisions plastered together with bubblegum that it's very hard to document these properly, yet alone describe them in a way that anyone other than me understands it.		concept				/ airex, earlier than the 'airex_03040506' thing ?			/ Exploreable area

++++ dave/compile_versions ++++ 
All under maps area finishable. Worth a check since these are one of the best 'new style' under maps found anywhere in this pack.

d1_under_01		/ A seperated 01 from 'd1_under0102' 01. No other modifications.																										WIP					/ 'd1_under0102' seperated. 01 map.						/ Playable map

d1_under_02		/ A seperated 02 from 'd1_under0102' 02. No other modifications.																										WIP					/ 'd1_under0102' seperated. 02 map.						/ Playable map

d1_under_03		/ 'subtbbbb' from the previous folder. Some small changed like details and citizens added with no function.																		WIP					/ 'subtbbbb' with some advancement.						/ Playable map

d1_under_04		/ See 'e3_under' Everything until the hydra is the same. Hydra area replaced with a large hall that was moved to the endgame in retal (whole map was). Seems that you where supposed to enter			WIP					/ 'e3_under' with no hydra and some other crap instead.		/ Playable map
				\ this map from the canals huge hangar (see 'd1_tempcanals_02' on previous folder). Has extra visgroups that reveal nothing. Large hall advancement is a bit different since you go down instead of up.
				 \This is the hall where you use the cart to get higher. No other hydra references. One tunnel does have vaguely similiar design.

d1_under_05		/ See 'd3_under0102' from the previous folder. Has the visgroups: #1 #4 #5 #6	. Look those for a description on what is stored in here. Hydras cut.											WIP					/ Visgroups #1 #4 #5 #6 from 'd3_under0102' as 'd1_under_05'	/ Playable map

d1_under_06		/ See 'd3_under0102' from the previous folder. Has the visgroups: #3 #8 #9. Look those for a description on what is stored in here. Hydras cut as well.										WIP					/ Visgroups #3 #8 #9 from 'd3_under0102' as 'd1_under_06'		/ Playable map

d3_under_06		/ Above, but this time with the hydras intact.																														WIP					/ Above as a hydra variation.							/ Playable map

++++ dave/old ++++ 

d1_sewer_steam1		/ Very early draft on the middle section of '/dave/compile_versions/d1_under_04' No gameplay and some layout changes.	Elevator shaft hidden in visgroups.										WIP, concept, sketch		/ Early draft of '/dave/compile_versions/d1_under_04'.		/ Exploreable area
d1_sewer_steam2		| More work done, _04 start area has straight connection to the hall with no staircases in the middle. Details in the hall and some organic looking tubes? added.
d1_sewer_steam05b	| Details, the level now has a rough draft on the sewer area (after the main hall). Borealis props copied over.
d1_sewer_steam05c	| Alternte endlevel layout. Has a very early hydra holder as seen in 'd3_under0102' from the previous folder !.
d1_sewer_steam05g	| to-be Hydra section is now part of the map flow. Changes again the in the areas close to it. Has some wooden plank puzzle added in after the hydra section.
d1_sewer_steam06	| Lab's goo pipe textured pipe and an elevator in an isolated area.
d1_sewer_steam06b	\ _06 elevator in a visgroup. Lot's of other random stuff overlapping. Visgroups reveal an alternative hydra scene, a bit more refined one still in the same 'tube' style.							WIP, sketch			/ Still and early draft. First iterations of hydra as well!	/ Sketch

d1_sewer_10		/ 'd1_under0102' Likely in it's earliest forms. Lot's of crude brush design and many areas are altered a lot (some are longer and some shorter). Worth a check! Has the busride in visg. and the bus!		WIP					/ Early iterations on the 'd1_under0102'					/ Sketch
d1_sewer_11		| Layout changes. early e3 hydra sequence also hidden in visgroups !
d1_sewer_12		| No comment.
d1_sewer_13		| Texture changes?
d1_sewer_15		| Changed 02 endlevel tunnels, circular room designed (transition room)
d1_sewer_16		| Endlevel changes again, has stuff from 'subtbbbb' Ends abruptly in a circular room with manhacks. Some displacements added as well.
d1_sewer_17		| No notieable changes.
d1_sewer_23		| Major texture changes and some layout as well.
d1_sewer_25		| Another texture change on nearly all. Layout changes and details added as well.
d1_sewer_35		| Different section, an early '/dave/compile_versions d1_under_06' Visgroups reveal crude drafts on the map layout. 01 and 02 exist as well. A bit refined (follow along 'd1_under0102' variations).
d1_sewer_36		| One curve in the tunnels has been finalized. No longer a brush hell in that section.
d1_sewer_37		| No comment.
d1_sewer_41		| Extended the sewer area. No real changes to the other areas.
d1_sewer_43		| Elevator area added in an early form. Other layout changes.
d1_sewer_44		| Some minor layout changes.
d1_sewer_47		| Bridge has been wrecked up a tiny bit. Rocks now force the player to take a detour near the 03 start. 01 and 02 are still the same.
d1_sewer_48		| Start drop in 03 changed a bit ?
d1_sewer_49		| No comment.
d1_sewer_51c		| Changes around the elevator area
d1_sewer_51d		| Changes around the elevator area
d1_sewer_51e		| Same, they all focus on the stairs that lead to the elevator room.
d1_sewer_51f		| Elevator room changes
d1_sewer_51g		| Cosmetic changes on 02. Mostly some texture and displacement additions / swaps.
d1_sewer_51h		| Some alternate ideas for the sewers after the circular room (which is after the manhack debut). Isolated.
d1_sewer_51i		| Loads of cosmetic and architechtural changes. Some in 01 and some in 02. 03 has a few additions as well. Entities / triggers and stuff added.
d1_sewer_51j		\ Changes to sewers (close to the section seen in 'h')																												WIP					/ Later iterations of d1_under 01 02 and 03.				/ Playable map(s)

d1_under0102		/ 'd1_sewer_51j' with some more details, nothing major except lacks the 03 area.											

d1_under0304		/ An alternate detour to the 'hydra sewers' You start from the sewers near the end of 'd1_sewer_xx' _02 parts. After that you are slapped in to pasted 'd1_sewer_steam' which leads you to a dead end.	WIP					/ Various sewer maps punched together to form a progression.	/ Playable map(s)
				\ Does not have much interesting stuff besides being a collage of various sewer maps.

demo_matgallery01	/ Older variation of the same in the previous folder. Lacks the original stuff in visgroups. 																					Prototype				/ 'kleiner_labtalk' modified a bit for showoff purposes.		/ Exploreable area

demo_matgallert01b	/ A bit newer version of aboce.																																	Prototype				/ 'kleiner_labtalk' modified a bit for showoff purposes.		/ Exploreable area

> proto_underground
_combine05<		/ Early version of the citadel chasm and sewers as seen in 'd3_under0102'. Early citadel designs in a box.																			concept				/ citadel<>sewer chasm design/test						/ Exploreable area

++++ dave/temp ++++ 

airex_03040506		/ dupe of '/dave/airex03040506'

d1_under0102		/ see '/dave/old/d1_under0102'

d1_under0304c		/ see '/dave/old/d1_under0304'. Could be a bit earlier version of it ?	Has the combine/citadel chasm and loads of other stuff seen in sewer levels.										WIP					/ Earlier '/dave/old/d1_under0304'.						/ Playable map(s)

++++ david ++++

balcony			/ Father grigori meeting (When he gives the shotty). Isolated in void. Based on the non-e3 version with wooden crap surrounding the balcony. 												Prototype				/ Father Grigori shotty balcony script test.				/ Scripted sequence

ents				/ Various entities in a zoo type map. Has 11 rooms in a prison-like texture setting.																							Test					/ Entity zoo/gallery									/ Test

proto_crush		/ Crushing vehincle that drops on the combine, puzzle idea very close to the one in ravenholm where you drop the cars on zombies.														Prototype				/ Car crushing test.									/ Test

test_poisonzombie	/ Poison zombie test in a generic boring test map with ladders and stairs.																									Prototype				/ Poison zombie, ladders, stairs in a boring box.			/ Test

turret_puzzle_01	/ Some rejected turret puzzle where you drop some log-like round objects to block the vision and run past them.																		Prototype				/ Turrets and some log-like blocking things.				/ Test

++++ deep ++++ 
(N/A)

++++ demo ++++

alyx				/ dupe of '/aaron/alyx'

barney			/ dupe of '/aaron/barney'

demo_arctic		/ Early arctic map concept, seems to be demoreel material for engine showcases. Has the early borealis brushed up and a few structures with a cave. Only scenery.								concept				/ Big arctic terrain/scenery. Borealis, structures and a cave.	/ Exploreable area

demo_chargallery01	/ see '/dave/olddemo_matgallery01' I think that this one is the earliest kleiner lab iterations.																				Prototype				/ Very early Kleiner lab design with random NPC models.		/ Exploreable area

demo_citadel01		/ Antique citadel designs. Very crude design and many interesting design ideas for the interiors. Contains what probably is the earliest pod/container design. Uses white tiles for texturing.			concept				/ Antique citadel design, early pods and some crazy ideas.		/ Exploreable area

demo_citadel02		/ Antique citadel designs. Different area to above with many circular holes/silos. One of them has a grinder at the bottom. Contains some random cosmetic catwalks.								concept				/ Antique citadel design, Some silo-like holes.				/ Exploreable area

demo_matgallery01	/ see '/dave/old/demo_matgallery01'

eli				/ dupe of '/aaron/eli'

++++ dev ++++

digger			/ Old digger entity test. Has a monitor that has the controls done via an entity. Small box with a ramp and the digger placeholder.														Prototype				/ Digger control test with a placeholder.					/ Test

test_event			/ Trigger induced shack explosion test in a box.																													Prototype				/ Triggered explosion test.							/ Test

testroom_portal		/ Two seperated rooms with nothing interesting.																														Prototype				/ Two rooms, inaccessible.								/ Test

++++ e3_hydra ++++

e3_hydra			/ e3 Hydra sequence section isolated. Entrypoint that is in the e3_under version does not exist yet.																				Prototype				/ Hydra part from e3_under. Likely before it was added in it.	/ Playable sequence

e3_under_02		/ Largely the same to e3_under, no visible changes.																													WIP					/ e3_under demo map.									/ Playable sequence

e3_under_02a_splash	/ See above

++++ e3_lab ++++
NO MAJOR CHANGES SO I WON'T DOCUMENT OTHER THAN THE COMMENTS.

e3_lab			/ e3_lab. See other dupes of it for more info.

e3_lab_ml			/ Above with more junk.

e3_lab_sentences	/ This time with all the choreo scenes laid out in a nice line, Kleiner and Alyx lines are neatly organized. No strider section / wall blast.

++++ e3_phystown ++++

e3_phystown		/ dupe of '/auto_compile/e3_phystown'

++++ e3_techdemo ++++
THESE ARE ALL TECH DEMOS WITH LITTLE TO NO GAMEPLAY ELEMENTS. SOME OF THESE ARE AUTOMATIC SO PLAYER JUST WATCHES AS THE SEQUENCE UNFOLDS.

e3_end			/ The void tunnel where you get flashes of various images and gman telling you "Isn't this just like old times". Transports player to HL2 logo after the sentence. Has hydras for "electric-like" effect.
e3_hl2logo			| HL2 logo and a box that houses the player to give a nice starting fade.
e3_techdemo_1		| dupe of 'auto_compile/e3_techdemo_1'
e3_techdemo_2		| dupe of 'auto_compile/e3_techdemo_2'
e3_techdemo_3		| Measurement room with some zombie + citizen action thrown in to show off the AI.
e3_techdemo_4		| e3_lab without gameplay elements. Area has been duplicated three times. First you start with a HL1 style design of the lab, teleport to HL2 style without props and the last one has the props.
e3_techdemo_5		| dupe of 'auto_compile/e3_techdemo_5'
e3_techdemo_6		\ dupe of 'auto_compile/e3_techdemo_6'

++++ entity examples ++++

ai_guide1			/ dupe of '/aaron/ai_guide1'

func_smokevolume	/ Smokevolume test in a box.																																	Prototype				/ Smokevolume test in a box.							/ Test

FuncMonitor		/ Monitor test, There is alyx in a box with a camera, not reachable.																										Prototype				/ Monitor & TV test.									/ Test

randalpond			/ dupe of '/aaron/randalpond'

++++ eric ++++

laundry_props		/ Laundry room in a very early state. Has models laid out but not viewable in hammer. Some combine but no real progression.															Prototype, concept, WIP	/ Laundry room from the prison maps.						/ Exploreable area

trap001			/ Some wierd crane/arm thingy and a shredder. Seems similiar to the one in 'citizen_tech'																						Prototype				/ Two models laid out in a box.							/ Small exploreable area

traps001			/ Same as above with a guillotine added in.																														Prototype				/ Three(!!) models laid out in a box.						/ Small exploreable area

zoo_props001		/ Interesting prison-like prop-littered area with outdoor section. Skybox has two tall c17-like buildings. Maybe this was some sort of depot near the c17 exit ? Could just be a test map as well.		concept				/ Prison-like setting with some props and an outdoor area.		/ Exploreable area

++++ gary ++++

50antlions			/ 50 Antlions, stress/AI test ?																																	Prototype				/ 50 antlions in a box.								/ Test

50assasins			/ 50 assasins this time.																																		Prototype				/ 50 assasins in a box.								/ Test

bumplightningstyle	/ Normal maps test on various textures.																															Prototype				/ Normal maps tested in a box.							/ Test

predator			/ Measurement room with a predator entity and some paths. What is really interesting is the actual predator model itself! With some poking trough the variations thumbs it turns out to be an early Alyx!	Prototype				/ Measurement room with Predator, lack the stairs.			/ Test

test_lightstyleperf	/ see '/aaron/demo_rubble'

..._bumped			/ Same as above, but with everything replaced with one texture to show off bump maps.

..._unbumped		/ Same as above, this time with a different, non-working texture.

testroom_water03	/ A huge room with a water pool and four crates.																													Prototype				/ Water test/physics.									/ Test

water				/ Close to above, but this time has deeper pool and stairs lead to the skybox.																								Prototype				/ Water test.										/ Test

++++ grimm ++++ 
(N/A)

++++ hl1_hazard ++++
THESE ARE STRAIGHT CONVERSIONS FROM HL1 HAZARD COURSE MAPS.
I WILL DOCUMENT THESE IN A BIT DIFFERENT MANNER. _OLD ARE 1:1 CONVERSION WITH OLD TEXTURES.
WITHOUT _OLD HAVE SOME ADDITIONS TO THEM AND MODERN TEXTURES, THOSE I WILL LIST IN HERE.
_OLD: map version 5    Newer: 27

00: Barney "Superfly" added at the end pipe before level change. Alyx replaces Gina
01: Alyx replaces Gina once again.
02: Does not open
03: Does not open
04: Alyx replaces Gina once again.
05: Alyx replaces Gina, no turrets and Barney is the newschool Barney. Train is missing.

++++ horia ++++

hdtestroom			/ Uses very old studio_model syntax. Some of those in a box.																											Prototype				/ Old model test.									/ Test

prefab_furniture01	/ Apartments furniture and other props. Small specifically designed section to demo objects.																					Concept				/ Furniture show-off									/ Small exploreable area

prefab_handrails01	/ dupe of '/aaron/prefab_handrails01'

prefab_lockers01	/ dupe of '/aaron/prefab_lockers01'

prefab_pipes01		/ dupe of '/aaron/prefab_pipes01'

prefab_pipeset		/ Exterior pipes show-off.																																		Concept				/ Exterior pipes show-off.								/ Small exploreable area

zoo_models_c17		/ 'prefab_furniture01' with slight cosmetic changes.																													Concept				/ Furniture show-off.									/ Small exploreable area

++++ hyper ++++ 
(N/A)

++++ Jake ++++ 

HydraScript		/ e3 hydra section in a bare form to fix out the scripting side of it.																									Prototype				/ e3 hydra in a bare form to fix the scripting.				/ Test

++++ jeff ++++ 
(N/A)

++++ john ++++

c17_01_56			/ c17_01_xx as seen in the /aaron/ iterations. This one has the interior garage section isolated in a void.																		WIP					/ C17 first maps, garage section isolated.					/ Exploreable area
c17_01_80			| More refined version of '/aaron/d1_garage_08'. Contains everything back in place now. Burned house is further worked on and does not lead to a level change. The 'old-hydrasewer' and top areas are
				 \linked by two routes (sewer drop, ladders or burned house. Maybe combines ambush you and you need to take a detour because of it ?. Sewer area has the xenian organic lights which not seen in hl2 !
				  \What makes this more interesting is that this is more worked on than the e3_industrial So maybe it wasn't abandoned after not being present at e3?  _Definately worth a look!_					WIP					/ Industrial area starting to be very nice.				/ Playable map

cremator_006		/ A small section from what is seen in '/aaron/cremator_034'. Just an crossroad section in a void.																				WIP					/ isolated c17 section as seen in '/aaron/cremator_034'		/ Small exploreable area

deep_01_011		/ A very small sub-water-like thing with Odell, conscripts anda citizen. Is this the early Kraken maps ?																			WIP, concept			/ Underwater small vessel.								/ Small exploreable area

devtest			/ dupe of '/auto_compile/devtest'

e3_techdemo_14		/ Alternate e3 gman introduction? Has the Gman intro area AND '/e3_techdemo/e3_techdemo_4' with more work done on all areas. BUT!														WIP					/ Two e3 maps merged, Gman is copied to all three labs.		/ Playable sequence
				\ Visgroups reveal even more stuff ! Alternate labs which are based on the shorter (retail) design. The _06 tech and _02 are hidden. All contain the gman and are a bit earlier on design. _02 especially.

slowents			/ Seems to be very close to '/aaron/c17_plaza06'. 3D skybox is missing but there are many surrounding buildings that almost make up for it.												WIP					/ close to 'c17_plaza06'. See it for more details.			/ Playable map

sniper_008			/ Tall c17 area (Around vertigo era?). There are a few streets and a car that a sniper shoots from distance. Supposed to be triggered when you approach the car?								Prototype, WIP, concept	/ Vertigo-era C17 streets section with a sniper event.		/ Small sequence
sniper_019			| An alternate section done in a bit different style (less taller and more details). Can't seem to spot the sniper.
sniper_027			\ Both areas merged together and lots of details added. A sniper has a conscript pinned down and you need to rescue him. Dialogue, a tank! and some other stuff. Making it worth a check !				WIP					/ Vertigo-era C17. Tanks, conscripts, zombies and sniper.		/ Playable map

Ok, here the vertigo fun starts..

vert_01_006		/ First map, you crash on the top of it leaving almost nothing in there. It's a mess. You progress up/down on the stairs/levels to finally reach the trigger for 02.								WIP					/ Vertigo first level. Crash site and stairs.				/ Playable map

vert_02_002		/ Second map, A mess as always. You go to a large opened area where you progress down from the rubble. Some combine try to keep you company while at it. It's raining outside. Opening leads to corridors.	WIP					/ Vertigo second level. A large area which is a mess.			/ Playable map

vert_03_006		/ A non-fitting Third map, Has a big hall/reception area where one could use all the elevators in. Has a duct area underneath the mail hall. Seems to missing some brushes and does not link to 02.		WIP					/ Vertigo third level. Large area (reception?).				/ Sketch

vert_04_001		/ Fourth map, Again pretty non-fitting. Extends from midway to the bottom. very very rough draft on the whole area, Many areas are still unreachable.											WIP, concept			/ Vertigo fourth level. Covers mid-bottom. Draft stages.		/ Sketch

++++ /john/ai_testmaps ++++
THESE ALL ARE AI TESTS. SOME ARE PRE-DONE AND SOME REQUIRE SPAWNING SHIT BY CONSOLE.

ai_borealis		/ A borealis section (entry where you meet Odell and some tug sections). No real gameplay.																						Prototype				/ Isolated borealis section.							/ Small exploreable area
...realis_stairwell	| Same as above mostly. Missing even more areas.
ai_entitybridge		| Messing with two barneys and 3 buttons at your disposal. There are some barricades that you can control to mess up with the AI.
ai_flying			| Three scanners trying to reach a goal.
ai_guide1			| dupe of '/aaron/ai_guide1'
ai_hallwalk		| Close to 'ai_entitybridge' This time there is not a straight path.
ai_physroom1		| Town-style structure with models that a zombie can toss around.
ai_singlefile		| 'ai_entitybridge' with three barneys on each side!
ai_stairs			| Similiar to 'ai_entitybridge' this time with borealis style stairs that link to the other side.
ai_stairs_climb		| Similiar to above, Odell added.
fast_zombie_jump	| A small snippet that looks like from '/aaron/prefab_industrial'. A fast zombie added to test it out.
test_jump2			| A box with a course that the AI needs to complete.
test_route3		| Combine female assasin test. Similiar to above but has a bit different layout.
zombies			\ Ravenholm docks entry that is a bit wierd since it has c17 style structures and the road is a bit different as well (does not slope downwards).

++++ /john/busride ++++ 
(N/A)

++++ /john/canals ++++

canals_01_002		/ Very close to the early canals_01 in '/aaron/canals_01_xx'. Has some enemies added in (helicopter, apc etc..)																		WIP					/ First old canals map with some enemies.					/ Sketch, Playable map

canals_02_001		/ Very close to '/aaron/canals_02_xx' from the mid-near end phases.

++++ /john/city17/d1_garage_01

d1_garage_01_08		/ Dupe of '/aaron/d1_garage_08'																																	
d1_garage_01_32		\ More word done inside the factory secions. Burned building scrapped and the sewer is dumbed down, not really reachable unless you fall and die. Hard to put if this was pre-c17_01_80 or post.		WIP					/ C17 industrial area									/ Playable map

++++ /john/city17/d1_garage_02

d1_garage_02_03		/ The missing area seen in the 'c17_01_80' map. Has levelchanges to 01. Some areas are a bit different, only slight alterations.														WIP					/ C17 industrial burned building/sewer.					/ Playable map

++++ /john/city17/d1_terminal_01

d1_terminal_01_05	/ Seems to be a continuation of '/aarond/c17_plaza06'. Some old monitors still exist near the trainstation, no skylift or other e3 stuff.													WIP					/ Seems to be a continuation of '/aarond/c17_plaza06'			/ Playable map
d1_terminal_01_15	| More ropes and stuff moved around a bit in the plaza. Veikko building has a small extension to it.
d1_terminal_01_19	| Skylift implemented, not functional yet. Trainstation has a slight facelift on the roof. One of the house rooftops has been changed a bit.
d1_terminal_01_26	| Skylift worked on more, Lot's of details added to support it and seems to be functional. The same houese rooftop has been changed again.
d1_terminal_01_40	\ More work on places, little details and lots of cubemaps added in the plaza area.																							WIP					/ Terminal with more details and skylift added.				/ Playable map

++++ /john/combine designs ++++

combine_gallery_002	/ dupe of '/aaron/combine_gallery_002'

++++ /john/combine gate ++++

gate				/ Includes a combine outpost and a gate floating in void, visgroups seem to contain stuff but do nothing. Likely an corrupted map or too old version.											Prototype				/ Gate and an outpost in void.							/ Exploreable area

++++ /john/combine gate/combine sensor gate ++++

sensor_gate		/ Combine gate with a trigger. Void.																																Prototype				/ Gate and trigger in void, similiar to above.				/ Exploreable area
sensor_gate_004		\ Same gate multiplied by six and added to a playable area. Same area you see in 'combine_gallery_002' but in an earlier form.															Prototype				/ Multiple gate triggers.								/ Test

++++ /john/combine launcher/ ++++

combine_launcher	/ Interesting two combine launchers stuck in to a rock with cones sticking out as a placeholder. Supposed to seek enemies with a seperate 'npc_enemyseeker' and shoot. Maybe early city-alien repellant?	Prototype				/ Two launcher prototypes stuck in wasteland style rocks.		/ Test

++++ /john/cremator ++++

cremator_034		/ dupe of '/aaron/cremator_034'
cremator_039		\ Largely the same except the tunnel seperating the both areas has been extended, fitted with car wrecks and occupied with one primitive turret. Early brushwork and a 3d sky.						WIP					/ Cremator C17 section in a good shape					/ Playable map

++++ /john/demo ++++ 
(N/A)

++++ /john/e3 ++++

e3_industrial_001	/ Seperated child factory area from industrial. Stuck in a void.																										Prototype				/ Isolated child factory in void.						/ Exploreable are
e3_industrial_003	| No visible changes done.
e3_industrial_006	\ All in again. Some unfinished areas compared to the last e3 iteration of this map. Building without a texture for example.															WIP					/ e3 industrial WIP stages.

e3_terminal_015		/ Likely to be a continuatuon of '/john/d1_terminal_01/d1_terminal_01_40' Has the cubemaps and >95% structure intact. Some scripts added and there is a hallway to link to areas. Used by the hunter.		WIP					/ Terminal with skylift and first e3'fication steps taken.		/ Playable map
e3_terminal_022		| Skylift rooftop section isolated in a void. The one where the citizens are in the attic.
e3_terminal_027		| Removed a lot of unnecessary areas for the actual demo. Televisions scrapped and so are many other ideas like the entrance for the tram. Must be the deciding point of scrapping the bus/tram idea.	
e3_terminal_034		| Combine guard (hunter) area scripting test.
e3_terminal_039		\ The rooftop & combine guard block with scripting. Isolated in a void.																									WIP					/ Two key areas worked (Guard and skylift scripts)			/ Exploreable area

++++ /john/fireroom ++++

fireroom			/ Borealis engine room (the burning one). Isolated in 'the' void																										Prototype				/ Borealis engine room (the burning one). In a void.			/ Exploreable area

borealis			/ Room and a hallway with some borealis texture. smokevolume test.																										Prototype				/ func_smokevolume test in a room.						/ Test

++++ /john/FROND ++++ 
OTHER EMPTY FOLDERS:
hold
JNGL_GRASS1
JNGL_LEAF1
JNGL_LEAF2
JNGL_LEAF2B
JNGL_LEAF3
JNGL_LEAF4
JNGL_PALM1
JNGL_PALM2
JNGL_PALM3
JNGL_PALM4
JNGL_PALMTREE1
JNGL_TRUNK
leaf
(N/A)

++++ /john/old_c17 ++++

c17_01_35			/ Continuation of the '/aaron/c17_01_xx' series before it changed it's name. Lacks factory, burned building (sewer is there). Start is shorter and Bus paths exist (plus gates in the main road)		WIP					/ Industrial after '/aaron/c17_01_xx' version.				/ Sketch, Playable map?
c17_01_42			| Child factory added, Very early texturework and the player path has just six windows in total where it can see the area. (no "balcony")
c17_01_71			| Close to '/john/c17_01_80'. Slightly less detail in the factory it seems and start area is different.
c17_01_74			\ Closer! razor train is in now.																																WIP					/ Industrial, see: '/john/c17_01_80' for the next version.		/ Playable map

crane_04			/ Crane prototype. Has a name "Garage crane". Maybe this was supposed to be inside that garage as seen in >'c17_01_7x' maps.															Prototype				/ (magnet?)Crane test in a box.							/ Test

factory_08			/ Same style child factory as in 'c17_01_42'. Has a different entrance area and some different gameplay flow ideas. The two pistons that break the wall near the stairs are missing. Worth a check. 		WIP					/ very early child factory when it was still alone.			/ Sketch

++++ /john/PALM ++++
(N/A)

++++ /john/perf_test ++++

bugbait_high		/ e3 bugbait with what seems to be slight alterations.																												WIP					/ E3 bugbait with slight modifications.					/ Playable section
bugbait_low		| Same but with lower details ?
bugbait_low_noprops	| No comment.
bugbait_low_props	| No comment.
bugbait_noents		\ Missing some special brushes.																																	WIP					/ E3 bugbait variation #101							/ Playable section

++++ /john/skyscraper ++++

vert_01_014		/ Very similiar to the vertigo level on the previous folder. Slight route changes.																							WIP					/ Early first vertigo level.							/ Sketch

vert_02_004		/ I repeat the above in here. No combine though.																													WIP					/ Early second vertigo level.							/ Sketch

vert_03_010		/ Much more refined from the previous one in the subfolder. Way more areas and you start in an upper floor, use a washer lift to reach the "lobby area". Much more to see. Still very early design.		WIP					/ Early third vertigo level.							/ Sketch

vert_04_001		/ Very very early crude and horrible layout of a possible flow for the fourth vertigo map. Does not reach ground level yet.															WIP					/ VERY early fourth vertigo level.						/ Sketch

++++ /john/sniper ++++

snipe_proto_5		/ Two wrecked buildings connected together and a prototype sniper entity in a city-scene box.																					Prototype				/ Sniper enviroment test.								/ Test

sniper_029			/ See 'sniper_027' from the subfolder. Nothing noticeable has changed.																									WIP					/ same content as 'sniper_027'.							/ Playable map

++++ /john/synth ++++

synth				/ Random city alleys and a few blocks. Similiar to the cremator/camo area but without the destruction.																			WIP					/ Random city area with no other content.					/ Exploreable area

++++ /john/tfc_maps ++++
(N/A)

++++ /john/town_traps ++++
GROUPED FOR SPACE SAVING AND DUE TO THE COMMON THEME.

catapult			/ Combine and some catapult prototype placeholders. Flings the victim in to a wall that has poles sticking out of it (Similiar to pachiniko playfield)
catapult2			 \Same, but has a monitor added + actual models for the catapults. One combine replaced with two zombies.
crush				| Similiar area but with one zombie nad a crushcar that you can control. Same puzzle as the retail ravenholm.
electric_trap		| A textured 'town' alley with a fast zombie on the other end. likely runs towards the played when the fences blast away and gets electrified.
firetrap			| Grigori debut level fire trap integrated in to the level.
firetrap_training	| Two areas connected, two firetraps and some zombies. Devtextured and prototyping area.
gate_break			| Devtextured area with a fence/gate and a poison zombie on the other side. Guess what is supposed to happen.
mines				| Similiar area to 'catapult' This time with mines that explode!
propeller			| Above area again with a motor-powered propeller/cutter and a few zombies.
propeller_training	| Same style as in firetrap_training. Same idea as in 'propeller' but a bit more varied in layout.
skytche			| A falling 'pendulum' that slices a zombie.
town_proto_4		| Many of the above areas combined together.
town_training		\ Some of the prototypes combines with a digger prototype.

++++ /john/wasteland ++++

wasteland			/ A very large wasteland area similiar to the other prototypes seen in other folders.																							WIP					/ Wasteland large area proto.							/ Exploreable area

++++ /justin ++++

bays				/ Depot/Prison Gunship bay area. Has the depot model with combine structure. Controllable gunship cranes.																			WIP					/ Depot Gunship bay.									/ Sketch

cellblock1			/ First interior prison level (cell area). Major changes done in here to gameplay flow. But some of the stuff is very close to final style.												WIP					/ Cell area (first interior area from retail)				/ Sketch

ck1...-cell3gameplay	/ Different layout to 'cellblock1'. Has a very early shower area and laundry area. Both seperate.																				WIP					/ Another cell area, early shower & laundry				/ Sketch

cellblock2			/ The shower and laundry area exist, seperate again. But the cellblock area has been replaced with a large area (multistory hall) with 40+ cells visible. Nothing like seen in the final.				WIP					/ More cells, early shower & laundry						/ Sketch

compound3			/ A totally different exterior area. All of it got scrapped. Has the old APC and some wierd underground/sewer tunnel.																	WIP					/ Old exterior for depot/prison							/ Sketch
compound6			\ More work in both areas. NPCs removed and replaced with antlionmakers.																									WIP					/ Old exterior for depot/prison							/ Sketch

d1_town_01			/ '/dario/' has versions close to this. This one hasn't got any of the prototype traps from '/john/' And has some other interior areas that got removed later on.								WIP					/ Ravenholm 'pre-traps' implementation					/ Playable map

d1_town_01c		/ A very different map connecting the previous section and goes up to a church that was copied from a prefab. This version has a very straight path to the church and no additional
				\ levels to slow you down. Nearly nothing from this made it to the later iteration except the "a church in the hills" concept. Uses some of the City17 assets, something which got removed later on.		WIP					/ A completely different version of the e3_traptown area.		/ Sketch

d1_town_02			/ Same level as above but has only got the road near the church in a void. The is an electrified barricade added that is triggered. No detour implemented around it.								Prototype				/ Above level with a small area for testing a barricade.		/ Prototype

d4_palace_01		/ Vertigo reworked. Almost no resemblance to the original iterations. Good looking levels compared to the vertigo. Still has a lot to go on. '/aaron/demo_rubble' is taken from this. Worth a check!		WIP					/ New vertigo style: palace. First level.					/ Sketch
d4_palace_01a		| Starting area being worked on in a void. Has some slight changed in to the "subfloor" between the roof and the room, where the crash occures.
d4_palace_01b		| All back in again. Lots of details everywhere, Still hasn't got a complete play-flow. Has a helicopter model on the top.
d4_palace_01g		| Resembles more like '01' instead of '01b'
d4_palace_01j		| Combine gunship test section, the room from '01' with four 'env_shooter's in a void.
d4_palace_01k		\ Again, same as above.																																		WIP					/ New vertigo style: palace. First level.					/ Sketch (use '01b', most progress)

jf-roof7			/ A production version of 'd4_palace_01b', lacking in some areas and is in a void.																							WIP					/ Changes from '01' to '01b' being worked on.				/ Sketch
jf-roof8b			\ Very closely the same thing.																																	WIP					/ See above, slight changes on places.					/ Sketch

pre_prison1		/ Architechture resembles the final nova prospekt style a lot, layout was completely redesigned later on. Has some fire pits and some other combine tech not really seen elsewhere. Worth a check!		WIP					/ 'prison/nova prospekt' outdoor map before you enter.		/ Playable map

pre_prison6		/ Design idea is largely the same but stuff is still laid out in a different way than with 'bays' Looks almost as if two people made the same thing based on an same early draft.					WIP					/ Depot Gunship bay, Alternate.							/ Sketch

proto_4			/ A cellblock with devtextures, turrents, antlions and combine. Seems that the player is supposed to disable the turrets so that the antlions (come from roof) can reach the combine and kill them.		Prototype				/ Antlion, combine and turret test. Prison puzzle.			/ Test

proto_bays_test		/ No major differences to 'pre_prison6' noticed.

proto_bays_test2	/ Has seperate crane controls for this part.

proto_cell4		/ Altered from 'proto_4' Has slight extensions here and there. Plus as a wierd addition there is a scale model of the whole map tucked away in a void. Uses the familiar floorturrets this time.		Prototype				/ Antlion, combine and turret test. Prison puzzle. MARKII		/ Test
proto-cell4		\ Same but the scale model moved inside the control room! From what I can tell is that you use the buttons to control the turrets and the scale model shows you realtime updates on their on/of status!	Prototype				/ Above, This time there is a scale model of the area.		/ Test

sub4				/ _the_ submarine, brush based. You can find this floating around very many coast/wasteland maps. Here it is in a void before adding it in anywhere.											concept				/ The brush submarine that is used in many concepts.			/ Prototype

yard				/ A pretty complete overview of the whole old-new prison complex (outdoors) with the bay areas on the other side of the depot (Just a little is copied over). Useful if you plan to re-create the area.	concept				/ Prison area, outdoor and has areas for yard/depot/bays.		/ Exploreable area

++++ /jweier ++++

cage				/ Prison/c17 style bricks with some fences and a ladder. Nothing to do.																									Concept				/ A map with prison/c17 style bricks, fences and a ladder.		/ Exploreable area

cguard1			/ Combine guard AI test? A room full of shelves.																													Prototype				/ A Combine guard and some shelves.						/ Test

charge			/ Antlion boss AI test. Some combine and props here and there.																											Prototype				/ Big antion AI test.									/ Test

ext				/ Fire extinquishers, controllable in a box.																														Prototype				/ Fire extinquishers, controllable in a box.				/ Test

firespread			/ Spreding fire. A zigzag hallway with some fire entities.																												Prototype				/ Spreding fire. A zigzag hallway with some fire entities.		/ Test

firetest			/ Four different fires which are extinquishable by a trigger button.																										Prototype				/ Fire (lightning??) test.								/ Test

grub2				/ Antlion grub cave, not a very large cave section (Likely just a concept/AI test)																							Prototype				/ Antlion grub test.									/ Test

guard3			/ Alternate Antlion guard test with some obstacles (crude piles of rock) where you can hide behind.																				Prototype				/ Antlion guard AI test.								/ Test

guardpoint			/ Antlion guard again, there is a small crouchable area that is connected to all ends of the "cave wall". This concept was reused in EP2 antlion cave chase sequences.							Prototype				/ Antlion "peek-a-boo" AI test.							/ Test

impact			/ Two piles of stacked boxes and buttons to blow them away, physics test?																									Prototype				/ Two stacked box piles and buttons, Physics test?			/ Test

proto_laundry1		/ A scrapped laundry basket carrying rail. A non-functional one exists in the 'e3_bugbait'. This one carries you trough a few corners and continues on to somewhere.								Sketch				/ Laundry baskets on a rail with 29 paths to follow.			/ Sketch
proto_laundry1b		| Added a few more details, This time you need to go inside the basket (or on the rail tracks) to progress. Turrents added with a button control. Props as well added.
proto_laundry1c		\ Ceiling turrets replaced with floor turrets (movable familiar ones). No button and clippings changed for NPCs.																	Sketch				/ Laundry baskets on a rail again. More work done.			/ Sketch

testroom_aguard		/ Antlion guard in a wasteland / antlion cave setting. You are on a "rocky bridge" and the guard charges to you. Reminds a bit of the EP2 sequence.											Prototype				/ Antlion cave/wasteland charge test.						/ Test

...room_antlionguard / Antlion + guard AI test?																																		Prototype				/ A small cave section with antlions and a guard.			/ Test

testroom_bullets	/ Like a targeting range, has combine and some props to shoot at.																										Prototype				/ Some shooting test room with props and combine.			/ Test

testroom_depot		/ Depot/Prison architechture interior. Has a few rooms and some heavy machinery with combine. Could be some concept?																	Concept				/ Prison interior concept stuff.						/ Exploreable area

testroom_explosion	/ Some structures with no function, and something that looks like a sandbox that has displacement.																				Prototype				/ A wip test map? Structures and a sandbox.				/ Exploreable area

testroom_gunship	/ Gunship AI test. Has two targets named "Monkey" and "Monkey2" (Other being a vortigaunt). Path adjustable by triggers on the floor.														Prototype				/ Gunship AI test.									/ Test

testroom_impact		/ A room with different things to shoot at. Meant to test surface damage sound/particle emission likely.																			Prototype				/ Texture/Material surface shooting test.					/ Test

testroom_jeep		/ Devtextured depot? Seems to have a traintrack on the top and it's not the typical model based. Could this be an very early depot concept (one of them?)										Concept, Sketch			/ A small devtextured area with jeep and an early depot.		/ Exploreable area

testroom_rmines		/ Rollermine AI test level, has a few things you can jump on and a fire pit on the other side of the room.																			Prototype				/ Rollermine AI test.									/ Test

testroom_showers	/ Yet another shower variation, this resembles the final style a lot more than the one in: '/justin/ck1...-cell3gameplay' mentioned close by. Still has an old design style to it.					Concept, Prototype		/ Shower area with antlion guard + antlions. Isolated.		/ Sketch

testroom_turrets	/ Turrents in a progressive firing range style level. Made likely to test out gameplay styles and AI. Ends with a button linked to a trapdoor that takes a turret down. All floorturrets.				Prototype, Sketch		/ Hallways with turrets to test their AI and gameplay.		/ Test, Playable area

testroom_weapons	/ Medium-sized testmap. Combine and weapons, player progresses to 'wasteland-like' outdoor section.																				Prototype				/ Combine combat test?								/ Test, Playable area

zoo_fire			/ A box with displacement floor, 'under-like' textures. Few citizens and fire here and there. There is a wooden platform where a combine is standing.											Concept, Prototype		/ Fire, citizens and a combine in a box.					/ Test

++++ Ken/ ++++

alyx				/ A test room with alyx inside it.																																Prototype				/ Isolated box										/ Test
barney			| A test room with barey inside it.
bullsquid			| A bigger room with a barnacle, headcrabs and a bullsquid.
conscript			| A test room with conscript inside it.
covertest			| Crude testing area with combine and a floorturret.
eli				| A test room with eli inside it.
gman				| A test room with gman inside it.
hydra1			| Barney, some overpass and a devtextured area for the npc_hydra.
hydra2			| 56x 'npc_hydra' in a devtextured box. Stresstest/AI test?
hydra3			| Another wierd hydra test. Similiar to 'hydra1' with two mode hydras, one is upside down and one is in the wall (the base floor was copied over and rotated).
kleiner			| A test room with kleiner inside it.
monkcircle			| A very wierd circle inside a box with monks on every circle. Texts read the distances and the monks perform some choreo events.
soldier			| Interior area box with some walls and nodes. Early pathfinding tests ? There are some hints to test crouching.
soldier2			| Above with two more soldiers.
strider2			| A strider in a box with some displacement gravel. Likely an model animation fluidity test. As in how to go over small objects and that.
testroom_ripley		| A test room with alyx inside it. A bit different from the 'typical' testroom.
testroom_sewertalk	| Same as above.
vortigaunt			| A test room with vortigaunt inside it.
zombie			\ Alternate version of 'soldier' Hasn't got the duckable barrier. Zombie instead of a combine.

++++ lars/ ++++

bullsquid			/ A rather large 'wasteland-like' area with some bullsquids and weapons, even has a brickbat! The area itself is very poorly mapped out and has no displacements or detail.						Prototype				/ An large wasteland area with bullsquids, likely an AI test.	/ Test

BurnTargets		/ A room with 3 stalkers and some targets that they burn! Two button which do nothing exist.																					Prototype				/ Stalker targeting test.								/ Test

c1a3_port			/ c1a3 from half-life 1 ported for half-life 2 with assets changed to match the counterparts.																					Prototype				/ c1a3 ported to test a fully functional map, demo?			/ Playable map

CScanner			/ combine scanners in a mazey enviroment.																															Prototype				/ Combine scanners in a maze.							/ Test

flymh				/ "fly" "mh = manhack" ? My best bet is that you were supposed to control manhacks in here and kill the citizens. Textures resemble the 'under' style which is present near the manhack arcade area.		Prototype				/ (Manhack?) flying level. A brickwall complex with citizens.	/ Test

func_tankpulselaser	/ Very old map with a 'func_tankpulselaser' entity and an obsolete 'trigger_auto'. Has a 3D skybox as well. Old HEV charger exists.														Prototype				/ func_tankpulselaser testing area.						/ Test

houndeye			/ Similiar to 'CScanner' but has houndeyes.																														Prototype				/ houndeye AI test.									/ Test

hud_test			/ Various HUD adjusting entities and buttons.																														Prototype				/ Hud controls in a map.								/ Test

item_room			/ Item zoo map with a headcrab on the other side.																													Prototype				/ Item zoo with a headcrab.							/ Test

looktest			/ A wall in a box. Meant to test view optimizations?																													Prototype				/ A wall.											/ Test
looktest in between	| Same stuff with just blocks moved around
looktest9			\ Some bridge constructed from 'func_looktest' brushes.																												Prototype				/ 'func_looktest' testing.								/ Test

machine			/ dupe of '/aaron/machine'

manhack_room		/ earlier version of 'flymh'. Lacks the citizen area.																													Prototype				/ (Manhack?) flying level. A brickwall complex without citizens	/ Test

missle_pf			/ missle test? a circular path and a colliding 3d skybox.																												Prototype				/ Paths, 3d skybox and citizens in a test enviroment.			/ Test

player_missle		/ A rarely seen player controllabe missle ! Has some shacks you can destroy and citizens. Built on top of the above map. Has HUD adjusters as well.											Prototype				/ Player controllable missle.							/ Test

player_missle2		/ Above map with missle defence added! I guess these got scrapped along with the controllable missle.																				Prototype				/ Above with anti-'player-missle' units.					/ Test

spotlight_corridor2	/ A hallway with some scripted (citizens?) spotlight test likely.																										Prototype				/ A 'hallway' with some small scripted events.				/ Test

stalker			/ A room with obstacles and a stalker that moves around, AI test.																										Prototype				/ Yet another stalker AI test.							/ Test

temp_crash			/ Seems to be 'player_missle' Maybe a recovered crash copy ?																											Prototype				/ Player controlalble missle.							/ Test

test_wind2			/ Wind trigger brushes and small "maze". Likely meant to push player like the conveyor belt.																					Prototype				/ Wind entity test.									/ Test

test_wind3			/ env_shooter:s added. Likely to test particle/physics with the wind.																										Prototype				/ Wind entity test with crap.							/ Test

testroom_bs		/ Some wierd building and an outdoor area with combine.																												Prototype				/ Building, outdoors and combine.						/ Test

testroom_bs0		/ four windows with 'func_breakable_stuff' applied.																													Prototype				/ 'func_breakable_stuff' test.							/ Test

testroom_bs2		/ citadel style hallway with breakable glasses using the breakable stuff entity tieing. Some combine as well.. Might be based on very early citadel ideas even though it's an test.					Prototype				/ Yet another test, this time in a setting that reminds citadel	/ Test

testroom_duck		/ Duckable barriers and some combine.																																Prototype				/ Player duck AI test.								/ Test

testroom_filter		/ headcrabs and stalkers. Filtering entities with different conditions that display text.																						Prototype				/ NPC filtering test.									/ Test

testroom_leak		/ Two water tanks and pipes. Seems to be unfinished.																													Prototype				/ Two water tanks and pipes.							/ Test

vortigaunt			/ One vortigaunt, combine and that. Supposed to test pathfinding and combat I guess.																							Prototype				/ Vortigaunt pathfinding/combat test.						/ Test

wscanner1			/ Weapon scanner AI test? Neat wasteland style setting with a huge pipe! Reminds a bit of airex as well.																			Prototype				/ Weapon scanner AI test.								/ Test
wscanner2			| No comment.
wscanner3			\ No comment.

++++ laura/ ++++

break				/ Breakable stuff in a black room.																																Prototype				/ Breakable stuff in a black room with a wooden floor.		/ Test

crush				/ dupe of '/john/town_traps'

d1_trainstation_01_edit_01		/ The familiar retail trainstation in very very early design. Suprisingly much is done at this point and you can see almost 70% of the progression path here already. Visgroups reveal even	WIP					/ Trainstation maps with 70% base-layout done.				/ Sketch
						  More older design ideas for the map in some areas. This uses the tram models instead of the ugly brush train found in later versions. Progression is close to the known precompiled leak
						  version of this map. Has areas for the return trip where you run together with barney.																				

...instation_01_01ld	/ More improvements, has textures and some props as well. Layout is still the same as in the above map. Visgroups reveal the same stuff as the above map.										WIP					/ Trainstation in a better shape, still same layout.			/ Sketch

mines				/ prop miner? Can't view the model. Small box with lights and the aftermentioned props.																						Prototype				/ Some prop test.									/ Test

prefab_docks01		/ Dock prefabs. Similiar to what ended up in coast maps.																												Concept				/ Dock concepts, prefabs.								/ Exploreable area

prefab_docks02		/ Similiar to 'proto_riverbed' in /aaron/

prefab_pilings01	/ Pilings prefab.																																			Concept				/ Pilings.											/ Exploreable area

prefab_pilings02	/ Similiar to 'prefab_docks02' except missing docks.

prefab_substation	/ Transformers found in industrial																																concept				/ Area with prefabs									/ Exploreable area

residental_details	/ C17 buildings, new style.																																	concept				/ C17 buildings in the new style.						/ Exploreable area

skytche			/ dupe of '/john/town_traps'

substation2		/ Transformers found in industrial, altered 'prefab_substation'																											concept				/ Area with prefabs									/ Exploreable area

++++ marc/ ++++

airmine_test		/ Supposed to be some sort of airmines ? some zombies and floating triggered boxes.																							Prototype				/ Airmine test										/ Test

airmines			/ Similiar to above, much more mines scattered around.																												Prototype				/ Airmine test, newer than above						/ Test

alyxcave4			/ Similiar to the antlion caves in '/aaron/'. Has no entrance/exit pipes, is textured, has antlion grubs and displacements.															sketch				/ Antlion caves, mark whatever.							/ Exploreable area

antcave			/ Above with a hollow box added outside the playfield.																												sketch				/ Antlion caves										/ Exploreable area

antcave2			/ Lacks the box from above and endpart has been extended slightly.																										Sketch				/ Antlion caves again									/ Exploreable area

balloonmines		/ Likely the first version of 'airmine_test'.																														Prototype				/ Airmine test #1 ?									/ Test

bigwall			/ Two C17 buildings and a traintrack segment. There is a huge monitor covering one wall. Showing a) multiple consul models b) gman along with a lot of child workers. Maybe an very early intro sketch?	Prototype				/ Big jumbotron on a wall with consul or gman and child workers	/ Test

cbctv2			/ Two Isolated rooms with a camera on other and a monitor on other side. These can be found in 'bigwall' monitor circulation. This one has the gman and multiple workers.							Prototype				/ Screen and stuff on the other side						/ Test
cbctv3			| Same as above
cbctv4			| Same
cbctv5			\ Same style but consul instead of gman.																															Prototype				/ Screen and stuff on the other side						/ Test

cloister			/ Very rough castle-like architechture. Uses only one texture in the whole map. Very rough brushwork all over the place. Could this be one of the first hl2 maps laid out in hammer?					Sketch				/ A castle-like design, only brushes. Very old.				/ Exploreable area

dangle			/ Possibly borealis textures on the wall, zombies, classic zombies and some hydras. All packed in a U shaped hallway section.															Prototype				/ U-hall with zombies and hydras.						/ Test

dock_strider		/ dupe of '/aaron/dock_strider'

docktest			/ Same as above but without the strider (a floating wooden 'raft' replaces it) No town area either, it has been cut off afterwards it seems.												Prototype				/ Long dock section on the town maps, without the strider.		/ Test

domino			/ A small room with blocks in a circular domino formation, do I need to say more?																							Prototype				/ Domino blocks in a room.								/ Test

drive_bridge		/ Early, crude wastelands section. There is an antlion guard and a nontextured bridge. Looks like a very typical wastelands section due to the large open area and almost nothing to do. APC driven.		Sketch				/ Wastelands section with a bridge.						/ Exploreable area
drive_bridge2		\ Same as above but the bridge has a small extension (goes even higher after the end).																						Sketch				/ Wastelands section with a bridge.						/ Exploreable area

drive_government	/ Same as '/aaron/prefab_government' but has an apc that you can drive around with.	

drive_modern		/ Above, but with modern prefab stuff.																															Sketch				/ Modern prefab collage with an apc.						/ Exploreable area

drive_residental	/ Above, but with residental prefabs. Some interior areas as well. One of them is very familiar from testmaps.																		Sketch				/ Residental prefab collage with an apc.					/ Exploreable area

e3_meathook		/ dupe of various 'e3_meathook' maps.

flatland1			/ Earlier version of 'drive_bridge'. Lacks all the buildings and the bridge.																								Sketch, concept			/ Wastelands section, APC and the digger.					/ Exploreable area

funnel			/ One of the early maps again. Some funnel-like brick design with stalkers on the other side. No real meaning.																		Prototype				/ Stalker prototype, brick funnel. Early maps.				/ Exploreable area

garage			/ Some very rough ideas about a multistory parking lot. Nothing to do. There is a spawnpoint at the lowest floor with a buggy.															Prototype, concept		/ A quick draft on a multistore parking lot. Has the buggy.	/ Exploreable area

hazard			/ The infamous cut hazard course! Has two testing areas (in the other one you hear different lines from kleiner and you can't go further than the main area). You are supposed to screw with the testing	Sketch, concept, Prototype	/ A scrapped hazard course! Kleiner, gman and you.			/ Playable segment
				  area and blow the fusebox which will allow you an entry behind the scenes. After a hallway with some spooky(!!) flashing visions you will reach Gman that gives you a speech. Watch the youtube videos.	

hazard01			/ More detail and some minor layout changes (stairs for example). Textures and more models here and there.																			Sketch, concept, Prototype / More work on the above mentioned hazard course.			/ Playable segment

hazflick			/ Two versions of the hazard course. Other one uses ugly texturing all over and the other one is very close to 'hazard'. Both have nearly the same brushwork. Done before 'hazard' likely. Lacks Gman.	Sketch, concept, Prototype / ?First iteration of the hazard maps?					/ Almost playable segment

hazruin			/ Close to above, the ugly texturing clone (rusty) Has the main testing area destroyed. Were you supposed to get some flashes about a ruined hazard course during the level?						Sketch, concept, Prototype	/ 'hazflick' with more work on the ruined area.				/ Almost playable segment

hellhall			/ A plus shaped structure, you are inside of it and its sealed shut (There are some bars from where you can see to the outside world. npc_maker with manhacks on the middle keeps you occupied.			Prototype				/ Manhack AI test in a plus shaped room?					/ Test

highdive			/ Either a physics test or a joke out of boredom. There is a huge pit with a jumping board placed very high above the ground. There is a metropolice spawner (They walk in the end of the plank and fall)	Prototype				/ Metropolice falling off the plank!						/ Test

ickypop			/ I don't know whats supposed to be happening in here... 'docktest' with a Ichthyosaur and gman. Both on paths which collide. You figure it out.											Prototype				/ Gman + Ichthyosaur in 'docktest'						/ Test

intervu			/ 'bigwall' with some alterations. There is a boy speaker(kleiner model and a breen speaker(gman). Both have about 13 lines. First time I see a boy/childworker scripted so far in some form, cool!		Prototype				/ Jumbotron testing again, childworker + breen speeches.		/ Test

iris				/ A hallway with a huge blurry eyeball on paths.																													Prototype				/ Some testing with eyeballs							/ Test

kickme2			/ 'dangle' without water or almost anything.																														Prototype				/ Some socket testing?								/ Test

kickme3			/ Same, but with a bit thinner hallway.																															Prototype				/ 3-4 zombies on ballsockets.							/ Test

kozykasm			/ Chasm with the generic default texture. Has some enemies but no real point.																								Prototype				/ Chasm with some enemies.								/ Exploreable area

looklab			/ This could be a remnant of the arctic base that was screapped! A very small room with a view to the arctic landscape, has some scripts (depending on where you look at) and Dr. Kleiner.				Prototype, concept		/ An arctic base leftover?								/ Exploreable room

nether_01			/ dupe of '/aaron/nether_01'

pachiniko			/ Pachiniko? Do I need to say more :)																																Prototype				/ Pachiniko playaround/physics test.						/ Test

pins				/ Bowling HL2 style.																																			Prototype				/ Bowling playaround/physics test.						/ Test

proto_c17_mp		/ similiar to '/c17/proto_c17map'. Some buildings have textures but 98% don't.																								concept				/ City 17 blueprint charted out.						/ Exploreable area

proto_cartz		/ dupe of '/jweier/proto_laundry1b' ?

proto_hazard		/ dupe of 'hazard01' ?

proto_prison_ml		/ Four cellblock areas merged together with watermelons here and there and combine. Uses devtextures.																				WIP					/ Typical devtextured prison cellblock area.				/ Sketch

proto_prison_ml2	/ No changes to note about.

pumper			/ Water pump station. Completely scrapped. It has most of the rough brushwork done (layout planned out) Worth a look for inspiraton.														WIP					/ Water pump station, you start at the bottom.				/ Sketch

pumper2			/ Slight changes (added barrels for example)																														WIP					/ Water pump station (No, they havent switched to lava yet)	/ Sketch

pumpstation		/ closer to 'pumper'. Has different enemies such as stalkers but lacks the advances seen in 'pumper2'.																			WIP					/ Water pump station (And they wont switch to lava)			/ Sketch

scurrymines		/ Mines that move on a path.																																	Prototype				/ Moving mines test.									/ Test

skittle			/ A couple of whirligigs.																																		Prototype				/ whirligigs in a box									/ Test

stalkhall			/ A plus shaped structure, outer area is reachable and has some stalkers. You can reach the top of the structure as well.																Prototype				/ Yet another stalker test								/ Test

testroom_turrets1	/ dupe of '/jweier/testroom_turrets' ?

whistle_next		/ The hallway from the beginning of 'e3_hydra'. Hasn't been very e3'fied yet. Lacks some areas that have been added in later. Seems still to be aimed for normal gameplay instead of just demoing.		WIP					/ e3_hydra beginning hallway. Before e3 optimization or areas.	/ Exploreable area

whistle_test		/ Same hallway but in a lot earlier stage of design. Has an NPC named.. you guessed it. Joe. He says something to you then runs.														WIP					/ e3_hydra, same hallway. Both are possibly from 'under' era	/ Exploreable area

whistler			/ All the stuff from the 'whistle_xx' maps. Minus the brushwork! Just the scriptings. It seems that the Joe whistles to you and flees from the manhacks.										Prototype				/ The bare scripts from above.							/ Test

++++ marc/e3 ++++

citizen_talk		/ Some citizen talking different stuff. There are some triggers that trigger the choreo scenes.																					Prototype				/ Citizen speech techdemo/test							/ Test

e3_seafloor_drive	/ earlier version of '/aaron/Seafloor/e3_seafloor_3'. Outpost has less detail and some stuff has been changed. Not by much. based on '/aaron/Seafloor/antlion_cliff2'	Jeep does not have the monitor yet.	WIP					/ E3 seafloor in one of it's earliest stages.				/ Sketch

eli_talk			/ eli with a choreo assigned to a trigger. Has a monitor and a camera as well.																								Prototype				/ Eli speaking to a camera that is shown on a monitor.In a box.	/ Test
eli_talk2			| eli isolated behind a wall this time
eli_talk3			| This time the monitor is tied to a buggy (entity says 'jeep', Was it supposed to be a jeep at some point?) Eli giving a speech again.
eli_talk5			\ Both areas are seperate boxes instead of just a wall.																												Prototype				/ Eli speaking to a camera that is shown on the buggy's monitor	/ Test

seafloor_talk		/ Very close to 'e3_seafloor_drive'. What I figured out is that you drive the path while eli talks to you via the mounted jeep monitor. In the end there is a rock rubble and you fly off the cliff.		WIP					/ E3 seafloor in one of it's earliest stages.

++++ marc/trainyard_protos ++++

cell_talk			/ Scripting tests. This one could be the "This must be a mistake, I got a standard relocation coupon just like everybody else".															Prototype				/ Combine and citizen in a cell, script test stages.			/ Test
pen_talk			| A similiar scene with barney and all scripts start with "pen_". Sound files seem to be all scrapped.
scan_talk			| "scan_" scripts performed by our dear Barney.
scout_bust			| The scout that used to escort you for ten seconds before getting caught and there are also two metrocops.
scout_talk			| Scout talking to you, probably the "psst over here!" lines etc..
secure_talk		| Barney with a lot of scenes to speak. This could be the one where barney escorts you to his box.
stair_talk			| A citizen performing some choreo again. Likely done after you exit the train and reach the stairs.
terminal_pa		\ Terminal intercom scripting.																																	Prototype				/ Various test script maps. All under the same box.			/ Test

++++ marc/underground_protos ++++

vienna_talk		/ Three hobos talking in an 'under' setting. There are 22 lines in total to speak.																							Prototype				/ Test script map.									/ Test
vienna3			\ Expanded, has two areas. Other one is the old box and other one has the three hobos.																						Prototype				/ Test script map.									/ Test

++++ miked/ ++++

portals			/ A strider and a building with no scripts.																														Prototype				/ Areaportal testing									/ Test

portalwindow		/ A box with a window seperating the second area which has a 'env_smokestack'.																								Prototype				/ Areaportal testing									/ Test

++++ Physics test/ ++++
(N/A)

++++ prefabs/ ++++

combine_room3		/ Various combine props not seen in the final game. Including a combine health charger! (Not HEV)																				concept				/ Combine prefabs									/ Exploreable area
prefab_canals		| Similiar to '/aaron/prefab_canals' Lacks some of the dam area.
prefab_crates		| Crates !!
prefab_furnitures01	| dupe of '/aaron/prefab_furnitures01'
prefab_government	| dupe of '/aaron/prefab_government'
prefab_handrails01	| dupe of '/aaron/prefab_handrails01'
prefab_industrial	| dupe of '/aaron/prefab_industrial'
prefab_lockers01	| dupe of '/aaron/prefab_lockers01'
prefab_modern		| dupe of '/aaron/prefab_modern'
prefab_pipecluster	| ++
prefab_pipes01		| ++
prefab_pipeset01	| ++
prefab_prisonOffice	| Prison office segment. Very similiar to the first one you see inside nova prospekt. Actually cut from the map from the look of it.
prefab_residental	| Your typical average residental prefab, not much to see here.
prefab_substation	\ dupe of '/aaron/prefab_substation'

++++ prefabs/combine ++++

prefab_combine_tower	/ A combine tower prefab in void, uses too old model format as well.																										concept, Prototype		/ Combine tower prefab in a void						/ Exploreable area

++++ prototypes/ ++++

citizen_tech01		/ dupe of '/aaron/citizen_tech01'

proto_c17combine	/ dupe of '/aaron/proto_c17combine'

proto_c17courtyard	/ dupe of '/aaron/proto_c17courtyard'

proto_c17map		/ dupe of '/c17/proto_c17map'

proto_cafeteria		/ Prison/Depot split in to two different area. Higher located area has a much more oldschool "desert depot" style design where the lower one has the newer prison design. Both have a large main area		concept, Prototype		/ Prison/Depot, experimenting with a large battle 'arena'.		/ Sketch
				  and a observation spot on a higher ground. Lower area has a cafeteria and the higher has some turned tables to form a barricade. My guess is that the laundry room was designed to fit the need for a
				  large open battle arena. Both areas are somewhat similiar in their base idea, and share gameplay similiarities with the laundry room.

proto_cellblock		/ Experimenting with different style cellblocks. Has the familiar looking multistory with narrow hallways AND the wierd larger design seen in: '/justin/cellblock2'								concept, Prototype		/ Prison/Depot cellblock experiments.						/ Sketch

proto_docks		/ Experimenting with docks design! These deisgn guidelines got moved onto the coast maps (starting map where you get the buggy) and the segment seen in 'e3_seafloor'. Tugboat shows a resemblance to a	concept, Prototype		/ Coast map design.									/ Sketch
				  very early HL2 screenshot, maybe at some point of development this map was used for that particular screenshot? (The one with the crowbar and some citizens cheering on a boat).				

proto_gunshipbay	/ Yet another gunship depot map. Not much to say except that this one hasn't got a flow. There are much more finished iterations than this.												concept, Prototype		/ Gunship bay depot. Still kinda early.					/ Sketch

proto_laundry		/ Laundry! This one shows the transition from the oldschool laundry seen in: '/eric/laundry_props' to the one we know from 'e3_bugbait'. Similiar to final except the room is a lot narrower.has both.	concept, Prototype		/ Laundry room. Has two different versions.				/ Sketch

proto_showers		/ Shower room. Similiar to the one seen in 'e3_bugbait' but in here the antlion guard is already inside the area and doesn't bust troughout the wall. Isolated area, has no other rooms.				concept, Prototype		/ Shower area, possibly JUST before it was put to 'e3_bugbait'	/ Sketch

proto_trainstation	/ dupe of '/c17/proto_trainstation'

proto_yard			/ An earlier iteration of '/justin/pre_prison1'. Lacks all scripts and all that dandy stuff. Basic, crude brushwork done so far.														concept, Prototype		/ Prison yard visions, see: '/justin/pre_prison1'			/ Sketch

++++ randy/ ++++

borealis_001		/ Borealis map, no scripts or anything. You start in the tail section as seen in some other borealis maps. About 30-40% of the layout is shown in here.										concept, Prototype		/ Borealis brushwork, no scripts or anything. Tail section.	/ Sketch

borealis_002		/ Middle & outdoor section of borealis. Same sad state of affairs as above, meaning no details. Doesn't have the wierd combine-like thingy in the middle with assasins.							concept, Prototype		/ Borealis brushwork, no scripts or anything. Out&mid section.	/ Sketch

borealis_003		/ Whole thing, lacks the tail section for some reason (as if it was cut/barred). Lacks the stalkers but has scripts and that stuff, Some layout changes here and there can be seen.					concept, Prototype, WIP	/ Borealis with scripts and anything. Whole thing and WIP.		/ WIP

citadel_cellblock_001	/ Cellblock seen in '/demo/demo_citadel01' Antique citadel design with lowres textures.																						concept, Prototype		/ cellblocks from '/demo/demo_citadel01'					/ Sketch

demo_camshaft		/ Pistons tested, similiar to the industrial pistons.																													concept, Prototype		/ Industrial pistons.									/ Test

demo_npcs			/ Lots of NPC's laid out in individual rooms. Stuff ranges from missing citizen models to synths and childworkers.																	Prototype				/ NPC zoo.											/ Exploreable area, Test

light_borealis		/ Borealis engine room + freezer areas. Has scripts and that but lacks enemies.																								Prototype				/ borealis isolated section to test lights?				/ Sketch

light_palace		/ vertigo/palace map. Lacks scripts and enemies. Nothing interesting to see here, It's the "2nd revision" era (1st being the pre-palace and 2nd being with more "museum-like" design)					Prototype				/ palace isolated section to test lights?					/ Sketch

prefab_buildings	/ Much of the usual c17 prefabs. Lacks a lot of buildings compared to regular prefab collages. Some buildings are recognizable (used in e3_strider and e3_terminal)								concept				/ Yet another C17 prefab place.							/ Exploreable area

prefab_combine		/ Early outer wall designs and some C17 segments. Similiar to what was used in those very early streetwar maps.																		concept				/ Combine prefab designs, early outer wall designs.			/ Exploreable area

prefab_combine2		/ Similiar but this time the combine design is brush based. Has some interesting variations not seen due to resorting to specific models later on.											concept				/ More combine design.								/ Exploreable area

proto_airexchange001	/ Typical boring airexchange interior with little to no design besides crude brushwork. Has a few pipes and a large hall with powder. Seems as if it's meant to be one of the first interior areas.		concept				/ Airexchange interior.								/ Exploreable area

.._c17citadel_skybox	/ Interesting looking citadel design, similiar to what we know but it is surrounded by other structures and it floats!																concept				/ Citadel 3D skybox design.							/ Exploreable area

proto_c17combine	/ dupe of '/aaron/proto_c17combine'

proto_cafeteria		/ dupe of '/randy/proto_cafeteria'

proto_cellblock		/ dupe of '/randy/proto_cellblock'

proto_church		/ A road that leads up to a church, very similiar style that what was seen in '/aaron/proto_church02' My bet is that this was later worked into '/justin/d1_town_01c'								concept				/ A church in the hills								/ Exploreable area

proto_citadel_002	/ The circular citadel revision with no good textures applied to. Scale seems to be 1:1 from intended.																			concept				/ Circular citadel prototype							/ Exploreable area

..._citadel_advisors	/ Organic chasm with a interior observation area, no scripts or advisors here. This follows the organic citadel design style.															concept				/ Organic citadel interior								/ Exploreable area

.._citadel_cellblock	/ Cellblock seen in '/demo/demo_citadel01' Antique citadel design with lowres textures.																						concept, Prototype		/ cellblocks from '/demo/demo_citadel01'					/ Sketch

proto_citadel_consul	/ A rather anti-climatic consul room with Alyx, Judith and Odell. Spherical TV sets that rotate /presumably/ around a nonexistant consul and drama occurs. No scripting is present.					concept, Prototype		/ Visions for a consul confortation.						/ Sketch

..to_citadel_garbage	/ Some silos that have a funky bright light at the bottom (waste disposal?)																								concept				/ Silos inside a citadel enviroment and name.				/ Exploreable area

..o_citadel_interior	/ Crude brushwork on a possible citadel interior artstyle. Design is still too crude to make any sense but it can help a concept artist who whishes to recreate the old style.						concept				/ Citadel interior, crude and barely any work done.			/ Exploreable area
.._citadel_interior2	| This one is similiar to above in style. Has only one huge area with an organic-like pipe(?) structure with some pods attached to it. Too wierd to explain properly.
.._citadel_interior3	\ The area in #2 merged with the first iteration, this one has the most work done (still very little).																			concept				/ Citadel interior, crude and barely any work done.			/ Exploreable area

..citadel_mechanical / Same design style as with the above deigns. This one has a button and a shaft that reacts to it. Circular room with same design style ('organic piping').									concept				/ Citadel interior, crude and barely any work done.			/ Exploreable area

..oto_citadel_skybox / dupe of '/aaron/proto_citadel_skybox'

..o_citadel_tankroom / very close to 'proto_citadel_mechanical' but lacks the button and the shaft. Likely an earlier version of it.																		concept				/ Citadel interior, crude and barely any work done.			/ Exploreable area

proto_coastline		/ very close to '/aaron/proto_riverbed'. Likely an earlier version of it.																									concept				/ Wastelands/Coast sketches. familiar, recycled section.		/ Exploreable area

proto_core001		/ A very early and rough draft on what seems to be the citadel core. Mostly just brushwork with some lightning.																		concept				/ Citadel(?) core. Very early and crude.					/ Exploreable area
proto_core002		\ Some curves added, the same thing otherwise.																														concept				/ Citadel(?) core. Very early and crude.					/ Exploreable area

proto_deep002		/ The kraken base! ..or what is left of it. There is much to see but then again not much to see. Just a bunch of hallways and connected areas. There is a one room that houses a submarine.			concept, prototype		/ Kraken base, brushwork and makes little sense gameplay-wise.	/ Exploreable area
proto_deep002b		\ A _MUCH_ better texture choice by miles. There are some slight adjustments here and there. Also from what is seems is that these are from a very early devstage and uses (model_studio) for models.		concept, prototype		/ Kraken base, brushwork and makes little sense gameplay-wise.	/ Exploreable area

proto_depot_approach	/ well well. It seems that the 'proto_coastline' ends up as a base for an early-style depot approach! what a history it has :). This map has the aftermentioned map modified to house the lightouse		concept, prototype		/ One of the earliest "entering depot" maps.				/ Exploreable area
				  and the depot, gunship bay area and the prison itself. (plus some additional cliffs). Familiar to what you see from old coast/waste to depot maps (some even have a buggy for you to use!)	

proto_docks		/ dupe of '/prototypes/proto_docks'

proto_eliden		/ The cave where Eli Maxwell is at. Has a nice canyon-like atmosphere with lots of junk around. You encounter two Eli placeholders and one Alyx placeholder. No scripting is present and the schoolbus 	concept				/ Eli's place. Junk and a schoolbus inside a cave/canyon.		/ Exploreable area
				  is here again to haunt you ! These are worth a look if you want to see early ideas for Eli's place.
proto_eliden003		\ Now with more detail and textures that have been removed from the game later on ! There is a helicopter(?) that has crashed in the canyon's pit. models now use 'model_studio' instead of 'static_prop'	concept				/ Eli's place. Now with more JUNK.						/ Exploreable area

proto_gunshipbay	/ dupe of '/prototypes/proto_gunshipbay'

proto_industrial	/ Small map with props/buildings and scenery that make a demomap. Has more of the HL1 oldschool look, toilets attached to walls etc. This look got adopted in to the industrial C17 and ravenholm.		concept, Prototype		/ An early take at an industrial setting (demomap)			/ Exploreable area

proto_innerwall		/ dupe of '/aaron/proto_innerwall'

proto_laundryroom	/ dupe of '/prototypes/proto_laundry'

proto_outerwall		/ dupe of '/aaron/proto_outerwall'

..._quarrystructures	/ Small map with props/buildings and scenery that make a demomap. Various quarrytown related props can be seen in here. Almost none of this made it as the quarry/mining was almost completely scrapped.	concept, Prototype		/ Quarrytown equipment in a demomap.						/ Exploreable area

proto_quarrytown1	/ '/aaron/quarry_town03' continued. This one has got an art facelift and enemies added in ! Gameplay length is around the same.															WIP					/ Quarrytown entrymap continued, see: '/aaron/quarry_town03'. 	/ Sketch
proto_quarrytown2	\ More details, nothing major.																																	WIP					/ Quarrytown entrymap continued.						/ Sketch

proto_riverbed		/ dupe of '/aaron/proto_riverbed'

proto_showers		/ dupe of '/prototypes/proto_showers'

proto_skyscraper	/ vertigo skyscraper brushed out. very crude and meant to be as a starting point / reference or a placeholder.																		concept				/ Vertigo building, outdoors and no detailing.				/ Exploreable area

proto_teleport		/ The Kleiner's teleporter. This has been isolated in a box. Somewhat similiar to what you see in the final except that the final version has static pieces rotating around you and not randomly 		concept				/ Early sketches on the Kleiner's teleporter.				/ Exploreable area
				  sized/placed as seen in this iteration. Also the teleporter resembles the reactor from HL1 test chamber.

proto_tree			/ Some brush based trees laid out in a wastelands-like displacement surface. Has three not related arches.																			concept				/ Brush based trees tested on a wasteland landscape			/ Exploreable area

proto_wastelanddepot	/ #All disabled: Entry to depot, this one has a brush based depot since the model wasn't likely made yet. There is also a shack instead of the lighthouse where it typically is. Uses little to no		concept, Prototype		/ The transition from small depot to the bigger depot we know.	/ Exploreable area
				  displacements so this seems to be pretty early on. Razor trains are also present. Worth a look!
				  #All except water and the previously seen: Various remnants of the old "go in, go out" style depot that this used to be. Some staircases and barrels etc.. can be seen. Nothing much of interest. 

proto_yard			/ dupe of '/prototypes/proto_yard'

skybox_depot		/ Supposedly Depot's intended skybox. Has water and your typical wastelands terrain.																							concept				/ Depot's 3D skybox.									/ Exploreable area

skybox_palace		/ typical C17 3D skybox. Nothing interesting here except that it seems to have a bit different texture than usual (not the night time).													concept				/ Palace's 3D skybox.									/ Exploreable area

test_debris		/ Some physics test (or could it be a game?) with debris bits and 5 different bins, each with different amount of debris bits.															Prototype				/ Debris test map.									/ Test

testroom_antlion	/ Wastelands like setting with antlions, cars and other junk scattered around. No connection to storyline.																			Prototype				/ Antlion test in their "natural" habitat.					/ Test

testroom_buildings01	/ C17 Buildings laid out in a wasteland-like displacement surface. No meaning.																								Concept				/ Buildings in sand?									/ Exploreable area
testroom_buildings02	| Same style, but with quarrytown-like structures.
testroom_buildings03	\ Tall buildings and the early trainstation.																														Concept				/ Buildings in sand?									/ Exploreable area

testroom_cubemap01	/ Various rooms that test the lightning/cubemaps. Themed in the same style as the Kleiner's "under" maps.																			Prototype				/ Cubemap testmap									/ Test

testroom_devhell1	/ DevHell? It sure has a lot of textures applied to blocks and NPCs + models laid out! I guess this used to include a lot of the stuff that was done at one point. Most of the textures are now missing.	Prototype				/ Development Hell? This is another gallery map.			/ Exploreable area

testroom_gastanks	/ Citadel-like interior with some buttons to press ?																													concept, prototype		/ Citadel-like interior with some buttons to press.			/ Test

..room_light_airex01	/ Mockup buildings resembling airEX with some lightning to accompany it. I guess they just wanted to test out the mood/atmosphere before going out with full-scale construction.					concept, prototype		/ Lightning test for airEX								/ Test

..m_light_borealis01 / A section of borealis on fire, testing out the lightning of the fire.																									prototype				/ Borealis lightning test.								/ Test

..m_light_borealis02	/ Middle&Outdoor of borealis, light test.																															prototype				/ Borealis lightning test. (Middle&outdoor)				/ Test

..m_light_downtown01	/ Based on 'testroom_buildings03'. Little changes (less space and lighted up).																								prototype				/ Downtown lightning test.								/ Test

..light_industrial01	/ Based on 'testroom_buildings02'. Little changes (less space and lighted up).																								prototype				/ Industrial lightning test.							/ Test

..om_light_oldtown01	/ Based on 'testroom_buildings01'. Little changes (less space and lighted up).																								prototype				/ Oldtown lightning test.								/ Test

.._light_wasteland01 / Wastelands as a quick draft, env_light used to light everything up.																										prototype				/ Wastelands lightning test.							/ Test

testroom_lights01	/ dupe of 'testroom_cubemap01' ?

testroom_signage	/ Lots of propaganda signs and other early combine structure laid out in the infamous 'get your free tv's map'. (see '/aaron/city_test03' and up).											concept				/ Testing out propaganda on a city enviroment.				/ Exploreable area

testroom_thrusters	/ close to 'testroom_gastanks'. Is the purpose to have a physics-based gastank race or what?																					prototype				/ Gastank race?										/ Test

testroom_tree		/ Earlier version of 'proto_tree' ?																																concept				/ Trees											/ Exploreable area

testroom_wasteland	/ A rather cool wastelands section with cliffs surrounding you on both sides. Brushes, displacements and cars.																		concept				/ Wastelands cliff concept								/ Exploreable area

testroom4			/ Wiiiierd abstract displacements, citadel tubes?																													??					/ Wierd abstract displacements.							/ Exploreable area

++++ randy/demo ++++

demo_citadelpipes	/ Really similar to 'randy/proto_citadel_mechanical' but has the mechanical parts replaced with something different.																	concept				/ Citadel interior, crude and barely any work done.			/ Exploreable area

demo_materials		/ 'aaron/demo_materials' with a bit more work done.																													concept				/ C17 street section for testing/demo'ing					/ Exploreable area

demo_npcs			/ dupe of 'randy/demo_npcs'

demo_physics		/ An earlier version of 'auto_compile/e3_techdemo_2'. This one has a much deeper water pool and the pachiniko field extends a lot lower. Instead of droppable props there are metrocops. Another change	Prototype, WIP			/ e3_techdemo_2 In an earlier stage of development.			/ Techdemo
				\ was that instead of the "deforming ground" seen in the e3 version, you had pistons. At this point they did not seem to be working, but it has a big droppable wrench above them.

demo_quarrytown		/ A continuation of 'aaron/demo_quarrytown02'. There is a small cavern added that you can enter, but it doesn't really have much more to it.												concept				/ 'aaron/demo_quarrytown02' continued.					/ Exploreable area

demo_rubble		/ 99% dupe of 'aaron/demo_rubble'.																																Prototype				/ Vertigo/palace crash section isolated in a box.			/ Exploreable area

++++ randy/e3 ++++

e3_town			/ dupe of 'aaron/e3_town'

++++ randy/game ++++

d1_quarry_01		/ a slightly worked version of 'aaron/d1_quarry_01', The three buildings in the reachable area have been beefed up slightly, has prefabs from demo_quarry.										concept				/ Presumably the first quarry map after the prefab demo.		/ Exploreable area

d1_townn_01		/ 'randy/e3/e3_town' in a more worked state for actual gameplay rather than just exploring around.																				WIP, Sketch			/ 'randy/e3/e3_town' with more gameplay elements.			/ Sketch

++++ randy/gameplay ++++

proto_prison4		/ Prison segment with turrents and antlions. This segment made it in to the retail version with suprisingly little changes to the basic layout. This is the part with goal at the top, you need to		WIP, sketch			/ One prison map that made it in to the retail, earliest forms.	/ Sketch
				\ circle around and go up the stairs a few times. There is a combine barrier with a mounted gun as well in retail.

++++ randy/prefab ++++

prefab_docks		/ Similar to other dock prefab maps inside the folder 'laura'. This one has a unique layout andsome design styles seem a bit similar to canal maps.											concept				/ One of the various dock concepts done over the months. 		/ Exploreable area

prefab_government_rl	/ Government prefabs, lacking a lot of the buildings/structures seen on other versions of this. Likely the original file that was used as a base for future work.								concept				/ C17 government buildings, seven of them.					/ Exploreable area

prefab_industrial_rl	/ Industrial prefabs, lacking a lot of the buildings/structures seen on other versions of this. Likely the original file that was used as a base for future work.								concept				/ C17 industrial buildings, under 20 of them.				/ Exploreable area

prefab_residental_rl	/ Residental prefabs, lacking a lot of the buildings/structures seen on other versions of this. Likely the original file that was used as a base for future work.								concept				/ C17 residental buildings, under 20 of them.				/ Exploreable area

prefab_streets_rl	/ Street bits and residental area from the 'prefab_residental_rl' map.																									concept				/ Steet bit prefabs.									/ Exploreable area

++++ robin/ ++++

testroom_crane		/ Crane seen from coast maps in an box with cars, props and combine. Likely the map used to test the crane before putting it inside a full level.											prototype				/ Crane prototype									/ Test

testroom_dropship	/ Dropship testing, testing paths, AI amd on-the-fly path changes.																										prototype				/ Dropship prototyping								/ Test

...room_headcrabhide / Headcrabs and some props in a box, likely to test the headcrab hiding AI.																								prototype				/ Headcrab hiding AI test.								/ Test

testroom_helicopter	/ Similar to 'testroom_dropship' but has an helicopter instead.																											prototype				/ Helicopter prototyping								/ Test

testroom_phystank	/ A scrapped puzzle, uses a canister launcher to launch tanks towards zombies. Typical orange box testroom.																		prototype				/ A scrapped gascanister launcher puzzle prototype			/ Test

testroom_templates	/ Templates for gascanister launcher and some triggers. Orange box.																										prototype				/ Templates for gascanister launcher						/ Test

++++ sawyer/ ++++

ants_vs_gunships4	/ Seems to be a long maze-like map where you progress to the other side that has two typical combine turrets. You are hunted by gunships but they are likely more focused on antlions at the moment.		prototype				/ Gunship&antlion AI test or puzzle						/ Test

apc_test			/ The brush-based combine APC inside the depot. Looks like it's supposed to explode if you shoot at it. Much earlier than what is seen in 'wasteland_depot'. Not enterable and two train tracks.		prototype				/ APC explosion test									/ Test

boxing			/ Two zombies battle it out in a fighting ring :) This map doesn't really serve other function. Possibly done to test the AI or to pass out time.											prototype				/ Zombies in a boxing ring.							/ Test

bugbait1			/ You stand above an platform that seperated three antlions from three combines, you are likely supposed to guide them using the bugbait.													prototype				/ Bugbait test.										/ Test
bugbait2			| You are in a hallway and are supposed to guide antlions around a corner, no combines.
bugbait3			| You start in a hallway and progress to a dam-like wall that seperates two areas. You call the antlions with a bugbait to slaughter the combine.
bugbait4			| Oldschool indoor prison snippet, has three antlions and a switch to control a gate. Unplayable due to existing in void.
bugbait5			\ Oldschool prison indoors again, no antlions but has combine on the other side. Typical copypasted cellblocks from this era.															prototype				/ Yet more bugbait prototypes							/ Test

cafeteria			/ Similar to 'prototypes/cafeteria'. This one has got just the "oldstyle" section of it. I guess this was the concept that they worked on to make a new version.								concept, prototype, sketch	/ Cafeteria section sketch in old depot style, got remade.		/ Sketch

cellblock3			/ Typical copypasted cellblocks, some progression, antlions and an antlion guard. has a section similar to 'bugbait5' in here. Somewhat worth a look since this is almost a full level that got scrapped.	concept, sketch			/ Almost a level-worthy section of cellblocks. Not very rich.	/ Sketch

d2_depot_01		/ A full-blown scrapped map! This one combines a lot of the concepts from wasteland and coast. Seems that a lot of these concepts ended up in the e3_seafloor later on. This is one of the best oldstyle	sketch, WIP			/ Depot entrance map in semi e3-gameplay stages.			/ Playable area
				\ depot entrance maps that there is. combines elements from 'randy/proto_depot_approach' and 'randy/proto_wastelanddepot' to make a pimped up entrance. This one has some e3 remnants in the visgroups,
				 \ So prehaps at one point this was intended to be an e3 demonstration map. Visgroups hide away interesting little details such as an alternate start area which is based off on 
				  \ 'randy/testroom_wasteland' presumably. Houses the submarine similar to 'justin/sub4' just with slight modifications it seems. There are antlion thumpers scattered all over, this reminds of another
				   \ dull wastelands section that had 3-4 thumpers around, might be a recycle of it. Gunship follows you around in a similar manner to e3_seafloor and there is a strider roaming around the area.
				    \ I assume that the player is supposed to reach the depot's side and enter the lighthouse, then take down the gunship in a similar manner that ended up in the retail version. After this you are
					\ presented with an underground route. Meaning that the lighthouse basement was connected with the depot at one point. The start location was changed a bit in the non-hidden version and is
					 \ somewhat similar to the map mentioned, but shorter. You start below the main area and ascend to the wasteland fields. Depot is a model, Prison is largely unchanged from previous iterations.
					  \ This whole concept kinda ended up in the final game, they added the coastline plus redesigned the whole map.

d2_depot_01b		/ A mixature of 'randy/proto_depot_approach' and 'randy/proto_wastelanddepot'. Mainly with modified layouts and other small stuff. untile _01, this has the lighthouse interior.					concept, sketch			/ Depot _01 construction progress. Two mentioned maps mixed.	/ Exploreable area

d2_depot_01c		/ Even less than _01b, this one has the lighthouse section and some land, the rest is water. Lighthouse interior is accessible.

d2_depot_02		/ 'd2_depot_01' merged with _b and _c changes. There is a totally new area present that is a continuation from 'justin/compound6'. It has been prettied up a bit and it's linked to the lighthouse.		sketch, WIP			/ Old depot entry and the courtyard.						/ Playble area
				\ This map also has the "old canyon" from d2_depot_01 enabled by default, possibly it means that they decided to use it anyway since it has been popoulated with AI and scripts.

d2_depot_03		/ Allright, this one hides a lot of stuff behind visgroups again. Outside the bounds there is an early draft on a possible look for prison blocks, looks a lot more crude and less maintained. oldstyle.	sketch, WIP			/ Old depot courtyard and indoor cellblocks.				/ Sketch
				\ The other stuff, courtyard from _02 has been a bit expanded, lacking a lot of brushes here and there for some reason. But the good thing is that almost a complete blueprint of the prison area is
				 \ visible! This includes classics such as: the cafeteria, various cellblock concepts, antlion guard (debut?) in the toilets, 4-floor cell block, and another '5-story' dual-sided
				  \ cell block where you ascend stairs from the bottom. cafeteria could be the end of the line since it connects (horribly) to the depot model, hinting that after it you would catch the train.
				   \ One area points to the 'randy/bugbait5', altough rest of the 'cellblock3' area is not used in here, I guess it got scrapped.
				    \ I really recommend to check this one if you are interested on how the original prison might have looked like and how the various prototypes&concepts were tied together. WORTH A LOOK!

d2_prison_01		/ Prison level, I assume here that this is after the oldstyle depot was scrapped and valve decided to go with a bigger prison that later evolved into nova prospekt. This map is a continuation of		WIP					/ New prison look, courtyard. Redesigned layout in final.		/ Playable area
				\ 'justin/pre_prison1'. Changes include: removal of most combine tech, firepits no longer have fire, slight layout changes, texture and gameplay changes. Generally the map looks a lot better.

d2_prison_02		/ Continuation from 'justin/cellblock1' The level is largely similar to the retail version, but some areas have been shuffled around. Bits from this were taken to e3_bugbait.						WIP					/ Continuation from above, first indoor nova prospekt level.	/ Playable area

d2_prison_03		/ Early toilet + cellblock level. This one had major changes. Toilet area now has an inner wall that you can escape inside to hide from the guard. The cellblock area lacks the cellblocks seen in the	WIP					/ Third prison level, toilets, to-be "fan puzzle + cellblocks"	/ Playable area
				\ retail version. Lot's of hallways lead to different areas and most are missing so far. Fan puzzle is gone as well. As previously, worth a look if you are interested in the development of these maps.

d2_prison_04		/ Stars from where 03 left off. First bit is a heavily worked version from 'randy/gameplay/proto_prison4', largely the same what ended up in the final game. Different route and lacks fine-tuning.		WIP					/ Fourth prison level, cellblocks, largely the same as final.	/ Playable area

d2_prison_05		/ Stuff from 'jweier/testroom_depot' combined with the infamous laundry room. laundry room seems to be roughly in the same state that it was during the e3 presentation, other areas lack a bit in detail	WIP					/ Fifth prison level, Laundry room, changed areas.			/ Playable area
				\ some of the stuff mentioned above replace the area that is behind the basket rails (toilets in the e3 version) and that area connects back to the main laundry room later on.

d2_prison_06		/ This one seems to have the most changes to the final version, actually ~80% of this was changed in some way. You start where you left off in _05 and reach a twin-cellblock area, this seems to be		WIP					/ Sixth prison level, cellblocks (Alyx wait), cafeteria.		/ Playable area
				\ the very same area where you wait for Alyx for the second time in the final version. Since Alyx doesn't exist in this timeline it also means that you don't really have to wait for anybody.
				 \ After the "2x2 cellblock" area you will get to the cafeteria. The area before cafeteria appears in the final version as the area before the crushing combine wall and meeting Alyx for the first time.
				  \ Some wierd shuffling was done for this map and you will have to go around a kitchen (appears in the final) to get to the cafeteria itself.

d2_prison_07		/ Gunship bay, this is largely based off from 'justin/pre_prison6'. Some cosmetics added here and there.

dangerted			/ The main depot approach from 'd2_depot_02' is in here. It's in a gimped form and has only some of the area present. There are buttons to control some gas canisters placed in for testing/fun/demo'ing	Prototype, sketch		/ Stripped depot approach level with gas canisters for testing.	/ Test

depot1			/ Old-style depot, whole area! This is comparable to 'd2_depot_01' but in a much earlier state. Has the rocky cliffs instead of walkable barren wastelands. WORTH A LOOK, this shows some of the earliest	sketch				/ First wasteland/lighthouse/depot sketches				/ Sketch
				\ bigger depot iterations, the whole area is exploreable and it doesn't use teleports to transport you between lighthouse and the depot area itself. The courtyard doesn't remind of anything seen inside
				 \ 'justin/compound6'. Seems that this whole area got pretty much overhauled later on, only some stuff are similar to what was in 'd2_depot_01'. The level flow is largely similar but many bits have been
				  \ changed. You start from the rocky terrain, proceed to the lighthouse, enter depot, enter courtyard, cellblocks, enter an elevator that takes you underground. Links to wasteland_depot_inside

depot2			/ Area outside depot removed, lighthouse is still present, this is basically map2 of the depot areas. Cafeteria is present and connects two of the cellblocks seen in 'depot1' There is an outpost added	sketch				/ Depot,cellblock,cafeteria. half of 'depot1' with more work.	/ Sketch
				\ with combine tech, this is presumably an early concept of an sniper/watchout tower.

e3_bugbait			/ dupe of 'auto_compile/e3_bugbait'

e3_depot			/ Largely a dupe of 'd2_depot_02'

e3_depot_2003		/ Largely similar to 'e3_depot' except that you start much further on with a buggy, a very similar setting to 'e3_seafloor'. This one excludes the courtyard area completely and seems that the gameplay	WIP					/ E3'fied section of depot entry. Mostly just stripped stuff.	/ Playable map
				\ ends after shooting down the gunship from the lighthouse.

## NOTE: I think these e3_prison sections were made for deciding on which one ends up as the e3_bugbait. I guess they ended up with combining various levels together instead of just using one of these.

e3_prison_1		/ Earlier drafts on the 'e3_bugbait' section. This one has the laundry area and toilets worked in, somewhat similar to the "real-gameplay" counterparts. Toilet area design is very different,			WIP, sketch			/ E3'fication started. First bits of 'e3_bugbait' in here.		/ Playable section
				\ In this version it is much smaller and has a long hallway conveniently placed for an antlion guard ambush.

e3_prison_2		/ This is 'd2_prison_04' with some slight modifications here and there. Instead of a level end trigger you get ambushed by an antlion guard.												WIP					/ E3'fied 'd2_prison_04'								/ Playable map

e3_prison_3		/ 'd2_prison_05' E3'fied, this time you get ambushed by the antlion guard inside the cafeteria																					WIP					/ E3'fied 'd2_prison_05'								/ Playable map

e3_prison_4		/ This is a more worked on version of 'e3_prison_1' It already a lot more complete but still has the smaller bathroom and the lacks the cellblock starting area seen in the final revision.			WIP					/ layout-wise 80% done 'e3_bugbait'.						/ Playable map

e3_seafloor_1		/ A barren devtextured area that resembles a typical wastelands terrain. There are some antlion thumpers with textured ground far away, maybe this are was expanded from that.						concept, sketch			/ Seafloor in a more wasteland type of setting.				/ Sketch
				\ You start with the buggy and there is a small outpost after some distance that has a few combine guards. Nothing major. Differs a lot from the other seafloor concepts.

e3_seafloor_2		/ seacliff type of segment (see maps from 'aaron/' to see more on these). Short cliff segment with a gate/potpost and one combine. Lower ground resembles '/aaron/proto_riverbed', expanded on it?		concept, sketch			/ Seafloor, cliff iterations, route17 starting to emerge.		/ Exploreable area

guard				/ Wastelands section, similar to what is used in the beginning of 'd2_depot_01' and the textured bit from 'e3_seafloor_1'. Some of this is seen in 'gunship'									concept, sketch			/ Development of 'd2_depot_01' from earlier map versions.		/ Exploreable area
				\ Rest of the map is some wierd alternate deformed version for the sea floor of 'd2_depot_01' Has an antlion guard.

guard_alyx_script	/ Wierd alternate twist for e3_bugbait toilets! This one has preserved the other toilet room as well, unlike the final e3 version. What makes this unique is that this version has Alyx added!			prototype				/ Alternate e3 shower antlion guard show-off.				/ Test
				\ From a quick glance it looks like she drops a fridge on the antlion guard to kill it. She stands on the overpass (where you enter the area first in the retail)

guard_alyx_script2	/ Orangemapped hallways with a door that gets blown open by the antlion guard. The door and the shape behind it hint that this was copied over to the prison level as-is later on. This time the killing	prototype				/ Isolated prototyping of the antlion killing.				/ Test
				\ object is a generic crushing brush. Not much in cosmetics in this level.

guard1			/ Antlion guard encounter in rocky wastelands setting, somewhat similar to the sandtraps area in the final. Everything pretty much is brush based in here.	Antlion guard smashes to a rock.			concept, sketch			/ Antlion guard encounter in a rocky wastelands setting.		/ Sketch
guard2			| Start area has a bit more work done, this time there are three combines and an APC. I guess the antlion guard smashes them to the chasm nearby.
guard3			\ similar to 'guard1' some entities are still left from the 'guard2' combine APC. Antlion guard smashes to the same rock as in 'guard1'													concept, sketch			/ Antlion guard encounter in a rocky wastelands setting.		/ Sketch

gunship			/ The often-used thumper-area. four retail-like thumpers, some rocks and a railroad track in wastelands. This one has a gunship.														concept, prototype		/ Gunship AI test on wastelands terrain.					/ Test

gunship_chase		/ Route17 orangemapped and textured in some places. This is the long bridge section. The state is very early, map mostly focuses on the bridge area. Worth a look if you are curious on it's development.	concept, sketch			/ Gunship + Route17 long bridge, very early.				/ Sketch
gunship_chase2		| Now with some more floating props added in, possibly leftovers from some experiment. Some slight changes in the route and more obstacles added in.
gunship_chase3		\ An totally different section of Route17, dev-stage in the same style as above maps. This one has road that ends up with a non-enterable lighthouse. Roughly reminds what you see in the retail version.	concept, sketch			/ No gunship, different to above, Route17 section, Lighthouse.	/ Sketch

._highway_lighthouse	/ A short road cliff+road section with the lighthouse, along with the now non-functionsl depot entrance copypasted (Probably from 'd2_depot_02'). Somewhat like depot approach maps. Has a gunship.		prototype, WIP			/ Gunship showdown in a lighthouse, similar to depot approach.	/ Playable section

gunship_lighthous	/ Same as above, lacks the cliffs and the road, so It's basically just the depot lighthouse pasted in with a gunship. Meaning that this is very likely the above map in an earlier stage.				prototype				/ Gunship showdows in a lighthouse, copypasted in to void.		/ Playable sequence

gunship_quiet		/ 'gunship' without the thumpers.																																concept, prototype		/ Gunship AI test on wastelands terrain.					/ Test

manhack_playground	/ An alternate version of 'guard' maps. No chasm and some brush-based combine towers. No antlion guard this time, there are manhacks instead. Some slight diffrences compared to 'guard' maps			concept, sketch			/ manhack playground, rocky wastelands settingand  with combine / Sketch

pre_block2			/ One of the earliest versions for 'd2_prison_04' Idea is the same but the route has been changed completely halfway the map. You continue from the top to bottom and there are some turrents instead		WIP, sketch			/ 'd2_prison_04' In an even earlier stage					/ Sketch
				\ of combine shooting you in the hallway.

pre_laundry		/ Very early revamped laundry room. The one that is similar to the retail laundry room. 'jweier/proto_laundry1' has been copied to a visgroup, maybe it was supposed to extend the rails at one point.	concept, sketch			/ New Laundry room with devtextures. 'proto_laundry1' added in.	/ Sketch

pre_prison1		/ An earlier version of 'd2_prison_01'. Lacks some texture changes but still different to the even earlier one.																		WIP					/ New prison look, courtyard. Redesigned layout in final.		/ Playable area

pre_prison2		/ 'd2_prison_02' largely, no noticeable changes.																													WIP					/ 'd2_prison_02' Largely								/ Playable map

pre_prison3		/ 'd2_prison_03' with one wall opened to enable entry to the "watchbooth" upstairs. Otherwise seems to be identical.																	WIP					/ 'd2_prison_03' With slight changes.						/ Playable map

pre_prison4		/ 'd2_prison_04' and 'd2_prison_05' combined, some changes are noticeable, mostly missing brushes and some other gameplay flow changes. Mainly happening behind the room after laundry rails.			WIP					/ 'd2_prison_04' and 'd2_prison_05' combined with changes.		/ Playable map

pre_prison4_orange	/ 'pre_block2' them oranges. Slight changes at the end.																												WIP, sketch			/ 'pre_block2', devtextured and changes at the end.			/ Sketch

pre_prison5		/ 'd2_prison_02' turret room combined with the cellblocks and cafeteria from 'd2_prison_06' and toilets from 'd2_prison_04'. Toilets and cafeteria are connected by an almost straight hallway strangely.	concept, sketch			/ Various prison elements glued and pasted. Maybe reorganizing?	/ Sketch

pre_prison6		/ 'd2_prison_05' Gunship bay area.																																concept, sketh			/ Gunship bay, no difference.							/ Sketch

prefab_track		/ Track path entities lines up, in a void.																															prototype				/ Track paths laid out in void.							/ Test

prison			/ This is probably the first sketch of a bigger prison after they scrapped the depot-sized prison! There is one player start model pretty near where the map loads so I assume that you were to start		WIP, Sketch			/ WHOLE depot/prison laid out, loads of old depot stuff.		/ Playable map
				\ from there. First sight is somewhat similar to the cellblock that you see when you first enter the prison area. After that you make a U turn to another cellblock closeby which remind of the blocks
				 \ seen in 'd2_prison_05', the twin cellblocks I mean. After some cellblocks (generic copypasted) you will reach the end room which reminds of the one where they placed the turrents in the final.
				  \ After this you will have to take the stairs up and walk a bit to reach.. the toilets. The toilet modelling is still the old depot-style and you have the antlion guard placed in there as usual.
				   \ Surviving trough the toilets will put you in a small hallway with locked gates on either side, this is where it gets very different from retail prison. You reach a watchbooth with a switch that
				    \ opens the door to (LEVEL 4 as referenced by a texture) cellblocks. This is the multistory cellblock seen in the depot levels. At the 2nd level you will have a booth with 4 switches to control
				     \ the cell doors on each floor. You have a few monitors to see the showdown of the antiolion guard + some combines. After opening enough nibbles to gain access to the next area you will reach
				      \ Old-style laundry room. You are to reach the overpass in the laundry room by stairs that haven't still been implemented in. Possibly models were high enough for you to use them as stairs.
					  \ This connects back to the area after the toilets, but on the other side of the gates. Two twin cellblocks are up next, A small wall seperates them. After the 2nd twin cellblock you have
				        \ two doors to go into, one is a dead-end duplicate of the toilets without the antlion, possibly meant that you could grab some extra items in here if you decided to wander off a bit.
				         \ The other door leads you to an yet-anoter multistory cellblock, identical to the first one but this time you ascend instead of descending. At the top there is a door to reach the cafeteria
				          \ which still is the old one as well. There nowhere to go after this, just like in the prison maps. These are DEFINATELY worth a check if you wish to re-create the depot prison maps.
				           \ All the depot concepts are in here and connected together in some way, huge source for inspiration and if you want to see how "depot" became to be the current "prison".

prison_block		/ Various cellblock designs from the depot era. Some are viewable in 'prison'. Old depot style cellblocks and newer prison style cellblocks. Also a possible alternate entry is present.				concept, sketch			/ Cell blocks, depot/prison styled.						/ Exploreable area

prison_demo		/ Very similar to 'd2_prison_04'. No notieacble changes aside from possible cosmetic changes.																					WIP					/ 'd2_prison_04' teaser/demo map, progress report?			/ Playable map

prison1			/ A lot of disconnected visgroups overlapping here, I will try to explain the best as I can. Starts off the same as in 'prison'. You are likely to reach the toilet area just the same, this time		concept, sketch			/ 'prison', sliced up and more work done on with remaking it.	/ Sketch
				\ The toilet has some wooden planks blocking the antlion who will likely smash trough. Therea are some beds blocking the exit. The other door before the toilets leads to some hallways that connect
				 \ With the toilet's/bed-blocked door. After that you are connected with the laundy, except approaching it from a completely different direction. Both old and new laundries overlap in here.
				  \ Worth a look if you wish to see how the transition to 'prison' went on. Still contains the multistory cellblock as well.

prison2			/ Largely the rest of 'prison', this time it has some wierd locker room added in though. Seems to have some alternate antlion encounter area that likely ended up as the cafeteria kitchen. 			concept, sketch			/ 'prison', sliced up and more work done on with remaking it.	/ Sketch
				\ Visgroups reveal alternate cellblocks, some of those have the bottom level flooded with water, alternate depot is at the exact same spot so it was used as a reference. Worth a look for re-creation.

proto_prison1		/ Some prison gameplay prototyping, entering from a vent and some conbine and turrets laid out in a hallway.																		prototype				/ Prison gameplay prototype, combine and turrets.			/ Test

proto_prison2		/ More prototyping for the prison, this is a rough oranged iteration of the twin cellblock area. Probably the first iteration of it.														prototype				/ Gameplay proto, prison twin-cellblocks. combine and turrets.	/ Test

proto_prison3		/ Ceiling turrets and antlions in a two-story cellblock hallway with a button to disable the turrets.																				prototype				/ Two-story cellblocks. Ceiling turrets and antlions.			/ Test

proto_prison5		/ 'pre_block2' in a very early state. This one has the very basic brushwork done and some turrets placed in. No buttons to press and the upstairs area lacks the control rooms. End is different as well.	prototype				/ 'pre_block2' in it's earliest stages.					/ small Playable map

proto_turret_defense	/ A big map again, but changes seem to be only in the cafeteria. You defend from the antlion whose spawns are controlled by a button, a timed event like what ended up in EP2. Seems that the testers		prototype				/ EP2-like timed antlion turret defence in cafeteria.			/ small Playable sequence
				\ used cheatcodes to spawn turrets since I can't seem to find any sensible turrets that you can place. This puzzle was carried to the final but replaced with combine and appears in a different area.	

proto_turret1		/ Three turrets and a counter you need to crawl behind to the other side and continue on (or take down the turrets) This was somewhat carried to the final in the kitchen area.						prototype				/ Turrets and crawling behind an counter (glass wall) test.	/ Test

proto_turret2		/ Same as above with added antlions and turrets seem to be a bit further.																									prototype				/ Turrets and crawling as above, now with antlions.			/ Test

proto_turret3		/ Same as 'proto_turret2', turrets are even further behind this time.																										prototype				/ Turrets and crawling as above, now with further distance.	/ Test

proto_turret4		/ The section behind the laundry rails, the long hallways has two turrets fitted in.																							prototype				/ A test with turrets in a real level section.				/ Test

proto_turrets		/ Combines elements from the above mentioned turret levels and puts them inside a small hallway complex.																			prototype				/ Turret gameplay prototypes combined as a one level.			/ small playable map

proto_wastelands_01	/ Familiar depot approach terrain, this time there is no real depot in the gameplay world. Antlion thumpers use the old model, Some brushy rocky terrain is placed on top of the displacement as well.	concept				/ Wastelands & depot approach. Rocky cliffs, alternate entry.	/ Exploreable area

punchout			/ 'boxing' with two huge monitors and a camera. Likely to test the dynamic'ness of the camera.																					prototype				/ Zombies in a boxing ring.							/ Test

rallypoint1		/ Combine AI test inside the depot cafeteria.																														prototype				/ Combine AI test inside the old cafeteria					/ Test

rallypoint2		/ Combine AI test inside the old twin-cellblocks (depot style).																											prototype				/ Combine AI test inside the old twin-cellblocks			/ Test

scanner_playground	/ Based off from 'manhack_playground'. There seems to be an automatic launcher added in! (Shoots cones). This very same launcher is found in '/john/combine launcher/combine_launcher'.				prototype				/ Scanners, (linked?) to a rocket launcher, rocky wastelands.	/ Test

scanner_playground2	/ Well fuck me.. this is based on above map but the combine outpost has a game_ui referencing to a manhack. So this concet existed outisde the manhack arcade! very cool. WORTH A LOOK.				prototype, concept		/ You control a manhack in wastelands. based off on above map.	/ Test

scanner_tower		/ crude and early wastelands terrain with displacement cliffs. Has a combine scanner and a similiar combine outpost as the 'scanner_playground' maps. Some antlion exist outside the cliffy area.		concept				/ A wastelands section. Combine outpost, scanner and antlions.	/ Exploreable area

seafloor_01		/ Similar to the e3_seafloor's sea floor. Has the submarine and some other stuff. Combine tower pasted from 'scanner_playground' and has some differences inside it. Cliffs surround, no way out.		concept				/ Seafloor concept. You start with a buggy from the cliffs.	/ Exploreable area

seafloor_ants		/ Orangemapped 'arena' with antlions and an antlion guard. You start with the buggy a bit above the area. There is nothing else after that.												prototype, concept		/ Antlion guard encounter at the seafloor.					/ Test

seafloor_base		/ A combine-occupied base that ends the cliffy road, there is a train track above you. You start with the buggy and travel roughly 5 seconds to reach the base. It has some structures that weren't used	prototype, concept		/ Combine occupied base at the cliffs, traintracks above it.	/ Exploreable area
				\ in the final version, one of it ended up in 'e3_seafoor' as the one where you bust trough the window with the buggy when the gunship chases you. I think that this whole area was retooled in to the
				 \ rebel base with the lighthouse later on. Busting trough the window seems to help you continue with the buggy further on in here as well.

seafloor_bridge		/ 'gunship_chase' mostly, lacks the additional areas seen there. This one has a lot shorter road section.																			sketch				/ Route17 long bridge section, see 'gunship_chase'			/ Playable map

..._citizen_assault3	/ A combine outpost in a battlefield style. You progress inside an area that likely has some rollermines and other stuff to hinder your progress. There is an outpost copied from 'e3_seafloor_1'		prototype, concept		/ Citizen assault? in a seafloor themed map.				/ Test

seafloor_minefield	/ A variation of above, rollermines scattered all over and the battlefield is laid out a little differently.																		prototype, concept		/ Rollermine field in a seafloor themed map.				/ Test

...loor_vort_assault	/ Same as above maps but this time with vortigaunts?																													prototype, concept		/ Vortigaunt assault in a seafloor themed map.				/ Test

...oor_vort_assault3	/ Above with the citizen replaced with a vortigaunt.																													prototype, concept		/ Vortigaunt assault in a seafloor themed map.				/ Test

showers_breakable	/ Alternate shower/toilets, antion guard, this time the mid-wall is breakable on both sides. This idea was later added to the new shower/toilet area when it got redesigned.						prototype				/ Antlion guard in an alternate old toilet area.			/ Test

solitary			/ The old twin-cell block area with the combine on the other side and a barricaded door. Used very often in many maps. such as the 'prison-block'											prototype, concept		/ Old prison cellblocks design.							/ Test

submarine			/ The old submarine that we all know and love :)  This has been used in over 20 maps I think.																					concept				/ Isolated submarine prefab, very used.					/ Exploreable area

submarine_brushes	/ 'submarine' without interior models.																															concept				/ Isolated submarine prefab without the models.				/ Exploreable area

terraintest5		/ Wastelands chasm with two outposts on either side, very early development. Has the outpost from 'gunship_chase' and the other side has 'seafloor_01'. Huge bridge connects the two areas together.		concept, sketch			/ Wastelands terrain, huge bridge and a train + outposts.		/ Sketch
				\ On the bridge there is a razor train and a underpass. This is probably what ended up was the huge bridge in the coast maps. Almost a complete wastelands section map-worthy. WORTH A LOOK !

thumper			/ dupe of 'proto_wastelands_01' it seems.

wasteland_depot		/ This is the "real real" old wastelands small depot! You start in an old wastelands section with old texturing and everything. There are some combine battling antlion closeby in a sandy path that		WIP, sketch			/ The old old depot in wastelands & train track.			/ Playable map
				\ leads to the depot itself. Along the path there is also a train track that also goes inside the depot itself. And judging from the skybox: 'terraintest5' was located one or two maps before this one.
				 \ 'apc_test' has been implemented in here inside the Depot courtyard. But trying to enter the depot by normal means will close the gates. You will need to use the underground antlion infested tunnels
				  \ to reach the inside of the depot. There are some physics objects like barrels to play with, possibly early physics engine tests. The depot inside looks pretty generic, an APC and some junk is
				   \ laid around. There are some soldiers and a soldier that knocks a table over. At the upper level you will meet a stalker and going outside to the train platform there is a cremator waiting for you.
				    \ DEFINATELY worth a look if you want to see what the first full iteration of depot looked like.

...and_depot_inside	/ Revamped old style depot. You progress lower and lower in a chasm-style level. Very neat ideas that were completely unseen in the final version. Somewhat resembles 'pumper2'. Some of the old rooms	WIP, sketch			/ Old old depot interior, replaced by the prison later on.		/ Playable map
				\ from earlier versions are still present. This is basically a one-level depot that ends at the bottom level, you presumably enter a train car and it gets lifted up to the actual tracks by a crane.
				 \ The depot brushwork on outside looks somewhat the same as it is in the later/final version. Again, have a look on this! Much of this is already very complete. Start location has an elevator that
				  \ also exists in the later depot maps where you enter from the lighthouse. Seems that this kind of area was scrapped in favor of a full prison.

...and_depot_outside	/ Revamped outdoors from 'wasteland_depot'. This one still has the basic concept as the same, but with already familiar changes emerging in. The depot approach is now a very rocky terrain that leads	WIP, sketch			/ Old old depot approach, Big changes. More like newer version.	/ Playable map
				\ to the depot gates. This time the lighthouse makes it's first appearance. There is a gunship that leaves from the depot courtyard and tries to hunt you. At the lighthouse bottom most of the path
				 \ that is at the basement is still unfinished.

...nd_depot_outside2	/ Largely similar, entry to the courtyard from the lighthouse is totally different. Instead of ascending from a basement to a building you would use a side-door. Bits missing so this is just assuming.	WIP, sketch			/ Old old depot approach, Big changes. More like newer version.	/ Playable map

wasteland_railbridge	/ Identical to 'terraintest5' except that the outdoor rock textures have had a change from the early lighter brown to the one that was used much often later on, grey.							WIP, sketch			/ Wastelands terrain, huge bridge and a train + outposts.		/ Sketch

++++ streetwars/ ++++

budget_dropship		/ A dropship, scanners and a few combine accompany you and 3 male citizen.	In a box																							prototype				/ Dropship test										/ Test

budget_innergate	/ Two striders and male citizen. In a box.																															prototype				/ Strider test										/ Test

budget_pitchedbattle	/ Combine and manhacks and scanners. In a box.																														prototype				/ Combine/manhack test								/ Test

c17_look			/ Seems to be a dupe of 'e3_streetwar' without enemies

e3_c17_01			/ Seems to be a dupe of 'e3_streetwar'.

e3_c17_01_simple	/ A devtextured/more simple version of 'e3_streetwar'.																												prototype				/ Performance test of e3_streetwar?						/ Test

e3_c17_01_talk		/ Possibly an earlier version of 'e3_streetwar'. This one lacks the gate and a lot of the details. Also in the combine side there are around 15 combine in a pattern.								sketch				/ 'e3_streetwar' in it's earlier iterations				/ Sketch

e3_c17_02			/ Seems to be the 'e3_strider'

e3_end			/ 'e3_end'

gameplay_building1	/ Seems to be a dupe of 'dario/c17_assault1'.

gameplay_halltest	/ AI test inside devtextured apartment-like hallways. They contain some combine but nothing interesting aside from that.																prototype				/ AI combat test inside an apartment-like complex.			/ Test

gameplay_stnadoff	/ Barricaded two sides with combine on another and citizen on another. Area is pretty small and devtextured mostly.																	prototype				/ AI combat test from barricaded sides.					/ Test

prefab_streets_blvd	/ Street section similar to the e3_strider section. Both ends have a wall with a gate and combine guarding it.																		concept				/ City17 boulevard prefab								/ Exploreable area

prefab_streets_dc	/ Various street bits combined in with 'gameplay_standoff' and 'gameplay_building1'																							concept				/ Different prefabs mixed in a map.						/ Exploreable area

proto_c17block_blvd	/ devtextured building complex with a courtyard.																													concept				/ Devtextured building complex with a courtyard				/ Exploreable area

...block_residental	/ Same style as above, this one has two building complexes and some more variety to it.																						concept				/ Devtextured building complexes with courtyards			/ Exploreable area

proto_c17courtyard	/ dupe of 'c17/proto_c17courtyard'

proto_c17map		/ dupe of 'c17/proto_c17map'

streetwar_test1		/ Street section with striders, seems to be a test on how to place them the best on maps.																						prototype				/ Strider placement/combat test in city streets				/ Test

strider_circle		/ Strider walking in a circular path inside a Box																													prototype				/ Strider walking in a circular path inside a Box			/ Test

strider2			/ Strider walking in a circular path inside a Box, this time with some obstacles.																							prototype				/ Strider walking in circles inside a Box, with obstacles.		/ Test

sw_prison_barney	/ Using multiple barney's to test streetwar combat inside Sawyer's prison level. This is basically 'sawyer/d2_prison_04' with barneys instead of antlions helping you out.							prototype				/ 'd2_prison_04' with Barneys instead of antlions.			/ Test

++++ Test/ ++++

test_fallingdamage	/ Fall damage tests, platforms with different heights. Seems that you sustained pretty high drops without any damages according to this map's text boxes. Devtextured.							prototype				/ Falling damage test in a small map.						/ Test

++++ tom/ ++++

ai_odellhackery		/ Odell AI tests, you control the script with two buttons.																												prototype				/ Odell AI test, two buttons in a devtextured obstacle path.	/ Test

ai_odellhackery		/ Above, different floor textures and some blood instead of a barney NPC on the other side.																					prototype				/ Odell AI test, two buttons in a devtextured path with blood.	/ Test

++++ town/town_01_gameplay ++++

town_01_gameplay	/ The town map gameplay elemets in order. This seems to be stitched together from the town map trap prototypes.																		sketch				/ "Gameplay map" of the town, just the gameplay elements.		/ Sketch

++++ town/town_02_gameplay ++++

town_02_gameplay	/ Second town map, the mines. This has more than just gameplay. Use the digger to destroy the headcrab spawner and take the elevator upstairs.												sketch				/ The second map of the town maps. Underground mines			/ Sketch

++++ town/town_03_gameplay ++++

town_03_gameplay	/ Surface again, big fire trap, continues to where e3_traptown begins.																									sketch				/ The third map of the town maps. Big firetrap				/ Sketch

++++ town/town_04_gameplay ++++

town_04_gameplay	/ The most complete map out of these. This has the rest of the ravenholm (starts from the same as e3_traptown). This is a bit earlier than the e3 version and has loads of differences to the final.		WIP					/  The last map of the town maps. Fast zombies.				/ Playable map

++++ tri/ ++++

combine_room2		/ dupe of 'prefabs/combine_room3'

++++ wedge/ ++++

fastzombie_roofs	/ Fast zombie AI test, some devtextured buildings to climb and jump in back/forth.																							prototype				/ Fast zombie AI test									/ Test

fisicks			/ Early date, A room filled with various physics objects, seems to be only brushes. Possibly early physics engine tests.																prototype				/ Physics/origin tests in a box.						/ Test

physcannon			/ A small room with citizens and some physics props. Some objects attached to a wall as well.																					prototype				/ Physics manipulator gun test.							/ Test

physcannon2		/ A variation of above, this time there is a small extension and citizen replaced with one combine, possibly to test how to kill it with props.												prototype				/ Physgun tests, this time you kill a combine with props.		/ Test

physzombie			/ Same room as 'physcannon' without model props. This time a zombie throws brush based objects around.																			prototype				/ Testing a Zombie's awesome physics smashing skills.			/ Test

testroom_assault	/ Seems to be a dupe of 'dario/c17_assault1'.

testroom_fastzombie	/ Hangar-like interior with a fast zombie and some nodes he can follow along.																								prototype				/ Testing a fast zombie's awesome pathfinding skills.			/ Test

testroom_terrainmorph	/ A room with two buttons and two morphable surfaces.																													prototype				/ Displacement morphing test.							/ Test

++++ vert/ ++++

city				/ Vertigo's skybox/surrouding buildings. Placeholder textures and very few buildings.																							concept				/ Vertigo's skybox barely started.						/ Exploreable area

vert_01_001		/ An old vertigo map. Judging by the name this could be one of the first vertigo maps done. More of these at '/john/'. I assume that you know what the map roughly looks like already so I will spare		concept, sketch			/ First vertigo level, likely the earliest version.			/ Playable map
				\ all that fuss. You start in an crash site, interior. There is hole above where the player fell trough. judging from the sound files, Alyx bolts away after pulling up the 'father' card again and two
				 \ combine find you after a discussion about rebel weapons. The player crashes to the building in an aircraft.. After the combine and the whatnot, you will find stairs, you will use these a lot to
				  \ go up from the interiors and down from the upper rubble area, It's a zig-zag. When you reach the third stairs they will take you down to the next vertigo level.

vert_01_011		/ Largely the same as above, mostly the only change is the reworked starting area. This time there are no combine blowing a wall open (or they haven't been added in yet).							concept, sketch			/ First vertigo level, Reworked starting area.				/ Playable map

vert_02_001		/ Starts where 01 left off. You reach a rather a rather large wrecked big hall that has paths conveniently leading down. There are some combine looking to kill you. Not much has been done except the	concept, sketch			/ Second vertigo level, wrecked hallway and stairs.			/ Sketch
				\ very basic layout of the map. More of this at '/john/'.

vert_02_003		/ A stripped down version of above, lacks almost everything except brushwork. This map has an alternate end section where all of the _001 was removed and replaced with open area and a washer lift.		concept, sketch			/ Second vertigo level, changes to the endsection			/ Sketch

vert_03_002		/ Level starts off where _02_001 ended. You still go down the washer lift and crash in to a lobby-like hallway from that. Player is encouraged to explore as he will find a way to continue inside one	concept, sketch			/ Third vertigo level, washer lift, lobby, elevator complex	/ Sketch
				\ of the elevator shafts. This will lead to some hallways that take you to an complex with the same elevators (only below) but no real way to proceed. There are some non-reachable areas such as two
				 \ identical complexes below the last linked one and an engine room that is presumably meant for the elevators. Most of the plans are somewhat decipherable but it's still very sketchy all over.

vert_03_008		/ Same treatment as 02_003, that is entities mostly removed. Some texture differences and minor layout changes. Seems like a step backwards in some sense.										concept, sketch			/ Third vertigo level, Retextured. Almost worse than previous.	/ Sketch

++++ ROOT FOLDER ++++

ai_hallwalk 		/ dupe of '/john/ai_testmaps/ai_hallwalk'

ai_singlefile		/ dupe of '/john/ai_testmaps/ai_singlefile'

ai_stairs			/ dupe of '/john/ai_testmaps/ai_stairs'

ai_stairs_climb		/ dupe of '/john/ai_testmaps/ai_stairs_climb'

alpha_test			/ Transparency test																																			prototype				/ Box with some brushes and glass.						/ Test

alpha_test2		/ Same as above, lots of spitball models added in.																													prototype				/ Box with some brushes and glass, now with added spitballs!	/ Test

bergs				/ Icebergs used in the borealis maps, just a collection of iceberg models and some displacement snow in water. Similar to the borealis entry.												concept				/ Borealis icebergs in isolation.						/ Exploreable area

break				/ func_breakable test, just a bunch of wooden stuff in a room.																											prototype				/ func_breakable test, wooden stuff in a box. Physics too.		/ Test

c1a3_port			/ dupe of 'charlie/maps/c1a3_port'

camoroom			/ dupe of '/aaron/camoroom'

crab				/ A headless zombie in a typical %20 filled test room.																												prototype				/ Headless zombie test.								/ Test

cubemap			/ Likely the simplest map in this pack, A box with one cubemap entity.																									prototype				/ Cubemap test in a small box.							/ Test

d1_town_01			/ A very interesting development on this map. This has some elements seen only on this map, such as the back alley near the start (Where you enter the wooden house from the retail), Grigori has been	WIP, sketch			/ 1&2 town maps, differs from other layouts/gameplay a bit.	/ Playable map
				\ inserted in to that alley for some reason, I guess this was his first debut before moving him to the balcony later on. There are some electrified fences (prototyped in /john/town_traps/electric_trap)
				 \ inserted as some roadblocks, these got moved&merged as one that you need to switch off when you reach upstairs in the retail version. There are town01 and town02 combined in this one.
				  \ From the looks of it, the route is not completely playable at the time since there some objects blocking the path where you are supposed to go. Plans show that the progression was to be somewhat
				   \ different to the one that is more often used. Lots of small little changes and differences from the other versions are present. traces of the older town03 are present near the end. Worth a look!

d1_town_01b		/ An alternate version of town01, this one seems to be earlier and more similar to the other town maps seen in this pack. Contains an very early town03. Similar to the one in '/justin/d1_town_01c'		WIP, sketch			/ 1&2&3 town maps, Alternate/earlier version.				/ Playable map

d1_town_01c		/ A blend of 'd1_town_01' and 'd1_town_01b'. The map has a slightly alternate ending that is marked as 'residental'. No 03 in this one. Lacks some stuff seen in 01, so this must be earlier than it.		WIP, sketch			/ 1&2 town maps, blended 01 and 01b. Some minor changes.		/ Playable map

d3_borealis_01		/ See '/dario/d3_borealis_01' Very little changes to that.

d3_borealis_05		/ See '/dario/d3_borealis_01' Very little changes to that.

d4_palace_01		/ See '/justin/d4_palace_01'. Mostly cosmetic changes.

devtest			/ dupe of '/auto_compile/devtest', except that the old obsolete entities have been updated to work with the newer engine version. Consider this as an "current engine" version.

dsp_test			/ Barney in a box delivering his "Remember when we thought that Black mesa was as bad as it could get" line. E3 test.																	prototype				/ Barney E3 streetwar line delivery test.					/ Test

e3_hydra			/ dupe of '/e3_hydra/e3_hydra'

e3_insdustrial		/ dupe of '/e3_industrial/e3_industrial'

e3_lab			/ dupe of '/e3_lab/lab'

e3_shiptest		/ e3'fied Borealis! This one is largely a very polished borealis map, possibly one of the last edits to it. You start from the water and go trough the interiors until you reach the freezer area.		WIP, sketch			/ E3'fied borealis map. One of the last borealis edits.		/ Playable map
				\ In here you are ambushed by zombies, if you take the other direction you will be ambushed by zombies as well. Seems that the player used propelled gas canisters to take them out until ge gets killed.	

e3_stider			/ dupe of '/aaron/e3_strider'

e3_techdemo_2		/ The same old e3_techdemo with terrainmorph and physics props.																											Demo					/ E3 techdemo, terrain morph and props.					/ Playable map

e3_techdemo_2a		/ Above, but this one has a different starting location and the terrain morphs a great deal more than the finalized e3 version.															Demo					/ E3 techdemo, alternate terrain morphing and start location.	/ Playable map

e3_terminal		/ dupe of 'aaron/terminal'

e3_termtest		/ An earlier version of above, lacks most of the scripting (like rebels against the combine) and the combine guard. Some cosmetic differences are noticeable as well, such as an added balcony near start.	Demo					/ E3 terminal before it was fully scripted.				/ Sketch

e3_towntest		/ A WIP version of the town map e3 docks. Everything seems to be in place except that there are much more town map remnants further on in the map than it's necessary.							WIP, Demo				/ E3 docks, a WIP version of the e3 techdemo.				/ Sketch

e3_towntest2		/ Above map with some changes done to the end of the dock. It's a bit shorter in this version (One bit removed)																		WIP, Demo				/ E3 docks, a WIP version of the e3 techdemo.				/ Sketch

env_cubeworld		/ Cylinders with textures and lights, to test cubemaps it seems.																										prototype				/ Cubemap lightning test.								/ Test

glass				/ A part of the lighthouse that sawyer has used a lot on his maps. This one is just the very top tip of it. Probably isolated to do easy glass placements.										concept				/ Sawyer's lighthouse top's glass placement testmap.			/ Exploreable area

leveltrans1		/ Small box with a wall splitting it, This is presumably to test level change connections. This connects to 'leveltrans2' naturally. There is a rollermine thrown in just because.					prototype				/ Level change test in a dull box with a rollermine.			/ Test
leveltrans2		/ Same as above, this time lacking the rollermine and the changelevel is placed in a different location.																			prototype				/ Level change test in a dull box without a rollermine.		/ Test

light				/ A small city17 themed section with a strider and cubemaps. Isolated in void and looks like it's missing half of the brushes. Looks like a section from terminal.								prototype				/ Light/cubemap test with a strider						/ Test

lightningtest		/ A small section from terminal isolated in void for easier light testing?																									prototype				/ Light testing on a terminal snippet.					/ Test

lightningzoo		/ Lightning and cubemap tests in a few rooms with different textures and some displacements.																					prototype				/ Lightning test zoo.									/ Test

lightningzoo2		/ Differences to above map are too minor to search for.

mdl2				/ The part where e3_traptown ends. This is isolated in void and is likely a model placement test for the zombie cutter.																prototype				/ Zombie cutter test? e3_traptown ending area isolated in void.	/ Test

ms_lab			/ dupe of '/aaron/ms_lab/'

physics_ai			/ Various brushes, a typical physics playaround test in a box.																											prototype				/ Physics playaround in a box.							/ Test

props_borealis		/ see: '/aaron/props_borealis'

props_c17			/ see: '/aaron/props_c17'

props_debris		/ see: '/aaron/props_debris'

props_foliage		/ see: '/aaron/props_foliage'

props_junk			/ Junk props laid out in a long hallway.																															concept				/ Junk props for easy copying.							/ Exploreable area

props_lab			/ Lab props laid out in a long hallway.																															concept				/ Lab props laid out for easy copying

props_wasteland		/ see: '/aaron/props_wasteland'

proptest			/ A box with a prop.																																			prototype				/ A box with a prop.									/ Test

ragdoll			/ dupe of '/charlie/maps/ragdoll'

shaderzoo			/ What the name says, It's a shader zoo.																															prototype				/ Shader zoo.										/ Test

shadow			/ Shadow control test, citizen and triggers in a box.																													prototype				/ Shadow control testmap.								/ Test

skybox3d			/ 3D skybox testmap.																																			prototype				/ 3D skybox testmap.									/ Test

ss				/ A rebel destroying a combine guard? This scripted sequence has some similarity to the terminal sequence.																			prototype				/ Combine guard scripting								/ Test

strider_cannon		/ Somewhat similar to '/Streetwars/strider_circle'. More obstacles for the strider to go trough.																				prototype				/ Strider pathfinding test.							/ Test

strider2			/ Too little changes to above to search for.

strider3			/ Above map with some floating platforms for added difficulty.																											prototype				/ Strider pathfinding test MK III.						/ Test

tentacle			/ e3_hydra's hydra encounter without the rest of the map, not even a hole hinting it.																							prototype				/ Alyx&hydra encounter only. One tentacle only.				/ Test

test				/ Gman camera test room from the e3 techdemo maps isolated.																											prototype				/ Gman camera room from e3 techdemo maps isolated.			/ Test

test_details		/ Random wastelands-like plane with some model rocks insterted in, A terrain/concept look test it seems. Also seems to test material blending.												concept				/ Visions of a possible wastelands vista.					/ Test

test_details2		/ Same as above, this time around most of the textures are missing due to version differences or the resources were simply were removed.													concept				/ Visions of a possible wastelands vista.					/ Test

test_dlights		/ This seems to be a town map that has the e3 docks inserted in. So basically it's 'e3_towntest' with rest of the map reachable.														WIP, sketch			/ A version of town with the e3 docks stitched in.			/ sketch

test_foliage		/ A grassy patch with some trees and two combine and a car junk. Nothing to do except gasp at the breathtaking 22kb scenery.															concept				/ Foliage testing to see what works.						/ Exploreable area

test_hierarchy		/ Brush parent testing, bunch of connected brushes follow a train track.																									prototype				/ Brush hierarchy test.								/ Test

test_hierarchy2		/ Brush parent testing, bunch of connected brushes follow a train track.																									prototype				/ Brush hierarchy test.								/ Test

test_hierarchy3		/ Brush parent testing, a brushs follows a train track.																												prototype				/ Brush hierarchy test.								/ Test

test_hierarchy4		/ Brush parent testing, bunch of connected brushes follow a train track.																									prototype				/ Brush hierarchy test.								/ Test

test_lablight		/ e3_lab light testing, otherwise the content is the same.																												Demo					/ e3_lab with just some small lightning testing going on.		/ Playable map

test_lightprops2	/ e3 docks map in an early state, no connection to any land yet. Out of the bounds the player can discover objects belonging to the old quarrytown approach maps, maybe this was worked on from that.		concept				/ Early sketches on the e3 docks area.					/ Exploreable area

test_model_light	/ e3_streetwar building's face and a street section. To test lightning.																									prototype				/ ligthning test on a e3_streetwar building bit.			/ Test

test_route3		/ dupe of '/john/ai_testmaps/test_route3'

test2				- Does not open -

testroom_bullsquid	/ dupe of '/charlie/maps/testroom_bullsquid'

...om_clientsideanim	/ Brush bits with dancing metrocops!? Player is given a switch to control. Name suggests that this is to test Client-side animations.														prototype				/ A room with dancing metrocops, far out!					/ Test

testroom_frag		/ A room with some physics stuff, brushes and props.																													prototype				/ Yet another physics test.							/ Test

testroom_lamps		/ dupe of '/charlie/maps/testroom_lamps'

testroom_physics	/ dupe of '/charlie/maps/testroom_physics'

testroom_physprop	/ dupe of '/charlie/maps/testroom_physprop'

testroom_physprop2	/ Largely the same as above, nothing worth a mention.

testroom_physprop2	/ Largely the same as above, nothing worth a mention.

testroom_scene		/ dupe of '/charlie/maps/testroom_scene'

testroom_skybox01	/ dupe of '/charlie/maps/testroom_skybox01'

testroom_stairs		/ Stairs that were put into the industrial map.																														concept				/ Industrial map stairs								/ Exploreable area

testroom_standards	/ dupe of '/charlie/maps/testroom_standards'

testroom_water01	/ A big box with two water pools of different heights.																												prototype				/ Water physics/engine test.							/ Test

trace				/ A orange room with some glass that you can shatter, likely to test how the glass shatters from your bullets (how it follows in the final).												prototype				/ Glass shooting/shattering test.						/ Test

water				/ A room with some enemies and three different water pools.																											prototype				/ Engine water test?									/ Test

water_bug			/ A section from the under npc_hydra(not the same as e3) sewers. A small part of water and sewers. Bugreport likely.																	prototype				/ Isolated map under map section, reminds of stresstest.		/ Test

water_bug2			/ A section from the under npc_hydra(not the same as e3) sewers. A small part of water and sewers. Bugreport likely.																	prototype				/ Isolated map under map section, reminds of stresstest.		/ Test

water_error		/ A different section to above from the under npc_hydra(not the same as e3) sewers. A small part of water and sewers. Bugreport likely.													prototype				/ Isolated map under map section, After stresstest area.		/ Test

water				/ A room with some enemies and three different water pools. Almost identical to 'water'																						prototype				/ Engine water test?									/ Test

watershadow		/ Stairs and some displacements above water. Floating Ichthyosaur. Go figure.																								prototype				/ Water shadowing engine test?							/ Test

visdemo			/ Visibility demonstration, A bug during compilation or frame optimization?																								prototype				/ VIS-related testmap. Just a box with boxes floating midair.	/ Test

zoo_cable			/ Cable feature testing, various different options to pick from.																										concept				/ Cabling zoo, prefabs or examples.						/ Exploreable area

zoo_dust			/ func_dustmotes in a box.																																		prototype				/ func_dustmotes testmap.								/ Test

zoo_item			/ dupe of '/aaron/item_zoo'

zoo_lightning		/ An earlier version of 'lightningzoo'. Lightning and cubemap tests in a few rooms with different textures and some displacements.														prototype				/ Lightning test zoo.									/ Test

zoo_model			/ dupe of '/charlie/maps/zoo_model'

zoo_particle		/ dupe of '/charlie/maps/zoo_particle'

zoo_portal			/ A box with two windows in a wall that seperates the two areas.																										prototype				/ Areaportal test most likely, A box with two windows.		/ Test

zoo_portal2		/ A box with two windows in a wall that seperates the two areas.																										prototype				/ Areaportal test most likely, A box with two windows.		/ Test

zoo_shader			/ dupe of '/charlie/maps/zoo_shader'

zoo_weapon			/ dupe of '/charlie/maps/zoo_weapon'

CHANGELOG: 
(Or more like my personal rantbox as I struggle with motivation)
========================= VERSION 0.40 ++ 10.2.2011

++ 0.40 == 10.2.2011
- As a round number is always more nicer than non-round..
  DOCUMENTATION IS OFFICIALLY DONE!
  Last map was 'zoo_weapon' from the root and time is 2:07 (that is 2.07am for you silly people)
  What a project this has been, spanning from over two years.
  I am happy that this over though, but a bit sad now that I know almost everything
  that the leaked HL2 content has to offer, It's a lot.

  Now that you are reading this far, let's calculate some work time.
  approx. 40 sessions, each lasting at least an hour.. That is.. over 140 hours easily.
  Sometimes I only had motivation for a few maps but sometimes I had a sudden burst of
  motivation, that meant that I could do this stuff 4-5 hours straight.

  This whole browse-trough ended up being more of a personal curiosity for the most part.
  I still wish that people will find this useful when they don't really want to go trough all
  the cryptic filenames to find specific stuff.

  Anyway, Off to update the top-section of this document.

++ 0.39 == 10.2.2011
- More work with the roof folder
- Discovered that formatting blew at places, fixed.

++ 0.38 == 9.2.2011

- /vert/ done.
- ALL Folders done!
- Root folder is up!

++ 0.37 == 7.2.2011

- /wedge/ done.
- Started on /vert/

++ 0.36 == 25.1.2011

- Started on /wedge/

++ 0.35 == 20.1.2011
- Sawyer my man, let's go for a beer someday. 
- Do you look anything like Sawyer from Lost?
- Update: 19:52 and by the way, I am done with you.
- I am on fire baby,
- /streetwars/ done.
- /Test/ done.
- /tom/ done.
- /tri/ done.

++ 0.34 == 19.1.2011
- Sawyer sawyer, how many times did you re-design depot..

++ 0.33 == 18.1.2011
- More work on /sawyer/

++ 0.32 == 17.1.2011
- Started /sawyer/

++ 0.31 == 16.1.2011
- Rest of /randy/

++ 0.30 == 7.1.2011
- Small fixes here and there, should continue this again soon'ish.

++ 0.29 == 29.12.2010
- opened the file, had a look around, got depressed and closed.
- But hey, I am up to 0.29 now!

++ 0.28 == 28.6.2010
- work on /randy/

++ 0.27 == 30.5.2010 (1030 maps done, Fuck yeah!!)
- /prefabs/ done
- /prototypes/ done
- Started on /randy/

++ 0.26 == xx - xx
- done up to /prefabs

++ 0.25 == 21.4.2010
++ 0.25 == 22.4.2010
- /marc/ done

++ 0.24 == 20.4.2010
- /marc/ started

++ 0.23 == 25.3.2010
- /jweier/ done
- /lars/ done
- /laura/ done

++ 0.22 == 23.3.2010
- /justin/ done
- /jweier/ started.

++ 0.21 == 9.3.2010
- jf-roof8b done (Haven't I been active lately)

++ 0.20 == 8.3.2010
- d1_town_01c to jf-roof7

++ 0.19 == 3.3.2010
- /john/ done
- /justin/ started. 
- Up to 'd1_town_01'

++ 0.18 == 25.2.2010 - 26.2.2010 (Yes, I've been lazy lately, 65816 asm is fun)
Continued where I left off.
- Up to vert_03_010, will tidy this up later on. (It's been weeks, you liar!)

++ 0.17 == 2.2.2010
- /john/canals/ done
- /john/city17/d1_garage_01/ done
- /john/city17/d1_garage_02 done
- /jogn/city17/d1_terminal_01/ started

++ 0.16 == 30.1.2010
- /john/ root done
- /john/ai_testmaps/ done

++ 0.15b == 29.1.2010
- Opened this file and did nothing besides adding this date as a placeholder.

++ 0.15 == 27.1.2010
More work for you sock cookers !
Some of these have no maps.
- /david/ done
- /deep/ done
- /demo/ done
- /dev/ done
- /e3_hydra/ done
- /e3_lab/ done
- /e3_phystown/ done
- /e3_techdemo/ done
- /entity examples/ done
- /eric/ done
- /gary/ done
- /grimm/ done
- /hl1_hazard/ done
- /horia/ done
- /hyper/ done
- /Jake/ done
- /jeff/ done
- /john/ started
- c17_01_56 done

++ 0.14b == 17.1.2010
- Formatting changes

++ 0.14 == 13.1.2010
- /dave/ motherfucking done !

++ 0.13 == 12.1.2010 - 13.1.2010
- root of /dave/ done.
- /dave/compile_versions/ started

++ 0.12 == 11.1.2010 - 12.1.2010
- /d2_coastline/ done
- /d3_borealis/ done
- /dario/ done
- /dave/ started
- airex_0102 to d1_tempcanals_02

++ 0.11 == 11.1.2010
- /bill/ done
- /cclee/ done (ok ok, it was empty)
- /c17/ done
- /charlie/ done
- /d1_town/ done
- /d1_trainstation/ done

++ 0.10 == 9.1.2010 - 10.1.2010
- /auto_combile/ done

++ 0.09 == 9.1.2010
- I lied, that wasn't all of /aaron/ after all.
- /auto_compile/ almost done!

++ 0.08 == 8.1.2010 - 9.1.2010
- rest of /aaron/..

++ 0.07 == 7.1.2010 - 8.1.2010
- rock_forms05 to zombie_town02 (Aaron root comleted !! now for the subfolders and the rest)

++ 0.06 == 6.1.2010 - 7.1.2010
- canals_03_01 to rock_caves01

++ 0.05 == 6.1.2010
- c17_plaza01 to canals_02_11

++ 0.04 == 5.1.2010
- I got insane and wanted to complete this.
- c17_03_08 to c17_old07
- Corrected some old mistakes

++ 0.03 == 28.12.2009
- Formatted text for RTF and corrected some mistakes

++ 0.02 == ~ Jan 2009
- Added more stuff from /aaron

++ First release == ~ Dec 2008
- Started work on this 'thing'
- Started from /aaron/