The Leaked Half-Life 2: Episode Two Beta
In March of 2017, an unknown person
leaked some of the original map files
for the HalfLife 2 episodes. Valve seems
to be okay with Halfife 2 beta content.
So, I will use this opportunity to take
a look at the 2017 leak and give you a
better insight into how the episode 2
maps evolved during development.
Originally, episode 2 was supposed to
start at the end of episode 1, where the
player would see the destruction of the
Citadel again. What is interesting is
that the citadel has a completely
different model and actually explodes
instead of just slowly fading out of
your view. Now, before starting with the
first level, let me give you a quick
recap of what happens in the final
version of the first map of episode 2.
We wake up in a train, find Alex, look
at City 17's destruction vista, watch a
bridge get destroyed, shoot some
zombies, solve a puzzle, talk with the
gang, watch Alex get killed by a hunter,
then a Vortigon shows up to save her,
and then we fall down an elevator.
Believe it or not, some of these
concepts were already set in stone 18
months before the release. The leak has
10 different development versions of
Outlander 1, with the earliest one,
trailer map one, being from March of
2006. Remember that shot of Alex holding
on for dear life? This is where it was
recorded. No gameplay elements were
included by this point. However, it
looks like episode 2 was originally
supposed to be a bit more foggy, and the
layout of the map was also a bit
different. The second version of
Outlander 1 is called Style Guide Vista.
We start with an animation of Alex
falling from a train, hanging on for
dear life, and then falling to her
death. The Freeman must get off the
train by walking on a cliff, jumping in
the water below, and then find the
gravity gun on his own. By the looks of
it, the City 17 destruction vista was
always supposed to be one of the first
things that the player sees after
getting off the train. The portal storms
seem to have been planned extremely
early. What was not planned is
everything else. Alex seems to be dead,
and the player has to find a way to save
her. The Vortigant picks her up and
yeah, the animations were still work in
progress. The Freeman and the Vort go up
an elevator and find a gate that must be
opened by going into a building,
completing a short puzzle, and then
turning a valve. The Freeman falls down
an elevator, and gets into the Endion
Cave. What I find fascinating about this
version of Outland 01 is just how dark
it used to be. None of the other leaked
maps have such a dark color palette,
which makes me wonder what if episode 2
ended up being dark and gritty. Outland
010 is next and Gordon.
My god, Valve, that is brutal. The
gravity gun is now here, and you still
have to jump in the water to get down.
For some reason, the city 17 vista is
gone. We find Alex, a vortigant, and a
rebel show up. And
what the hell? The rebel does not have a
name, but I'm pretty sure he's either
supposed to be Griggs or Sheekly from
the final version. Anyway, the valve
gate puzzle from earlier seems to have
also been removed, which means the
freeman no longer falls down the
elevator. Instead, the player just walks
into the cave and that is the end.
Outland 01H and Outland01 ISA are more
or less the same with a couple of small
gameplay changes. So, let's move on. The
June 2006 edition of Outland 01 is where
Valve started changing a lot of stuff.
Alex dies like usual, and everything up
until finding her is the same, but then
a city scanner shows up, gets destroyed
by a vort. The vort clears the way for
us. Combine soldiers show up and must be
dealt with. Then the player has to get
into a building and solve a very clever
physics puzzle before getting in an
elevator and going down the end cave.
The July 2006 version of the map is
almost identical with the only
difference being the puzzle inside the
building which was replaced with
something a bit worse. Apparently the
play testers were stupid and could not
figure out a simple physics puzzle which
led to Valve having to change it. Moving
on to September of 2006, Alex still
dies. And I have to mention that the
fall from the train is far more
dangerous. Oh, and the Vista is back. As
usual, we find Alex, but then some head
crabs show up and then the Vort saves
her. I am guessing this is what inspired
the scene in the final build where the
vort saves Alex from the end lion. No
idea why, but the developers decided to
go back to the old level geometry from
the style guide Vista version of the
map, aka the one where you have to get
into a building, open a gate using a
valve, and then fall down into the end
lion cave. The cave seems to be a bit
bigger and even includes a part that
isn't the final release. And lastly,
Outland 01 from October of 2006. Alex
dies again. The train fall seems to be a
lot less dangerous. A head crab shell
was added here to show where the head
crabs came from. and everything else is
the same except for the vort who might
be having a little bit too much fun.
Okay, Outland O2. The leak only has one
version of it, but do not worry, it is
way more than enough. The way things
play out is very different. You see, in
the beta, Outland 01 goes straight into
Outland O2, but in retail, Outland 01
goes into Outland 01A, which happens to
have a similar layout to Outland 03 from
the beta. So, for comparison purposes, I
will skip Outland 01A for now and we'll
compare it to Outland 03 a bit later.
For reference, in episode two, during
Outland O2, the Freeman drops down from
the ceiling, meets two dumbasses, fights
a bunch of ant lions, three vortigans
show up, a big battle starts. One of the
vorts tells Freeman they need to get an
ant lion extract to heal Alex. They
leave, get the extract from another map,
come back to Outlando 2, heal Alex. Jimn
then interrupts with a speech and then
Alex, Gordon, and the Vortigant go up
the elevator. The beta was a bit
different. Instead of dropping from the
ceiling, we use this entrance, which by
the way was completely cut. The tower
defense section is also very different.
There are way more end lines coming out
of the holes, we get three turrets
instead of two. The turrets cannot
break. And also, instead of hoppers, the
game gives the player gas cans to throw
at the enemies. Three vortigans still
drop from the ceiling and we still get
the big battle, but Alex gets healed
instantly without the need of the
extract. A combine drop ship finds our
location and instead of going up like in
retail, the elevator goes down and
proceeds to crash. There is even this
part that got completely cut. Like
mentioned, the Outland 03 map layout
used in the beta uses the Outland 01A
layout used in retail. In the retail
version, the Freeman must drop in the
cave, drop down a hole, get introduced
to the ant lion worker, drop down
another hole, kill a bunch of ant lion
workers in a big cave, go underwater to
get past an obstacle, fight a few more
ant lions, and load into the next map.
In the beta, because Alex was already
healed by this point, her and the
Vortigant are with us. We drop where the
ant lion workers get introduced, but
instead of just a couple of ant lions
ambushing us, it's like a million of
them. There is no second drop down like
in retail. The player can just get to
the big cave instantly. The underwater
section from retail is also not present,
probably because Alex and the vort
cannot swim. After the first half of
Outland 03, the beta transitions into
the layout used in retail. Basically,
the retail Outland 01A and Outland 03
maps use map layouts from the beta
Outland 03. Outland 03 from the beta was
too big and had to be cut into two
parts. So, for the second part of
Outland 03 beta, I will be comparing it
to the actual Outland 03 from Retail. In
retail, the Freeman fights more ant
lions, breaks some wood to open a gate,
solves a puzzle, the Vort opens the
gate, Freeman almost dies two times,
goes back into the cave, finds this
location, fights a bunch of dumb asses,
gets on the elevator, moves obstacles
out of the way to open a door, gets a
glimpse at the end guard, and then
Outland 04 loads in. In the beta, the
Freeman fights antlands in a cave,
breaks some wood to open a gate, just
like in the retail, but here there's no
Valve puzzle. A lot of antlands ambush
us. Freeman almost dies, but not two
times, only once. goes back into the
cave, finds this location, protects Alex
while she tries opening a gate, moves
obstacles out of the way to open a door,
gets ambushed by a million ant lions,
gets a glimpse at the end guard, walks
into a room that was removed from
retail, and Outland04 loads in. In
retail, Outland04 starts with the vort
asking us to jump here, get into a cave,
spend around 5 minutes running away from
the end guard. Fix the elevator by
placing a prop here. Wait for the vort
to come down and get the extract and
then go back with him to heal Alex in
the beta outland 4. Alex is already with
us, but the vort still wants to drop
down. Get to this part, which was
removed from retail. Spend 5 minutes
running away from the endline guard. get
here and fix the elevator, which has a
bit more complicated puzzle. Instead of
just taking a prop and then putting it
here, there are two generators here,
which need to be turned on by using the
gravity gun. The problem is that it's
extremely difficult to find the prop. I
found it by complete accident. The vort
does not come down to get the extract,
but instead everyone goes up the
elevator, and that is it. All right.
Now, Outland05, one of the first maps
made for episode 2. We have 10 different
leaked versions, so get ready. In
retail, Outland05 starts with the
Freeman, Alex, and the Vort finally
getting back to the surface and noticing
the big Combine army heading to White
Forest. They fight more ant lions and
the player has to fight an ant lion
guard and an ant lion guardian at the
same time. After that, the Freeman fixes
the elevator and everyone goes up.
Development for Outland05 started all
the way back in 2005, which is why the
name of the first version of it is
Canyon Test. Honestly, I love how
everything looks. The Halfife 2 assets
combined with that skybox and the
structures in the distance give me a
Halfife 2 beta vibe. The map is
unfinished, but funnily enough has the
same layout used in the retail. Version
two is from June of 2006, and the name
used is Outland05A,
which is interesting considering there
is no Outland05B.
The Combine Army is present, but no
Advisor pods can be seen. The color
palette is made of a bunch of brown and
green, which in my opinion looks
awesome. The double antline guard boss
battle seems to have been planned from
the beginning, so I'm not going to
mention it too much. Something else that
was planned was having a citizen lower
the elevator for us. No idea what his
name is, but he has the same model as
the first citizen we see in HalfLife 2,
which maybe was supposed to be a thing
that at some point maybe the developers
wanted to make that guy a character. No
idea. Fun fact, there was a lot more
detail in the distance in the beta
version. Look at the number of
structures and buildings compared to
retail. In my opinion, they were
probably cut due to performance issues.
Next is episode 2, Demo Canyon, which
features no gameplay. The only big
change is that the skybox is now blue
instead of white. Version 4 is from
October of 2006, and the citizen
elevator section was replaced with an
extremely slow turn the valve puzzle.
Also, the combine bridge part is
completely broken. November 2006,
Advisor Pods finally got implemented and
can fly exactly like an episode 1's
ending. Not sure why Valve redcon their
own episode one year after release, but
in the final version, the pods cannot
fly at all. Why would you make them fly
in the beta, but not in retail? December
of 2006. The advisor pods can still fly
and even have wings now. No idea who was
in charge of the level design, but what
kind of goofy ass idea is this? And why
is there a head crab stuck in a hole?
The next one is a map from the same day.
The only difference is at the elevator
puzzle. The slow valve puzzle is still
there, but you also have to go up a
ladder, unstuck the elevator, and
you also have to go up a ladder, unstuck
the elevator, and
man, what is happening? Version 8 of
Outland05 is from January of 2007. The
advisor pod now has some flying effect,
which is similar to what was used back
in episode 1. The stupid supply caches
are still here, and one of the mappers
decided to put a supply crate on top of
the cache. Something that I have not
mentioned yet is just how much the
terrain changes in every version. We go
from the map having a lot of holes in
it, looking like a war zone, to
everything being mostly flat. The puzzle
is the same, but a dead citizen was
added here, and now a crowbar is
blocking the elevator. Oh, and obviously
the elevator no longer sends the player
flying. April 2007, the big vista
finally got implemented, and the advisor
pod no longer flies. Why, Valve? Why?
Thankfully, they also decided to remove
the stupid supply cache, and the boring
Valve puzzle has been replaced with a
generator that can only be activated by
the vort. One of the weirdest changes is
that this specific ladder was moved from
the right to the left of the elevator.
Why? No idea. At least the dead citizen
is a bit more beautiful. Now, the last
version of Outland05 is from May of
2007. A light was added here for better
visibility, I guess. And the crowbar
that was stuck in the elevator was
replaced with a pickaxe. A question that
has always bugged me is how Alex was
able to jump off here without hurting
herself, considering she just got
revived after being impaled by a hunter.
The drop has been present since at least
December of 2006, yet no one at Valve
decided to remove it. Could this be an
oversight? Maybe. If so, then Valve,
please fix. Next, we have Outland 06. In
retail, the Freeman is given the task of
getting to the master car. He sees Gman
stalking him from a bridge. Spends a few
minutes getting through a bunch of
zombies while Alex tries protecting him
with a sniper rifle. Gets into a big
zombie ambush. Completes a puzzle. Does
some platforming to avoid touching toxic
goo. Gets to the car. Pushes cars off a
bridge. Drives the car to the other
side. Picks up Alex and drives off. The
story and map layout for Outland 06 was
pretty much the same in the beta, but I
think it's a good idea to look at all
eight versions of the map just to get an
idea of what Valve was thinking during
development. Trailer map 8 is from July
of 2006 and does not feature any
gameplay. There is no Gman sighting yet
and instead of showing the car using a
combine screen, the game uses the
combine binoculars that were only used
like once in the entire Halfife 2
campaign. Alex's sniper rifle seems to
be a bit unfinished. Surprisingly, the
first five minutes of gameplay are the
same as in retail. Some differences are
that the room with the barnacles is not
yet on fire. The section where the
freeman gets ambushed by the zombies is
not present at all. The drop down here
is a bit different and my most favorite
one, the toxic goo section was extremely
foggy, which again shows that the
direction for episode 2 might have been
a bit different in 2006. One of the most
controversial changes is the car. In
retail, you get a nice muscle car which
seems to have been inspired by the 1969
Dodge Charger. In the beta, the car used
to be called the Jelopey and looked a
lot like the buggy from Halfife 2. The
Jellope seems to have been built on top
of an old Volkswagen Beetle and is
mostly made of trash. Apparently, the
play testers were very disappointed with
how it looked and that led to Valve
having to change its design. Staying on
the topic of the Jalopee, three of the
leaked maps, Jeep Cow Puncher, Jeep
Zombie Baseball, and Jeep Zombie Zapper
show that the car was originally
supposed to have some kind of weapon
attached to it. One could push zombies,
one could slap them, and the other one
could electrocute them. Version two of
Outland 06 now has NPCs, but the Gman is
still not on the bridge. A gameplay
element that got cut from episode 2 is
this. I don't even know what to call it,
but basically, let's say gas propeller
that could be shot by Alex to blow up
zombies. This room seems to be an early
version of the zombie ambush section
from episode 2. Also, unfortunately, the
fog was removed from the platforming
section. Version 3 still does not
feature a Gmatch sighting. Valve
probably only puts these in when a map
is close to being finished, just like in
the Halfife 2 beta. Now, to something a
bit different. We have Protoz zombie, a
concept for what would become the big
zombie ambush in episode 2. Valve liked
the prototype so much that the retail
version is almost identical. Outland 06
from December of 2006. A combined screen
and a new fence have been added. Jimn is
also finally here. The zombie ambush
area has been implemented. Alex's sniper
has a better model. And yeah, February
2007, a fire has been added in the
barnacle room. Valve decided to remove
the gas propeller thing. The Vista is
back and Alex is very sad about the
state of the car she's in. 6 months
before release, we got test hold out.
The Gman can be seen on the combine
screen and it's very creepy. April 16th,
2007. Alex is no longer sad. Yay. One
thing I have not mentioned yet is the
interior of this house. Mostly because I
wanted to share just how many versions
it went through. At first, the interior
did not even exist and the house had a
bunch of missing textures. An interior
then gets added and inside we can find a
dead zombie, a dead citizen and a radio.
Usually, whenever Valve places a radio
somewhere, it means that the NPCs who
are dead near the radio probably
communicated with the player at some
point. So maybe episode 2 was supposed
to have more citizen characters, but
then they all got removed because I
don't know. Anyway, in the next version,
the dead NPCs are replaced with two
rebels who might be referencing the
counseling couple from Halfife 2. The
radio then gets removed and in retail,
the female rebel gets replaced with a
male one. One last change is at the
bridge. Originally, there was no ladder
here and the player had to pretty much
do platforming to get to the other side.
Outland 06A. In retail, we drive on the
street, take a left turn, drive through
the forest, find a couple of buildings,
complete a plug puzzle, hunters show up,
we kill them, talk with Magnus, lose
connection, and leave. The first
prototype is called Trailer Map 5. It's
very bare bones, but by the looks of it,
one of the first things made for Outland
06A was the building where we talked to
Magneson in retail. Prototype 2 is from
June of 2006. You drive on a street and
the street looks a lot like Highway 17,
mostly because of the HalfLife 2 assets.
My only curiosity is why these big
buildings are in the background. Was the
player supposed to see another city in
episode 2 or episode 3? Some driving
later, the Freeman and Alex find a
couple of buildings and must get in by
turning on the electricity. Alex talks
with Magnus. The power shuts off and the
Freeman must fix it by going to a vent
and turning it back on. Hunters appear
out of nowhere and ambush us. We get in
the car, drive past some obstacles and
drive off. Version three is from 10 Days
Later and has a completely different
layout. Alex says to get to the radio
tower, and the Freeman must drive to a
very dark and gritty forest to get to
the building. Here, the player was
supposed to see Alex's reaction to the
vista because, you know, she was dead
beforehand and did not have a chance to
see it. She talks to Magnus. The power
turns off. Same story, but now would not
have to take another route because
there's no truck blocking the road.
Style guide radio tower from July of
2006 does not make any special changes.
So, skip. By August of 2006, Outland 06A
was slowly starting to turn into how it
would be in episode 2. You drive on the
street, take a left leg in retail, reach
the building, and stop because the path
is blocked by a gate. For some reason,
the entrance here gets opened again, and
you even get a hunter sighting, which
probably inspired the other hunter
sightings in the final build. Speaking
of the hunters, in the beta, the only
way to hurt them was by either using
explosives, using the crossbow, throwing
props at them, or running them over.
Valve ended up changing it so they could
also be hurt by bullets. Alex talks,
blah blah blah blah blah blah blah blah.
Power cuts off, Freeman investigates,
blah blah blah blah. And to be honest,
every version plays out in a similar
fashion. So, I will try not wasting your
time and just give you a quick summary
of the changes. What Valve seems to
struggle with is not including a Valve
puzzle in every single map. They
redesigned this puzzle countless times.
First, it looked like this, then like
this, and then like this. And one of the
maps even includes a second Valve puzzle
because why not? Outland07 in retail.
The Freeman and Alex vans find a crashed
adviser pod, go into a building, wake up
an adviser, almost die. The adviser
flies away, combine show up, the Freeman
and Alex drive away, a helicopter chases
them, and then they go into a tunnel. In
March of 2006, everything was extremely
broken. The structure here is just
copied from Halfife 2, and the advisor
scene does not seem to work. There was
supposed to be a combine APC waiting for
the player here. Outland07 July 2006.
You spawn near the building and the
Combine helicopter just happens to be
there. Valve added some strider remains
here which were obviously later replaced
with the crashed advisor pod. The
original plan was for the Freeman to
unplug some plugs and then the adviser
would fly away. Also, there was no
combine ambush. Only the APC and the
helicopter would be following us. August
2006 episode 2 demo driving. As the name
suggests, the whole purpose of the map
was to test the driving.
Why was that removed? The APC is no
longer here, and instead of waiting
until the next map, a fast zombie jumps
on our car. December 2006, adviser
prototype battle. That's right. Episode
2 was supposed to have a physics-based
adviser boss battle, where the adviser
would be able to pick up props near him
and throw them at the player. The more
damage you deal to him, the angrier he
gets and more props he throws. In the
end, he flies away. The last leaked
version of Outland07 is from February of
2007. The adviser pod has been added,
but is not destroyed like in the retail.
Going to the adviser, the boss battle
prototype unfortunately never got past
its prototype phase. The animation used
for the cutscene has some similarities
to episode 2. The nicel looking blue
effect has been completely removed and
we were originally supposed to get a
different angle of the adviser flying
away. Combine ambush us and everything
else is the same. In the retail Outland
08 starts with us crashing into things,
driving away from the helicopter,
finding a rebel outpost, crashing the
car, destroying the helicopter, and then
going into a garage. As for the beta,
well, even though only one version of
Outland08 ended up being leaked, the
leak reveals that everything about this
map was different. When finding the
rebel outpost, a rebel shoots down the
helicopter instantly and invites us in.
We are greeted by a guy named Nigel, who
wants us to go destroy a gate using a
train. The map was originally supposed
to take place in a train station. First,
you have to go up here, jump on the
trains, turn on the electricity, get
into a train, solve a puzzle that is
exactly like something you would see in
Honor Rail in Halfife 1, ride the train,
and crash it into a wall before getting
back into the car and driving away.
Unfortunately, Outland09, 10, 10A, and
11 are not present in the leak. Luckily,
trailer map 11 has a part of what would
later become Outland 11A and Outland
11B. In retail, White Forest gets
ambushed by the Combine, and a silo door
must be sealed off to keep them out. You
fight hunters, soldiers, and turrets.
And after closing the door, Alex, a
vortigant, and a rebel show up and lead
us to the gang. Everyone watches the
Judith transmission, find out about the
Borealis, the Gman controls Alex, and
everything else is not really relevant
for the comparison. In the beta, it
seems Outland 11 would start with the
Judith transmission, but have no mention
of the Borealis or Alex telling Eli to
prepare for unforeseen consequences. The
room is also in a whole different part
of White Forest. In retail, the room is
close to the entrance. Here, however,
it's below Magnus's big rocket. After
watching the transmission, the Freeman
leaves and
the Combine ambushes White Forest and
the Freeman has to close the silo door.
Some of the rooms used here seem to have
the same concept used in the final
build, like the corridor with the
turret, the face-to-face hunter battle,
and even going up the ladder to go to
the silo door, Outland 12. I don't think
you need a long explanation for this
one. Basically, the Freeman has to
protect White Forest from a million
striders and hunters. Do not get fooled
by the name of the first version.
Prototype final number one does not mean
it's the final prototype. It means it's
a prototype for the final battle. The
concept is the same as in the retail,
but the map layout is completely
different. Something that needs to be
mentioned is that in prototype number
two, the weather is rainy and the
hunters can get wet. The final battle
also lasts much longer, 25 minutes to be
exact. There used to be a very big pool
of water in the middle of the map, which
was very annoying and ended up being
removed.
Valve was also playing with the concept
of bringing back Odessa. Prototype
number three is the same, but some
Overwatch soldiers ambush the player in
the forest before starting the actual
final battle. Pretty sure this is
exactly where the awesome hunter clip
from the trailer was recorded. Episode
2, Demo Strider, is a bit weird. Valve
used this map to record a gameplay demo.
What is funny is what is going on in the
parts of the map that are not shown to
the viewer. The mountains and the trees
are shooting at each other.
In the beta, the final battle was
supposed to have vortiggons and combine
Overwatch soldiers, but all of them
ended up being removed, probably to make
things a bit less complicated. Lastly,
Outland 12 from October of 2006.
>> Freeman striders are coming.
>> Yeah, the map starts with the
introduction of the Magnus device. The
device the Magnus device was created in
looked a bit different in the beta.
Freeman, just go up that ladder there.
Oh my god, it's Odessa Kovich. I am
guessing the only reason he got removed
is because Valve did not want him to
die. Either way, the final battle is
very similar to Retail, except for a few
small things, like the hunters not being
able to destroy the Magnuson devices and
the car not having a radar or a tracker,
which made it a lot more difficult to
find Magnuson devices and find the car
after fighting something on foot.
Outland 12A. Time for the ending.
Unfortunately, the scripted sequences do
not seem to work, but the player was
always supposed to shoot a rocket into
space. Now, here's a plot twist.
Originally, episode 2 would end with the
Freeman getting into the helicopter and
flying away. Knowing Valve, however, the
helicopter would most likely crash, and
that would be the actual ending. Now,
wait, do not close the video yet. You're
going to miss some interesting stuff.
First, here are some scripted sequences
that were used for the trailer. Be aware
that some of them are broken.
Oh, GOAT.
>> [groaning]
[groaning]
>> SECOND, before I get to the main event,
Valve had a particle benchmark and a
particle zoom map where a lot of cool
looking effects would appear on the
screen. Now, what is interesting is that
almost none of these effects actually
appear in episode 2, which makes me
wonder if these, you know, particle
benchmark tests were actually for
episode 3. Onto the main event, the last
map I want to showcase is demo blob. The
blob NPC might sound very familiar to
those who watched HalfLife 2's 20th
anniversary documentary, or those who
just know everything about HalfLife.
What you are seeing on the screen is a
concept for the blob. Do not let the
snarks fool you. All of them only count
as one single entity. The entity can
detect surfaces,
can dynamically interact with
environments,
have physics integration.
can create a HalfLife logo
and eat an NPC alive.
Oh, but um yeah, I mean I do not see how
episode three pushes anything forward.
Yeah, thanks Gabe.
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