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The Leaked Half-Life 2: Episode Two Beta

30:00EnglishTranscribed Jul 23, 2026
0:00

In March of 2017, an unknown person

0:02

leaked some of the original map files

0:04

for the HalfLife 2 episodes. Valve seems

0:07

to be okay with Halfife 2 beta content.

0:09

So, I will use this opportunity to take

0:11

a look at the 2017 leak and give you a

0:13

better insight into how the episode 2

0:15

maps evolved during development.

0:17

Originally, episode 2 was supposed to

0:19

start at the end of episode 1, where the

0:21

player would see the destruction of the

0:23

Citadel again. What is interesting is

0:25

that the citadel has a completely

0:27

different model and actually explodes

0:29

instead of just slowly fading out of

0:31

your view. Now, before starting with the

0:32

first level, let me give you a quick

0:34

recap of what happens in the final

0:36

version of the first map of episode 2.

0:38

We wake up in a train, find Alex, look

0:40

at City 17's destruction vista, watch a

0:43

bridge get destroyed, shoot some

0:45

zombies, solve a puzzle, talk with the

0:48

gang, watch Alex get killed by a hunter,

0:50

then a Vortigon shows up to save her,

0:52

and then we fall down an elevator.

0:54

Believe it or not, some of these

0:56

concepts were already set in stone 18

0:58

months before the release. The leak has

1:01

10 different development versions of

1:03

Outlander 1, with the earliest one,

1:05

trailer map one, being from March of

1:07

2006. Remember that shot of Alex holding

1:10

on for dear life? This is where it was

1:12

recorded. No gameplay elements were

1:14

included by this point. However, it

1:16

looks like episode 2 was originally

1:18

supposed to be a bit more foggy, and the

1:21

layout of the map was also a bit

1:22

different. The second version of

1:24

Outlander 1 is called Style Guide Vista.

1:27

We start with an animation of Alex

1:29

falling from a train, hanging on for

1:31

dear life, and then falling to her

1:33

death. The Freeman must get off the

1:34

train by walking on a cliff, jumping in

1:37

the water below, and then find the

1:38

gravity gun on his own. By the looks of

1:40

it, the City 17 destruction vista was

1:43

always supposed to be one of the first

1:44

things that the player sees after

1:46

getting off the train. The portal storms

1:48

seem to have been planned extremely

1:50

early. What was not planned is

1:51

everything else. Alex seems to be dead,

1:54

and the player has to find a way to save

1:56

her. The Vortigant picks her up and

1:58

yeah, the animations were still work in

2:02

progress. The Freeman and the Vort go up

2:04

an elevator and find a gate that must be

2:07

opened by going into a building,

2:09

completing a short puzzle, and then

2:10

turning a valve. The Freeman falls down

2:12

an elevator, and gets into the Endion

2:15

Cave. What I find fascinating about this

2:17

version of Outland 01 is just how dark

2:19

it used to be. None of the other leaked

2:22

maps have such a dark color palette,

2:24

which makes me wonder what if episode 2

2:26

ended up being dark and gritty. Outland

2:30

010 is next and Gordon.

2:34

My god, Valve, that is brutal. The

2:37

gravity gun is now here, and you still

2:39

have to jump in the water to get down.

2:41

For some reason, the city 17 vista is

2:43

gone. We find Alex, a vortigant, and a

2:46

rebel show up. And

2:54

what the hell? The rebel does not have a

2:56

name, but I'm pretty sure he's either

2:58

supposed to be Griggs or Sheekly from

3:00

the final version. Anyway, the valve

3:02

gate puzzle from earlier seems to have

3:04

also been removed, which means the

3:05

freeman no longer falls down the

3:07

elevator. Instead, the player just walks

3:09

into the cave and that is the end.

3:11

Outland 01H and Outland01 ISA are more

3:15

or less the same with a couple of small

3:17

gameplay changes. So, let's move on. The

3:19

June 2006 edition of Outland 01 is where

3:22

Valve started changing a lot of stuff.

3:25

Alex dies like usual, and everything up

3:27

until finding her is the same, but then

3:29

a city scanner shows up, gets destroyed

3:32

by a vort. The vort clears the way for

3:34

us. Combine soldiers show up and must be

3:37

dealt with. Then the player has to get

3:38

into a building and solve a very clever

3:41

physics puzzle before getting in an

3:42

elevator and going down the end cave.

3:45

The July 2006 version of the map is

3:47

almost identical with the only

3:49

difference being the puzzle inside the

3:51

building which was replaced with

3:53

something a bit worse. Apparently the

3:54

play testers were stupid and could not

3:57

figure out a simple physics puzzle which

3:59

led to Valve having to change it. Moving

4:01

on to September of 2006, Alex still

4:04

dies. And I have to mention that the

4:06

fall from the train is far more

4:08

dangerous. Oh, and the Vista is back. As

4:10

usual, we find Alex, but then some head

4:13

crabs show up and then the Vort saves

4:15

her. I am guessing this is what inspired

4:17

the scene in the final build where the

4:19

vort saves Alex from the end lion. No

4:21

idea why, but the developers decided to

4:23

go back to the old level geometry from

4:25

the style guide Vista version of the

4:27

map, aka the one where you have to get

4:29

into a building, open a gate using a

4:31

valve, and then fall down into the end

4:33

lion cave. The cave seems to be a bit

4:35

bigger and even includes a part that

4:37

isn't the final release. And lastly,

4:39

Outland 01 from October of 2006. Alex

4:42

dies again. The train fall seems to be a

4:45

lot less dangerous. A head crab shell

4:47

was added here to show where the head

4:49

crabs came from. and everything else is

4:51

the same except for the vort who might

4:53

be having a little bit too much fun.

4:56

Okay, Outland O2. The leak only has one

4:58

version of it, but do not worry, it is

5:01

way more than enough. The way things

5:03

play out is very different. You see, in

5:06

the beta, Outland 01 goes straight into

5:09

Outland O2, but in retail, Outland 01

5:12

goes into Outland 01A, which happens to

5:14

have a similar layout to Outland 03 from

5:17

the beta. So, for comparison purposes, I

5:20

will skip Outland 01A for now and we'll

5:22

compare it to Outland 03 a bit later.

5:25

For reference, in episode two, during

5:27

Outland O2, the Freeman drops down from

5:29

the ceiling, meets two dumbasses, fights

5:32

a bunch of ant lions, three vortigans

5:34

show up, a big battle starts. One of the

5:36

vorts tells Freeman they need to get an

5:38

ant lion extract to heal Alex. They

5:41

leave, get the extract from another map,

5:43

come back to Outlando 2, heal Alex. Jimn

5:46

then interrupts with a speech and then

5:48

Alex, Gordon, and the Vortigant go up

5:51

the elevator. The beta was a bit

5:53

different. Instead of dropping from the

5:54

ceiling, we use this entrance, which by

5:57

the way was completely cut. The tower

5:58

defense section is also very different.

6:00

There are way more end lines coming out

6:02

of the holes, we get three turrets

6:04

instead of two. The turrets cannot

6:05

break. And also, instead of hoppers, the

6:07

game gives the player gas cans to throw

6:09

at the enemies. Three vortigans still

6:11

drop from the ceiling and we still get

6:13

the big battle, but Alex gets healed

6:15

instantly without the need of the

6:17

extract. A combine drop ship finds our

6:19

location and instead of going up like in

6:22

retail, the elevator goes down and

6:24

proceeds to crash. There is even this

6:26

part that got completely cut. Like

6:28

mentioned, the Outland 03 map layout

6:30

used in the beta uses the Outland 01A

6:33

layout used in retail. In the retail

6:35

version, the Freeman must drop in the

6:37

cave, drop down a hole, get introduced

6:39

to the ant lion worker, drop down

6:41

another hole, kill a bunch of ant lion

6:43

workers in a big cave, go underwater to

6:46

get past an obstacle, fight a few more

6:48

ant lions, and load into the next map.

6:50

In the beta, because Alex was already

6:52

healed by this point, her and the

6:54

Vortigant are with us. We drop where the

6:56

ant lion workers get introduced, but

6:58

instead of just a couple of ant lions

7:00

ambushing us, it's like a million of

7:02

them. There is no second drop down like

7:04

in retail. The player can just get to

7:05

the big cave instantly. The underwater

7:07

section from retail is also not present,

7:10

probably because Alex and the vort

7:12

cannot swim. After the first half of

7:13

Outland 03, the beta transitions into

7:16

the layout used in retail. Basically,

7:18

the retail Outland 01A and Outland 03

7:21

maps use map layouts from the beta

7:23

Outland 03. Outland 03 from the beta was

7:26

too big and had to be cut into two

7:29

parts. So, for the second part of

7:31

Outland 03 beta, I will be comparing it

7:33

to the actual Outland 03 from Retail. In

7:36

retail, the Freeman fights more ant

7:38

lions, breaks some wood to open a gate,

7:40

solves a puzzle, the Vort opens the

7:42

gate, Freeman almost dies two times,

7:45

goes back into the cave, finds this

7:47

location, fights a bunch of dumb asses,

7:50

gets on the elevator, moves obstacles

7:52

out of the way to open a door, gets a

7:54

glimpse at the end guard, and then

7:56

Outland 04 loads in. In the beta, the

7:59

Freeman fights antlands in a cave,

8:00

breaks some wood to open a gate, just

8:02

like in the retail, but here there's no

8:04

Valve puzzle. A lot of antlands ambush

8:07

us. Freeman almost dies, but not two

8:09

times, only once. goes back into the

8:11

cave, finds this location, protects Alex

8:14

while she tries opening a gate, moves

8:16

obstacles out of the way to open a door,

8:18

gets ambushed by a million ant lions,

8:20

gets a glimpse at the end guard, walks

8:22

into a room that was removed from

8:24

retail, and Outland04 loads in. In

8:27

retail, Outland04 starts with the vort

8:30

asking us to jump here, get into a cave,

8:33

spend around 5 minutes running away from

8:35

the end guard. Fix the elevator by

8:37

placing a prop here. Wait for the vort

8:39

to come down and get the extract and

8:41

then go back with him to heal Alex in

8:43

the beta outland 4. Alex is already with

8:46

us, but the vort still wants to drop

8:48

down. Get to this part, which was

8:50

removed from retail. Spend 5 minutes

8:52

running away from the endline guard. get

8:54

here and fix the elevator, which has a

8:56

bit more complicated puzzle. Instead of

8:58

just taking a prop and then putting it

9:00

here, there are two generators here,

9:02

which need to be turned on by using the

9:04

gravity gun. The problem is that it's

9:05

extremely difficult to find the prop. I

9:08

found it by complete accident. The vort

9:10

does not come down to get the extract,

9:12

but instead everyone goes up the

9:13

elevator, and that is it. All right.

9:15

Now, Outland05, one of the first maps

9:18

made for episode 2. We have 10 different

9:21

leaked versions, so get ready. In

9:23

retail, Outland05 starts with the

9:25

Freeman, Alex, and the Vort finally

9:27

getting back to the surface and noticing

9:29

the big Combine army heading to White

9:32

Forest. They fight more ant lions and

9:34

the player has to fight an ant lion

9:35

guard and an ant lion guardian at the

9:37

same time. After that, the Freeman fixes

9:40

the elevator and everyone goes up.

9:41

Development for Outland05 started all

9:44

the way back in 2005, which is why the

9:46

name of the first version of it is

9:48

Canyon Test. Honestly, I love how

9:51

everything looks. The Halfife 2 assets

9:53

combined with that skybox and the

9:55

structures in the distance give me a

9:57

Halfife 2 beta vibe. The map is

9:59

unfinished, but funnily enough has the

10:01

same layout used in the retail. Version

10:03

two is from June of 2006, and the name

10:06

used is Outland05A,

10:09

which is interesting considering there

10:10

is no Outland05B.

10:12

The Combine Army is present, but no

10:15

Advisor pods can be seen. The color

10:17

palette is made of a bunch of brown and

10:19

green, which in my opinion looks

10:21

awesome. The double antline guard boss

10:23

battle seems to have been planned from

10:24

the beginning, so I'm not going to

10:26

mention it too much. Something else that

10:28

was planned was having a citizen lower

10:30

the elevator for us. No idea what his

10:32

name is, but he has the same model as

10:34

the first citizen we see in HalfLife 2,

10:37

which maybe was supposed to be a thing

10:39

that at some point maybe the developers

10:41

wanted to make that guy a character. No

10:43

idea. Fun fact, there was a lot more

10:45

detail in the distance in the beta

10:47

version. Look at the number of

10:48

structures and buildings compared to

10:50

retail. In my opinion, they were

10:52

probably cut due to performance issues.

10:54

Next is episode 2, Demo Canyon, which

10:57

features no gameplay. The only big

10:59

change is that the skybox is now blue

11:01

instead of white. Version 4 is from

11:03

October of 2006, and the citizen

11:05

elevator section was replaced with an

11:08

extremely slow turn the valve puzzle.

11:10

Also, the combine bridge part is

11:12

completely broken. November 2006,

11:15

Advisor Pods finally got implemented and

11:18

can fly exactly like an episode 1's

11:20

ending. Not sure why Valve redcon their

11:22

own episode one year after release, but

11:24

in the final version, the pods cannot

11:26

fly at all. Why would you make them fly

11:28

in the beta, but not in retail? December

11:31

of 2006. The advisor pods can still fly

11:34

and even have wings now. No idea who was

11:36

in charge of the level design, but what

11:38

kind of goofy ass idea is this? And why

11:41

is there a head crab stuck in a hole?

11:43

The next one is a map from the same day.

11:46

The only difference is at the elevator

11:47

puzzle. The slow valve puzzle is still

11:49

there, but you also have to go up a

11:51

ladder, unstuck the elevator, and

12:02

you also have to go up a ladder, unstuck

12:04

the elevator, and

12:08

man, what is happening? Version 8 of

12:10

Outland05 is from January of 2007. The

12:14

advisor pod now has some flying effect,

12:16

which is similar to what was used back

12:18

in episode 1. The stupid supply caches

12:20

are still here, and one of the mappers

12:22

decided to put a supply crate on top of

12:24

the cache. Something that I have not

12:26

mentioned yet is just how much the

12:28

terrain changes in every version. We go

12:30

from the map having a lot of holes in

12:32

it, looking like a war zone, to

12:34

everything being mostly flat. The puzzle

12:36

is the same, but a dead citizen was

12:38

added here, and now a crowbar is

12:40

blocking the elevator. Oh, and obviously

12:43

the elevator no longer sends the player

12:45

flying. April 2007, the big vista

12:48

finally got implemented, and the advisor

12:50

pod no longer flies. Why, Valve? Why?

12:54

Thankfully, they also decided to remove

12:56

the stupid supply cache, and the boring

12:58

Valve puzzle has been replaced with a

13:00

generator that can only be activated by

13:02

the vort. One of the weirdest changes is

13:04

that this specific ladder was moved from

13:07

the right to the left of the elevator.

13:08

Why? No idea. At least the dead citizen

13:11

is a bit more beautiful. Now, the last

13:14

version of Outland05 is from May of

13:16

2007. A light was added here for better

13:19

visibility, I guess. And the crowbar

13:21

that was stuck in the elevator was

13:23

replaced with a pickaxe. A question that

13:25

has always bugged me is how Alex was

13:28

able to jump off here without hurting

13:30

herself, considering she just got

13:31

revived after being impaled by a hunter.

13:34

The drop has been present since at least

13:37

December of 2006, yet no one at Valve

13:39

decided to remove it. Could this be an

13:41

oversight? Maybe. If so, then Valve,

13:44

please fix. Next, we have Outland 06. In

13:48

retail, the Freeman is given the task of

13:50

getting to the master car. He sees Gman

13:52

stalking him from a bridge. Spends a few

13:54

minutes getting through a bunch of

13:55

zombies while Alex tries protecting him

13:58

with a sniper rifle. Gets into a big

14:00

zombie ambush. Completes a puzzle. Does

14:02

some platforming to avoid touching toxic

14:04

goo. Gets to the car. Pushes cars off a

14:07

bridge. Drives the car to the other

14:09

side. Picks up Alex and drives off. The

14:12

story and map layout for Outland 06 was

14:15

pretty much the same in the beta, but I

14:16

think it's a good idea to look at all

14:18

eight versions of the map just to get an

14:20

idea of what Valve was thinking during

14:22

development. Trailer map 8 is from July

14:24

of 2006 and does not feature any

14:27

gameplay. There is no Gman sighting yet

14:29

and instead of showing the car using a

14:31

combine screen, the game uses the

14:33

combine binoculars that were only used

14:35

like once in the entire Halfife 2

14:37

campaign. Alex's sniper rifle seems to

14:40

be a bit unfinished. Surprisingly, the

14:43

first five minutes of gameplay are the

14:45

same as in retail. Some differences are

14:47

that the room with the barnacles is not

14:49

yet on fire. The section where the

14:50

freeman gets ambushed by the zombies is

14:52

not present at all. The drop down here

14:54

is a bit different and my most favorite

14:57

one, the toxic goo section was extremely

14:59

foggy, which again shows that the

15:01

direction for episode 2 might have been

15:03

a bit different in 2006. One of the most

15:06

controversial changes is the car. In

15:08

retail, you get a nice muscle car which

15:10

seems to have been inspired by the 1969

15:13

Dodge Charger. In the beta, the car used

15:16

to be called the Jelopey and looked a

15:18

lot like the buggy from Halfife 2. The

15:20

Jellope seems to have been built on top

15:22

of an old Volkswagen Beetle and is

15:24

mostly made of trash. Apparently, the

15:26

play testers were very disappointed with

15:28

how it looked and that led to Valve

15:30

having to change its design. Staying on

15:32

the topic of the Jalopee, three of the

15:34

leaked maps, Jeep Cow Puncher, Jeep

15:36

Zombie Baseball, and Jeep Zombie Zapper

15:39

show that the car was originally

15:41

supposed to have some kind of weapon

15:42

attached to it. One could push zombies,

15:45

one could slap them, and the other one

15:47

could electrocute them. Version two of

15:50

Outland 06 now has NPCs, but the Gman is

15:53

still not on the bridge. A gameplay

15:55

element that got cut from episode 2 is

15:57

this. I don't even know what to call it,

15:59

but basically, let's say gas propeller

16:02

that could be shot by Alex to blow up

16:04

zombies. This room seems to be an early

16:06

version of the zombie ambush section

16:08

from episode 2. Also, unfortunately, the

16:11

fog was removed from the platforming

16:13

section. Version 3 still does not

16:15

feature a Gmatch sighting. Valve

16:17

probably only puts these in when a map

16:19

is close to being finished, just like in

16:21

the Halfife 2 beta. Now, to something a

16:23

bit different. We have Protoz zombie, a

16:25

concept for what would become the big

16:27

zombie ambush in episode 2. Valve liked

16:30

the prototype so much that the retail

16:31

version is almost identical. Outland 06

16:34

from December of 2006. A combined screen

16:37

and a new fence have been added. Jimn is

16:40

also finally here. The zombie ambush

16:42

area has been implemented. Alex's sniper

16:44

has a better model. And yeah, February

16:47

2007, a fire has been added in the

16:49

barnacle room. Valve decided to remove

16:51

the gas propeller thing. The Vista is

16:54

back and Alex is very sad about the

16:56

state of the car she's in. 6 months

16:59

before release, we got test hold out.

17:01

The Gman can be seen on the combine

17:03

screen and it's very creepy. April 16th,

17:06

2007. Alex is no longer sad. Yay. One

17:10

thing I have not mentioned yet is the

17:12

interior of this house. Mostly because I

17:14

wanted to share just how many versions

17:16

it went through. At first, the interior

17:18

did not even exist and the house had a

17:20

bunch of missing textures. An interior

17:22

then gets added and inside we can find a

17:25

dead zombie, a dead citizen and a radio.

17:27

Usually, whenever Valve places a radio

17:30

somewhere, it means that the NPCs who

17:32

are dead near the radio probably

17:34

communicated with the player at some

17:35

point. So maybe episode 2 was supposed

17:38

to have more citizen characters, but

17:40

then they all got removed because I

17:42

don't know. Anyway, in the next version,

17:43

the dead NPCs are replaced with two

17:46

rebels who might be referencing the

17:47

counseling couple from Halfife 2. The

17:49

radio then gets removed and in retail,

17:51

the female rebel gets replaced with a

17:54

male one. One last change is at the

17:56

bridge. Originally, there was no ladder

17:58

here and the player had to pretty much

18:00

do platforming to get to the other side.

18:02

Outland 06A. In retail, we drive on the

18:05

street, take a left turn, drive through

18:07

the forest, find a couple of buildings,

18:09

complete a plug puzzle, hunters show up,

18:12

we kill them, talk with Magnus, lose

18:14

connection, and leave. The first

18:16

prototype is called Trailer Map 5. It's

18:19

very bare bones, but by the looks of it,

18:21

one of the first things made for Outland

18:23

06A was the building where we talked to

18:25

Magneson in retail. Prototype 2 is from

18:28

June of 2006. You drive on a street and

18:30

the street looks a lot like Highway 17,

18:33

mostly because of the HalfLife 2 assets.

18:35

My only curiosity is why these big

18:37

buildings are in the background. Was the

18:39

player supposed to see another city in

18:41

episode 2 or episode 3? Some driving

18:43

later, the Freeman and Alex find a

18:45

couple of buildings and must get in by

18:47

turning on the electricity. Alex talks

18:49

with Magnus. The power shuts off and the

18:52

Freeman must fix it by going to a vent

18:54

and turning it back on. Hunters appear

18:56

out of nowhere and ambush us. We get in

18:58

the car, drive past some obstacles and

19:00

drive off. Version three is from 10 Days

19:03

Later and has a completely different

19:05

layout. Alex says to get to the radio

19:07

tower, and the Freeman must drive to a

19:09

very dark and gritty forest to get to

19:11

the building. Here, the player was

19:13

supposed to see Alex's reaction to the

19:15

vista because, you know, she was dead

19:17

beforehand and did not have a chance to

19:19

see it. She talks to Magnus. The power

19:21

turns off. Same story, but now would not

19:24

have to take another route because

19:25

there's no truck blocking the road.

19:27

Style guide radio tower from July of

19:30

2006 does not make any special changes.

19:33

So, skip. By August of 2006, Outland 06A

19:37

was slowly starting to turn into how it

19:39

would be in episode 2. You drive on the

19:41

street, take a left leg in retail, reach

19:43

the building, and stop because the path

19:45

is blocked by a gate. For some reason,

19:47

the entrance here gets opened again, and

19:49

you even get a hunter sighting, which

19:52

probably inspired the other hunter

19:54

sightings in the final build. Speaking

19:56

of the hunters, in the beta, the only

19:58

way to hurt them was by either using

20:00

explosives, using the crossbow, throwing

20:02

props at them, or running them over.

20:04

Valve ended up changing it so they could

20:06

also be hurt by bullets. Alex talks,

20:09

blah blah blah blah blah blah blah blah.

20:11

Power cuts off, Freeman investigates,

20:13

blah blah blah blah. And to be honest,

20:15

every version plays out in a similar

20:17

fashion. So, I will try not wasting your

20:19

time and just give you a quick summary

20:20

of the changes. What Valve seems to

20:22

struggle with is not including a Valve

20:24

puzzle in every single map. They

20:26

redesigned this puzzle countless times.

20:29

First, it looked like this, then like

20:31

this, and then like this. And one of the

20:33

maps even includes a second Valve puzzle

20:36

because why not? Outland07 in retail.

20:39

The Freeman and Alex vans find a crashed

20:41

adviser pod, go into a building, wake up

20:44

an adviser, almost die. The adviser

20:46

flies away, combine show up, the Freeman

20:48

and Alex drive away, a helicopter chases

20:51

them, and then they go into a tunnel. In

20:53

March of 2006, everything was extremely

20:55

broken. The structure here is just

20:57

copied from Halfife 2, and the advisor

20:59

scene does not seem to work. There was

21:01

supposed to be a combine APC waiting for

21:04

the player here. Outland07 July 2006.

21:07

You spawn near the building and the

21:09

Combine helicopter just happens to be

21:11

there. Valve added some strider remains

21:13

here which were obviously later replaced

21:15

with the crashed advisor pod. The

21:17

original plan was for the Freeman to

21:19

unplug some plugs and then the adviser

21:21

would fly away. Also, there was no

21:23

combine ambush. Only the APC and the

21:25

helicopter would be following us. August

21:28

2006 episode 2 demo driving. As the name

21:31

suggests, the whole purpose of the map

21:33

was to test the driving.

21:39

Why was that removed? The APC is no

21:41

longer here, and instead of waiting

21:43

until the next map, a fast zombie jumps

21:45

on our car. December 2006, adviser

21:48

prototype battle. That's right. Episode

21:50

2 was supposed to have a physics-based

21:52

adviser boss battle, where the adviser

21:55

would be able to pick up props near him

21:57

and throw them at the player. The more

21:58

damage you deal to him, the angrier he

22:01

gets and more props he throws. In the

22:03

end, he flies away. The last leaked

22:05

version of Outland07 is from February of

22:07

2007. The adviser pod has been added,

22:10

but is not destroyed like in the retail.

22:12

Going to the adviser, the boss battle

22:14

prototype unfortunately never got past

22:16

its prototype phase. The animation used

22:19

for the cutscene has some similarities

22:21

to episode 2. The nicel looking blue

22:24

effect has been completely removed and

22:26

we were originally supposed to get a

22:27

different angle of the adviser flying

22:29

away. Combine ambush us and everything

22:31

else is the same. In the retail Outland

22:34

08 starts with us crashing into things,

22:36

driving away from the helicopter,

22:38

finding a rebel outpost, crashing the

22:40

car, destroying the helicopter, and then

22:42

going into a garage. As for the beta,

22:44

well, even though only one version of

22:46

Outland08 ended up being leaked, the

22:49

leak reveals that everything about this

22:51

map was different. When finding the

22:52

rebel outpost, a rebel shoots down the

22:54

helicopter instantly and invites us in.

22:57

We are greeted by a guy named Nigel, who

23:00

wants us to go destroy a gate using a

23:02

train. The map was originally supposed

23:04

to take place in a train station. First,

23:06

you have to go up here, jump on the

23:08

trains, turn on the electricity, get

23:10

into a train, solve a puzzle that is

23:12

exactly like something you would see in

23:14

Honor Rail in Halfife 1, ride the train,

23:16

and crash it into a wall before getting

23:18

back into the car and driving away.

23:20

Unfortunately, Outland09, 10, 10A, and

23:23

11 are not present in the leak. Luckily,

23:26

trailer map 11 has a part of what would

23:29

later become Outland 11A and Outland

23:32

11B. In retail, White Forest gets

23:34

ambushed by the Combine, and a silo door

23:36

must be sealed off to keep them out. You

23:38

fight hunters, soldiers, and turrets.

23:41

And after closing the door, Alex, a

23:42

vortigant, and a rebel show up and lead

23:45

us to the gang. Everyone watches the

23:46

Judith transmission, find out about the

23:48

Borealis, the Gman controls Alex, and

23:51

everything else is not really relevant

23:53

for the comparison. In the beta, it

23:55

seems Outland 11 would start with the

23:57

Judith transmission, but have no mention

23:59

of the Borealis or Alex telling Eli to

24:02

prepare for unforeseen consequences. The

24:04

room is also in a whole different part

24:06

of White Forest. In retail, the room is

24:08

close to the entrance. Here, however,

24:10

it's below Magnus's big rocket. After

24:12

watching the transmission, the Freeman

24:14

leaves and

24:16

the Combine ambushes White Forest and

24:18

the Freeman has to close the silo door.

24:20

Some of the rooms used here seem to have

24:22

the same concept used in the final

24:24

build, like the corridor with the

24:26

turret, the face-to-face hunter battle,

24:28

and even going up the ladder to go to

24:30

the silo door, Outland 12. I don't think

24:32

you need a long explanation for this

24:34

one. Basically, the Freeman has to

24:36

protect White Forest from a million

24:37

striders and hunters. Do not get fooled

24:40

by the name of the first version.

24:41

Prototype final number one does not mean

24:44

it's the final prototype. It means it's

24:46

a prototype for the final battle. The

24:48

concept is the same as in the retail,

24:50

but the map layout is completely

24:52

different. Something that needs to be

24:53

mentioned is that in prototype number

24:55

two, the weather is rainy and the

24:57

hunters can get wet. The final battle

24:59

also lasts much longer, 25 minutes to be

25:02

exact. There used to be a very big pool

25:04

of water in the middle of the map, which

25:06

was very annoying and ended up being

25:08

removed.

25:14

Valve was also playing with the concept

25:17

of bringing back Odessa. Prototype

25:19

number three is the same, but some

25:21

Overwatch soldiers ambush the player in

25:23

the forest before starting the actual

25:25

final battle. Pretty sure this is

25:27

exactly where the awesome hunter clip

25:29

from the trailer was recorded. Episode

25:31

2, Demo Strider, is a bit weird. Valve

25:34

used this map to record a gameplay demo.

25:36

What is funny is what is going on in the

25:38

parts of the map that are not shown to

25:40

the viewer. The mountains and the trees

25:42

are shooting at each other.

25:53

In the beta, the final battle was

25:55

supposed to have vortiggons and combine

25:57

Overwatch soldiers, but all of them

25:58

ended up being removed, probably to make

26:00

things a bit less complicated. Lastly,

26:03

Outland 12 from October of 2006.

26:10

>> Freeman striders are coming.

26:16

>> Yeah, the map starts with the

26:18

introduction of the Magnus device. The

26:20

device the Magnus device was created in

26:22

looked a bit different in the beta.

26:24

Freeman, just go up that ladder there.

26:32

Oh my god, it's Odessa Kovich. I am

26:35

guessing the only reason he got removed

26:37

is because Valve did not want him to

26:38

die. Either way, the final battle is

26:40

very similar to Retail, except for a few

26:43

small things, like the hunters not being

26:45

able to destroy the Magnuson devices and

26:47

the car not having a radar or a tracker,

26:49

which made it a lot more difficult to

26:51

find Magnuson devices and find the car

26:53

after fighting something on foot.

26:55

Outland 12A. Time for the ending.

26:58

Unfortunately, the scripted sequences do

27:00

not seem to work, but the player was

27:01

always supposed to shoot a rocket into

27:03

space. Now, here's a plot twist.

27:05

Originally, episode 2 would end with the

27:08

Freeman getting into the helicopter and

27:10

flying away. Knowing Valve, however, the

27:12

helicopter would most likely crash, and

27:14

that would be the actual ending. Now,

27:16

wait, do not close the video yet. You're

27:18

going to miss some interesting stuff.

27:20

First, here are some scripted sequences

27:22

that were used for the trailer. Be aware

27:24

that some of them are broken.

27:36

Oh, GOAT.

28:04

>> [groaning]

28:11

[groaning]

28:17

>> SECOND, before I get to the main event,

28:19

Valve had a particle benchmark and a

28:21

particle zoom map where a lot of cool

28:23

looking effects would appear on the

28:25

screen. Now, what is interesting is that

28:27

almost none of these effects actually

28:29

appear in episode 2, which makes me

28:31

wonder if these, you know, particle

28:33

benchmark tests were actually for

28:35

episode 3. Onto the main event, the last

28:38

map I want to showcase is demo blob. The

28:40

blob NPC might sound very familiar to

28:43

those who watched HalfLife 2's 20th

28:45

anniversary documentary, or those who

28:47

just know everything about HalfLife.

28:49

What you are seeing on the screen is a

28:50

concept for the blob. Do not let the

28:53

snarks fool you. All of them only count

28:55

as one single entity. The entity can

28:57

detect surfaces,

29:06

can dynamically interact with

29:08

environments,

29:17

have physics integration.

29:24

can create a HalfLife logo

29:42

and eat an NPC alive.

29:50

Oh, but um yeah, I mean I do not see how

29:53

episode three pushes anything forward.

29:56

Yeah, thanks Gabe.

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