User:Pinsplash/Dissections of Valve maps/Half-Life 2

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See also: Half-Life 2 map reference.

Background Maps[edit | edit source]

Entity BG01 BG02 BG03 BG04 BG05 BG06 BG07 Notes
ai_goal_actbusy 3 1
ai_relationship 5 4 4 3 1 background07: Attempts to make scanners ignore the player, but fails to for some reason.
ai_speechfilter 1
ambient_generic 5 6 34 5 2 14
env_ar2explosion 4
env_bubbles 3
env_dustpuff 3
env_explosion 3 20
env_fade 1 5
env_fire 3 7
env_fog_controller 1 1 1 1
env_global 1
env_lightglow 4
env_microphone 1
env_physexplosion 1 3
env_physimpact 11
env_shake 1 5
env_smokestack 2 4
env_soundscape 1 2 4 8 6 1 1
env_spark 1
env_sprite 2 7 10
env_sun 1 1 1
filter_activator_class 1 1
filter_activator_name 1 1 1
filter_multi 1
func_areaportal 1 4 1 8
func_areaportalwindow 28 2
func_breakable 10 4 29 4 12
func_breakable_surf 5
func_brush 14 2 8 2
func_button 1
func_door 7 2 background01: Used as part of the combine lock prefab.
func_door_rotating 5
func_illusionary 56
func_lod 10
func_monitor 3 1
func_occluder 3 1 6 6
func_physbox 4
func_rotating 6 1
func_smokevolume 1 1
func_tracktrain 1 1
func_useableladder 1
game_text 1 background03: Unused message which would appear when Grigori died. It reads "Your ally died. Reloading ..."
infodecal 43 3 25 1 6 33 background04: Blood decal. Uncertain where it is.
info_constraint_anchor 1
info_player_start 1 1 1 1 1 1 2 background07: The player appears to not ever spawn at one, which is out of sight. The player always spawns at one near the top of the map.
info_node 95 2 11
info_node_air 34 17 12 11 11
info_node_air_hint 1 1 2 2
info_node_climb 6
info_node_hint 12 2 3
info_node_link 1
info_npc_spawn_destination 4
info_target 6 1 2 2 1 2 1 Every background map has at least 1 which is used as a target for the point_viewcontrol.
keyframe_rope 20 34 41 3 1
light 4 3 1 7 1
light_environment 4 3 4 6 1 Why multiple would exist within the same map is uncertain, but they all had the same settings (per map). Some had spawnflags set to 0 while others did not have it at all.
light_spot 4 2 9 1 4 4 15
logic_auto 3 1 2 1 1 3 1 Every background map has at least one for activating the point_viewcontrol.
logic_autosave 1
logic_case 1 1
logic_choreographed_scene 2
logic_relay 7 3 4
logic_timer 2
math_counter 1
move_rope 15 6 24 19 1 2
npc_citizen 3 1
npc_combine_camera 2
npc_combine_s 1
npc_crow 3 10
npc_cscanner 2 3
npc_helicopter 1
npc_heli_avoidsphere 1
npc_metropolice 2
npc_pigeon 1
npc_seagull 8
npc_stalker 1
npc_template_maker 7 1
path_corner 17 10 31
path_track 4 2 2
phys_ballsocket 4
phys_constraint 6
phys_hinge 2 1
phys_keepupright 1
phys_motor 1 1
phys_pulleyconstraint 1
phys_slideconstraint 1
phys_thruster 1
player_loadsaved 1
point_angularvelocitysensor 1
point_camera 1
point_spotlight 1 8 3 1 2 3
point_template 1 7 5 3
point_viewcontrol 1 1 1 1 1 1 1 Background maps use this for setting the view's position and angle, and to prevent any weird movements that may come from the player entity.
prop_door_rotating 2 3
prop_dynamic 15 14 41 30 8
prop_physics 2 31 2 15 4 3
scripted_sequence 1 1 1
shadow_control 1 1 1 1
sky_camera 1 1 1
trigger_autosave 1
trigger_multiple 5 1 8 1 7
trigger_once 1 2 15
water_lod_control 1 1
worldspawn 1 1 1 1 1 1 1 Many contain unused keyvalues similar to ones on light_environment and env_fog_controller. Another mysterious KV is "sounds".
Total 354 166 267 366 74 234 61

Trainstation[edit | edit source]

Entity TS01 TS02 TS03 TS04 TS05 TS06 Notes
aiscripted_schedule 4 1 2 4 3 11
ai_changehintgroup 3
ai_goal_actbusy 6 6 12 1
ai_goal_actbusy_queue 1 1
ai_goal_police 4 8 9 2
ai_relationship 6 3 8 5 3 1
ai_script_conditions 2 5 2 1
ai_speechfilter 1 1 1 1
ambient_generic 21 15 16 9 73 26
cycler_actor 1 1 Used for Gman.
env_beam 12 3 44 Trainstation04: Used on elevator ropes that are never seeable...
env_bubbles 2
env_credits 1
env_effectscript 2
env_entity_maker 2 1 Trainstation05: One is for the clipboard Kleiner holds. The other creates a gravity gun; a leftover from Breen's original office room in d3_breen_01.
env_explosion 1
env_fade 1 1 1 2
env_fog_controller 3 1 1 1 1 1
env_flare 2
env_funnel 2 Trainstation01: Leftover from the HL1 scene.
env_global 2 2 2 1 1 1
env_hudhint 1 1 1 2
env_lightglow 8
env_message 1
env_microphone 3 2 5 1 2
env_muzzleflash 2
env_particlescript 6
env_physexplosion 2 10 5 6 8 1
env_physimpact 2 1
env_screenoverlay 3
env_shake 4 2 1 Trainstation01: Some are used for shaking the train as it moves and stops, and some are leftovers from the HL1 scene.
env_soundscape 10 12 2 10 6 4
env_spark 10 13
env_speaker 1 1 2 8
env_splash 1
env_sprite 17 21 5 6 40 4
env_starfield 1
env_steam 1 12 Trainstation01: Dust effect on the slave vortigaunt's broom.
env_sun 1 1 1 1
env_zoom 8 2
filter_activator_class 2 2 3 1
filter_activator_name 4 2 6 3
filter_multi 1 1
func_areaportal 3 10 14 10 2 1
func_areaportalwindow 24
func_breakable 1 1 36 1 1
func_breakable_surf 1 Trainstation04: This is over one of the windows in the attic the map starts in. A scanner is outside it, apparently trying in vain to bust through it.
func_brush 23 24 19 5 8 32 Trainstation03: One is called brush_youSuck. Unknown what it's meant to accomplish.
func_button 3 2 8
func_clip_vphysics 2 7 7
func_door 7 10 8 6 16 Often used in combine door locks, which really should be using func_button...
func_door_rotating 9 13
func_illusionary 4 2 49 14 1 3
func_ladderendpoint 2 2
func_monitor 14 12 5 5
func_occluder 3 5
func_physbox 1 4 4 2 5
func_rotating 1 14
func_smokevolume 1 1 8
func_tracktrain 7 2 2 6
func_train 3 Trainstation01: Used in the HL1 scene.
func_useableladder 1 1
func_wall 22
game_text 1 2 Trainstation01: Says "turrets killed you". See the note at trigger_hurt.

Trainstation06: One says "metrocop instructs citizens to exit train", and the other is the same message from 01.

generic_actor 1 2 Trainstation04: Uses blackout.mdl, supposed to be part of the scene where Alyx saves Gordon but doesn't seem to do anything.

Trainstation05: Both are for Lamarr.

infodecal 116 162 83 69 23 64
info_hint 4
info_ladder_dismount 6 7 2 7
info_landmark 1 2 2 2 2 2
info_lighting_relative 1 1 2
info_node 107 272 143 124 97 260
info_node_air 20 70 34 15 68
info_node_air_hint 8 2
info_node_hint 25 34 14 17 5 17
info_node_link 4 3
info_npc_spawn_destination 6 4
info_player_start 4 2 2 2 2 7
info_target 48 14 26 25 125 13
info_teleport_destination 3 2 1 7 Trainstation01: The fact this map uses trigger_teleport without using an info_teleport_destination is pretty solid evidence that the entity was obsolete before 2004.
item_battery 1
item_healthkit 1
item_suit 1 1
item_suitcharger 1 1 Trainstation01: Hidden in the closed off interrogation room.
keyframe_rope 35 27 24 39 45
light 23 7 17 10 18 5
light_dynamic 4 1
light_environment 5 5 2 3 7 5 All of the settings were identical per-map.
light_spot 40 21 20 16 74 15
logic_auto 6 3 6 2 2 3
logic_autosave 1 1 1
logic_branch 1 1
logic_case 3 2
logic_choreographed_scene 44 17 28 6 30 4
logic_collision_pair 1 8
logic_compare 2
logic_navigation 3 1 7 1
logic_relay 52 14 35 11 71 7
logic_timer 3 3 4 1 1
material_modify_control 2
math_counter 7 2 2 4
math_remap 1
monster_generic 1 Trainstation05: Used for the crow Lamarr kills.
move_rope 7 19 17 24 19
npc_alyx 1 1
npc_barney 1 1 1
npc_breen 1 1 1 1
npc_citizen 14 12 12 1
npc_combine_camera 3
npc_cscanner 3 5 1 3 2
npc_combinegunship 2
npc_crow 1
npc_eli 1
npc_enemyfinder 1 2
npc_furniture 1 Trainstation03: The animated door that a citizen holds at the end of the map.
npc_ichthyosaur 1
npc_kleiner 1 1
npc_maker 1 13
npc_metropolice 11 16 15 11 1 8
npc_mossman 1
npc_pigeon 1 8
npc_strider 1
npc_template_maker 8 2 10 3
npc_vehicledriver 1 2
npc_vortigaunt 1 1
path_corner 15 24 3 9 16
path_track 58 48 12 67
phys_constraintsystem 2 2
phys_hinge 1 10 2 5
phys_lengthconstraint 4 4
phys_ragdollconstraint 2
phys_spring 1
phys_thruster 1
player_speedmod 1
point_camera 4 1 1 6
point_playermoveconstraint 1
point_spotlight 19 10 7 1 2 3
point_teleport 1 1 3
point_template 18 9 6 14 3 9
point_tesla 5
point_viewcontrol 6 1 1
prop_door_rotating 9 6 8 6 3 1
prop_dynamic 74 6 22 10 63 5
prop_physics 178 66 146 61 65 54
prop_ragdoll 5 8
prop_vehicle_jeep 1 2 Trainstation03, Trainstation04: Used for APCs.
script_intro 1 1
scripted_sequence 18 16 15 4 29
shadow_control 1 1 1 1 1 1
sky_camera 1 1 1 1 1
trigger_changelevel 1 3 4 4 3 2
trigger_hurt 1 1 1 Trainstation01: Inaccessible and configured improperly. At some point during development, a player could voluntarily run away from the train station into this trigger, which would kill them and show a message simply saying "turrets killed you". Valve decided to substitute this rather brutal containment method with a fence.
trigger_look 1
trigger_multiple 29 29 17 8 11 7
trigger_once 30 19 24 16 11 13
trigger_physics_trap 1 Trainstation05: Unused. Apparently, this would dissolve any physics objects the player snuck into the teleporter while Alyx was inside.
trigger_push 1 1 1 Trainstation05: Discourages the player from jumping up to the balcony Barney appears on in the next map, which is clipped off anyway.
trigger_teleport 1 4 2 1 15
trigger_transition 1 1 1 2 1
trigger_wind 2
water_lod_control 1
weapon_crowbar 1
worldspawn 1 1 1 1 1 1
Total 1197 1134 1006 721 1180 808

Canals (1/2)[edit | edit source]

Entity Canals01 Canals01a Canals02 Canals03 Canals05 Canals06 Notes
aiscripted_schedule 19 9 22 6 3
ai_changehintgroup 1 2
ai_goal_actbusy 1
ai_goal_assault 11 10
ai_goal_standoff 1
ai_relationship 11 17 6 9 1 4
ai_script_conditions 4 4 2 1
ai_sound 2
ai_speechfilter 1
ambient_generic 32 1 27 14 Canals01: One is a water dripping sound, tucked inside an inaccessible area.
assault_assaultpoint 49 18
assault_rallypoint 19 15
env_ar2explosion 3
env_beam 1 4
env_bubbles 6
env_dustpuff 3 3
env_entity_maker 1 2 2
env_explosion 1
env_fire 3 2
env_flare 1 1 1
env_fog_controller 1 1 1 1 1 1
env_headcrabcanister 14 1
env_hudhint 1 1
env_lightglow 6
env_microphone 2
env_muzzleflash 1 1 1
env_particlescript 6
env_physexplosion 1 17 7 6 4
env_physimpact 1
env_rotorshooter 27
env_shake 3 1 1
env_shooter 1
env_soundscape 12 24 11 22 14 11
env_spark 1 11
env_speaker 1 1 3
env_splash 1 2 2
env_sprite 15 13 13 5 2
env_steam 12
env_sun 1 1 1 1 1 1
filter_activator_class 1 2 5
filter_activator_name 3 10 4 5 Canals05: One specifies !null for its filter name, as a way to explicitly say "nothing". No code exists that recognizes a string with !null in it, but the filter still works as intended because no entity in the map is named that exact thing.
filter_multi 1
func_areaportal 7 21 7 22 4
func_areaportalwindow 1
func_breakable 4 18 2 139 9 16
func_breakable_surf 8
func_brush 6 16 1 3 9 2
func_clip_vphysics 3 2 1 4 1
func_door 1 1 2 1
func_door_rotating 1 1 5
func_illusionary 47 1 2 1
func_ladderendpoint 2 2
func_lod 3 5 1
func_monitor 1
func_movelinear 2
func_occluder 2 1 6 14
func_physbox 2 16 25 25 10 64
func_rotating 1
func_smokevolume 11 2
func_tank 1
func_tracktrain 3 3 1
func_useableladder 1 2 1 5 2 3
func_vehicleclip 3 6 35
func_water_analog 1
game_ragdoll_manager 1
game_weapon_manager 1
generic_actor 1 1
infodecal 55 61 23 50 26 52
info_constraint_anchor 1
info_ladder_dismount 6 9 3 60 16 15
info_landmark 2 2 2 2 2 2
info_node 198 243 8 154 275 128
info_node_air 43 66 32 165 57 77
info_node_air_hint 5 4 2
info_node_hint 26 12 19 25
info_node_link 1 3 3
info_node_link_controller 1 1 1
info_npc_spawn_destination 11
info_player_start 6 7 5 20 5 4
info_target 17 15 2 12 19 7
item_ammo_crate 1
item_ammo_pistol 4 3 4 12 3 3
item_ammo_pistol_large 1
item_ammo_smg1 1 2 3
item_ammo_smg1_grenade 1
item_battery 3 4 1 7 1
item_dynamic_resupply 1 2 10 6
item_healthcharger 3
item_healthkit 4 9 8 7 5 2
item_healthvial 2
item_item_crate 4 7 1 11 8 5
item_suit 1 1 1 1 1 1
keyframe_rope 8 34 72 12 24
light 6 5 11 16 64 34
light_environment 7 6 1 6 5 7
light_spot 24 17 11 42 26 9
logic_auto 4 2 1 4 1
logic_autosave 2
logic_branch 1
logic_case 3 1
logic_choreographed_scene 13 15 10 13 3
logic_navigation 1 1
logic_relay 11 18 17 27 8
logic_timer 2 5 1 1
math_counter 4 10 5 3 1
momentary_rot_button 4
move_rope 2 17 8 8 12
npc_apcdriver 1
npc_barnacle 21 16 4 2 2
npc_bullseye 5 4 2 5
npc_citizen 3 6 1 5 1
npc_combinedropship 2
npc_combine_s 1 Canals05: Hidden at the top of the map in an inaccessible spot near the start. Can be heard and killed by grenades.
npc_crow 7 8
npc_cscanner 15 2 2 2 1 2
npc_enemyfinder 3 4
npc_furniture 1
npc_gman 1 1
npc_headcrab 22 1
npc_headcrab_fast 1 Canals05: Appears in the boat dock area after the player leaves it. This headcrab kills the citizen inside it.
npc_helicopter 5 2 2 1
npc_heli_avoidsphere 1
npc_manhack 20 5
npc_metropolice 18 22 18 2 8
npc_pigeon 5
npc_template_maker 18 17 1 29 2 6
npc_vehicledriver 1 2
npc_vortigaunt 1
npc_zombie 4 2
npc_zombie_torso 1
path_corner 52 7 6 16 7
path_track 33 27 32 39
phys_ballsocket 2
phys_constraint 5 1
phys_constraintsystem 1 1
phys_hinge 3 1 1 3
phys_keepupright 3 1
phys_lengthconstraint 1
phys_motor 7 1
phys_pulleyconstraint 1
phys_ragdollmagnet 9 8 6
phys_slideconstraint 1 1 1
phys_thruster 1
point_angularvelocitysensor 1
point_camera 1
point_spotlight 1 1 3
point_template 3 12 2 6 16 8
prop_door_rotating 2
prop_dynamic 23 6 2 11 11 20
prop_dynamic_override 2 1
prop_physics 150 125 112 138 170 116
prop_physics_override 1 5
prop_ragdoll 1 7 8 5 7 4
prop_vehicle_apc 2 1 2
prop_vehicle_airboat 1 1
scripted_sequence 15 27 18 11 9
shadow_control 1 1 1 1 2 1 Canals05: One uses all of FGD defaults, other differs only by angle. The one with the non-default angle is the one used by the engine.
sky_camera 1 1 1 1 1 1
trigger_autosave 4 6 2 11 1
trigger_changelevel 2 2 2 2 2 4
trigger_hurt 2 3 18 7
trigger_look 1 1 2
trigger_multiple 8 10 9 13 11 2
trigger_once 28 46 6 38 31 24
trigger_playermovement 1
trigger_push 2 6 1 5 1
trigger_transition 2 1
water_lod_control 1 2 1 1 1 1 Canals01a: Settings are identical.
weapon_crowbar 1 1 1 1 1 1
weapon_frag 1
weapon_pistol 2 1 1 1
weapon_smg1 1 2 2
worldspawn 1 1 1 1 1 1
Total 1224 1286 500 1306 1161 950

Canals (2/2)[edit | edit source]

Entity Canals07 Canals08 Canals09 Canals10 Canals11 Canals12 Canals13 Notes
ai_changehintgroup 3
ai_goal_actbusy 4 2
ai_goal_assault 1 1
ai_goal_standoff 2 1
ai_relationship 3 4
aiscripted_schedule 3 3
ambient_generic 9 5 1
assault_assaultpoint 5 6
assault_rallypoint 5 5
env_ar2explosion 1
env_entity_maker 1 1 1
env_explosion 9
env_fire 42
env_fog_controller 1 1 1
env_lightglow 1
env_microphone 1
env_physexplosion 2 1
env_physimpact 5
env_soundscape 9 12 8
env_spark 1 1
env_sprite 4 17 12
env_sun 1 1 1
filter_activator_class 3 1 2 Canals07: One filters for prop_physics_ragdolls, an entity now gone with very few traces remaining. It was likely an older name for prop_ragdoll, given that physics_prop_ragdoll exists. The filter was used for some trigger_removes.

Canals08: Filters for vehicle_airboat, which no longer exists.

Canals09: Filters for metrocops, implying they would attack you in the area with the small cache the helicopter can't reach.

filter_activator_name 2
filter_multi 1
func_areaportal 12 10 4
func_areaportalwindow 1 8
func_breakable 11 26
func_breakable_surf 6 3
func_brush 11 7
func_clip_vphysics 3 1
func_door 1
func_door_rotating 2
func_illusionary 2 20
func_ladderendpoint 2
func_lod 2 4
func_monitor 2
func_occluder 8 10
func_physbox 38 3 12
func_rotating 1
func_tank 2
func_tankairboatgun 2
func_tracktrain 1
func_useableladder 4 1
func_vehicleclip 32 3 40
func_wall_toggle 1
infodecal 78 51 18
info_apc_missile_hint 2
info_ladder_dismount 22 3
info_landmark 2 2 2
info_target 8 3 10
info_node 220 210 3
info_node_air 183 75
info_node_air_hint 1
info_node_hint 70 24
info_player_start 8 4 2 Canals09: Unused spawn is completely inside a wall near the end of the map.
item_ammo_357 3
item_ammo_crate 3
item_ammo_pistol 3 1
item_ammo_smg1 1
item_ammo_smg1_grenade 1 1
item_battery 1 2 3
item_dynamic_resupply 2 3 1
item_healthcharger 2 1
item_healthkit 1 2
item_healthvial 3
item_item_crate 8 15 4
item_suit 1 1 1
item_suitcharger 1
keyframe_rope 57 18 10
light 16 22
light_environment 5 8 Canals08: conflicting brightness settings! 243 219 143/248 233 186.
light_spot 30 52 12
logic_auto 4 3 2
logic_autosave 1 1
logic_compare 2
logic_choreographed_scene 1
logic_navigation 1
logic_relay 27 12 3
math_counter 1
move_rope 23 7 4
npc_apcdriver 3
npc_barnacle 5
npc_breen 1
npc_bullseye 3
npc_combinedropship 2
npc_combine_camera 1
npc_crow 3
npc_cscanner 1
npc_headcrab 1
npc_helicopter 2 1
npc_heli_avoidsphere 20 6
npc_maker 2
npc_manhack 4
npc_metropolice 34 22
npc_template_maker 9 8
path_track 18 76 23
phys_ballsocket 1
phys_constraint 6
phys_hinge 2 1
phys_pulleyconstraint 1
phys_thruster 3
point_camera 1
point_spotlight 22 18
point_template 10 8 1
prop_door_rotating 9 2
prop_dynamic 8 7
prop_physics 194 122 22
prop_ragdoll 2
prop_vehicle_airboat 1 1 1
prop_vehicle_apc 5
scripted_sequence 4
shadow_control 1 1 1
sky_camera 1 1 1
trigger_autosave 3 1 2
trigger_changelevel 3 3 4
trigger_hurt 5 5
trigger_multiple 14 17 9
trigger_once 23 21 1
trigger_push 1
trigger_remove 8
trigger_transition 1 1 3 Canals09: There are two at the start for no apparent reason.
water_lod_control 1 1 1
weapon_357 2 1
weapon_crowbar 1 1 1
weapon_frag 7 1
weapon_pistol 2 1 1
weapon_smg1 3 1 1
worldspawn 1 1 1 1 1 1 1
Total 1462 1041 255

Eli and Town[edit | edit source]

Entity Eli01 Eli02 Town01 Town01a Town02 Town02a Town03 Town04 Town05 Notes
worldspawn 1 1 1 1 1 1 1 1 1
Total

Coast (1/2)[edit | edit source]

Entity Coast01 Coast03 Coast04 Coast05 Coast07 Notes
worldspawn 1 1 1 1 1
Total

Coast (2/2)[edit | edit source]

Entity Coast08 Coast09 Coast10 Coast11 Coast12 Notes
worldspawn 1 1 1 1 1
Total

Prison[edit | edit source]

Entity Prison01 Prison02 Prison03 Prison04 Prison05 Prison06 Prison07 Prison08 Notes
worldspawn 1 1 1 1 1 1 1 1
Total

C17 (1/2)[edit | edit source]

Entity c17 01 c17 02 c17 03 c17 04 c17 05 c17 06a c17 06b c17 07 Notes
worldspawn 1 1 1 1 1 1 1 1
Total

C17 (2/2)[edit | edit source]

Entity c17 08 c17 09 c17 10a c17 10b c17 11 c17 12 c17 12b c17 13 Notes
worldspawn 1 1 1 1 1 1 1 1
Total

Citadel and Breen[edit | edit source]

Entity Citadel01 Citadel02 Citadel03 Citadel04 Citadel05 Breen01 Notes
worldspawn 1 1 1 1 1 1
Total

Misc. Findings[edit | edit source]

  • Many worldspawns contain unused keyvalues similar to ones on light_environment and env_fog_controller. Another mysterious KV is "sounds".
  • Maps have multiple light_environments, with identical values. Probably related to cordons.
  • Many maps have env_sun keyvalues which are left there from a previous implementation of the entity which allowed the mapper to use up to four textures at once, each with their own X and Y scales.