Карта city 17 half-life 2 для miencraft
Содержание:
Initial fighting
For over a week, the citizenry of City 17 took up arms and openly engaged the Sector 17 Overwatch troops occupying the city. Combine forces set up a heavily fortified command post near the Citadel to coordinate their efforts. The suburban districts, chiefly policed by Civil Protection forces, were rapidly lost to rebel forces, who began tearing down symbols of Combine rule, such as Wallace Breen’s broadcast monitors, and fighting was sporadic. However, closer to the city centre nearer the Citadel, the fighting had grown fierce, with well-equipped and well-supplied regiments of Overwatch regulars, buttressed by Synth and armoured support, engaged in heavy combat with entrenched rebels. Although the rebels were severely outmatched, Combine troops found it difficult to dislodge the dogged rebel fighters. Combat soon became building-to-building, and casualties mounted.
To mitigate this attrition, the Combine bombarded fortified rebel strongholds with headcrab canisters, resulting in outbreaks of the parasites throughout the city. This strategy backfired on the Combine, as Combine soldiers themselves fell prey to the parasites, and forced them to engage mutated humans as well as rebel fighters. Heavy support units, such as Striders, tore entire blocks apart to neutralise rebel troops. The ruined buildings became perfect cover for snipers; some lone snipers pinned down whole squads, stalling the advance closer to the Citadel until they could be flushed out.
Combine forces meanwhile utilised energy barriers, barricades, and mobile walls to isolate rebel forces and hamstring their progress. In an effort to break the deadlock, Barney Calhoun began amassing fighters from all over the city to launch an offensive against the Citadel, which, if successful, would mitigate the Combine’s decisive advantage in firepower.
Gallery
The following is a Work in Progress as it is in the middle of an expansion or major revamping. |
You are welcome to assist in its construction by editing it as well. However, do not make major changes before consulting the community, since the related editors probably set up guidelines for the page construction. |
Pre-release
Concept art
Early City 17 concept art.
Ditto.
Electrical props.
An early rough sketch of City 17 as a more decayed and dirty place.
Ditto.
A ruined City 17 building.
A City 17 attic.
The Citadel among skyscrapers.
Concept art for the Combine Smart Barrier near destroyed buildings.
Destroyed buildings.
A skyscraper towering over a building with a dome, possibly early Skyscraper and Overwatch Nexus.
A destroyed City 17 skyscraper.
Concept art for a Breencast device in the City 17 Trainstation.
Ditto.
Church in City 17.
Damaged library.
The Citadel.
Ditto.
Combine Barricade concept art in the Combine Factories area.
Combine Smart Barrier concept art.
Combine door.
Concept art of Combine Door Towers.
Concept art of children working on an unidentified machine.
Ditto.
Children working in the , located in City 17.
Gordon arriving at the foot of the Citadel.
The Citadel.
Inside the Manhack Arcade.
Ditto.
The .
A train in City 17.
Shelter in the City 17 Trainstation.
Inside the City 17 Trainstation.
Ditto.
Vorti-Cell concept art.
The very first Half-Life 2 menu background, featuring City 17.
A City 17 street, with a mixture of modern and traditional architectural designs.
- Main article:
References[edit]
Combine OverWiki has more images related to City 17.
- ↑ Half-Life 2
- ↑ Half-Life 2: Raising the Bar, page 166
- ↑ Half-Life 2: Raising the Bar, page 238
- ↑ WC map pack
- Breencast
- ↑ Half-Life 2: Raising the Bar
- The Half-Life 2 chapter Point Insertion
- ↑ Half-Life 2: Episode One
- ↑ Half-Life 2: Episode Two
- The Overwatch Voice in the Half-Life 2 chapter Point Insertion
- Half-Life 2 leak
- Half-Life 2: Raising the Bar, page 168
Preceded byN/A | Half-Life 2 story arc journey (1) | Succeeded byCanals |
Preceded byThe Coast | Half-Life 2 story arc journey (2) | Succeeded byThe Outlands |
Locations | |
---|---|
Aperture Science | · · · · · · · · · · · · · s: · · |
Black Mesa | · · · · · · · · Black Mesa Sectors ( ) · · · · · · · · · · · · |
Combine | · () · · · · · · · · · · · · · |
Quarantine Zone | · ( · · ) · · · · · · · · |
Resistance | · · · · · · · · · · · · ( · · ) · · · · · |
Xen | · |
Other | · · · · · · · · · · |
Black Mesa (cut) | · · · · · · |
Combine (cut) | · · · · · |
Resistance (cut) | · · |
Other (cut) | · · · |
See also
- City 17 locations
Preceded by N/A | Half-Life 2 story arc journey (1) | Succeeded by Canals |
Preceded by The Coast | Half-Life 2 story arc journey (2) | Succeeded by The Outlands |
Preceded by N/A | Half-Life 2 original storyline (1) | Succeeded by Canals |
Preceded by Arctic locations | Half-Life 2 original storyline (2) | Succeeded by N/A |
Locations | |
---|---|
Aperture Science | Borealis • Employee Daycare Center • Enrichment Center • Enrichment Shafts: Co-op Test Shaft / Test Shaft 09 • Extended Relaxation Annex • Extended Relaxation Center • Central AI Chamber • Hub • Incinerator Room • Neurotoxin Generator • Testing tracks: GLaDOS’ testing track (Portal) / GLaDOS’ testing track (Portal 2) / Wheatley’s testing track / Cooperative Testing Courses • Turret Manufacturing |
Black Mesa | Advanced Biological Research Lab • Alien Quarantine Labs • Area 8 Topside Dormitories • Biological Waste Processing Plant • Black Mesa Air Control • Black Mesa desert • Black Mesa Medical Lab • Black Mesa Research Facility • Black Mesa Sectors: Sector A Training Facility / Sector B Coolant Reserve / Sector C Test Labs / Sector D Administration / Sector E Biodome Complex / Sector F Lambda Complex / Sector G Hydro Electric • Black Mesa South Access • Black Mesa Transit System • Freight Yard • Gamma Labs • Level 3 Dormitories • Section A-17 Prototype Labs • Topside Motorpool • Waste Processing Area 3 |
Combine | APC garage • Citadel • Citadel Core • City 8 • City 11 • City 12 • City 13 • City 14 • City 15 • City 16 • City 17 • City 24 • City 27 • City 17 Trainstation • Combine Overworld • Depot • Gate 5 • Nova Prospekt • Overwatch Nexus • Technical Trainstation • The Vault |
Resistance | Alyx’s Apartment • Black Mesa East • Bridge Point • Dock 137 • Kleiner’s Lab • Lighthouse Point • New Little Odessa • Radio Tower • Ravenholm • Russell’s Lab • Shorepoint Base • Station 6 • Station 7 • Station 8 • Station 9 • Station 12 • Station 21 • Underground Railroad • Victory Mine • Vortigaunt Camp • White Forest • The White Forest Inn |
Other | Canals • City 17 Underground • Earth • Fairview Junction • The Coast • Hospital • Locations (cut) • Locations in the Half-Life universe • Moon • The Outlands • Quarantine Zone • Santego Military Base • St. Olga • The Wasteland • Xen |
Gallery
Alyx recovering from the train wreck.
A group of Zombies walking towards Gordon and Alyx.
Alyx fighting a Zombie.
Alyx fighting Zombies.
Dead Zombines and two Emitters in a Razor Train.
Alyx protecting herself from Gordon’s flashlight.
Maintenance room.
Small parking lot with an Antlion burrow.
Poison Headcrabs in a parking lot.
The same parking lot (slightly different) in a menu background map.
Collapsed ceiling and damaged cars.
Destroyed parking lot with Antlion burrows.
Ditto.
A flooded room.
The exit to the surface.
Alyx watching Kleiner through Breencast right after reaching the surface.
Environment
City 17 is, obviously, a city, and as such buildings should work as borders for a level. Otherwise, Combine fences or, for smaller gaps, police themselves can be used. Buildings should be large and tall, not only to create better visual blocking but to create a slight claustrophobic feel, which may be desired.
Again, since this is a city, there is considerably less vegetation than other areas. Grassy areas should appear to be gardens or lawns, not open fields. The general sense of disuse and dilapidation means that vegetation is likely to be overgrown and unkempt. Also, since Half-Life 2 appears to be set during the late autumn, trees are almost bare and dead leaves are scattered over nearby pavements.
Overview
Architecture
The Trainstation Plaza, under surveillance by Civil Protection units and equipment, with a «Breencast» monitor, which Doctor Breen uses to address City 17 citizens.
City 17 visually resembles a post-Soviet harbor city featuring mostly Eastern European architecture. It features architecture styles dating from pre-World War II neoclassicism, post-war classical designs, Soviet modernism, and post-Soviet contemporary designs.
Upon the Combine’s arrival on Earth, many buildings were augmented using their own style of architecture with the intent of restricting citizen movement throughout the city.[source?]
In addition, large television screens were installed in several public areas to address citizens regarding the Combine. At the heart of the city is the Citadel, a giant skyscraper which serves as the hub of the Combine.
Design
The core of the city consists predominately of wall-to-wall buildings, with blocks of clustered low-rises made out of a variety of old and new buildings. Under Combine rule, certain residential buildings in the city are used as accommodations for citizens. Conditions in such housings are typically seen as poor, with very few luxuries and constant inspection and raids by Civil Protection. However, some city infrastructure, such as power plants, are maintained by the Combine, and electricity is made widely available from both traditional sources and Combine generators. The Combine themselves occupied some former government buildings, such as the Overwatch Nexus, to help keep control over the city.
The city was large enough to provide all necessary needs for the citizens before the Combine’s occupation. This is supported by the presence of a hospital, several cafés and restaurants, office buildings, and underground city systems; most of which are still intact but abandoned.
The outskirts of City 17 features industrial districts and additional Soviet-style housing, most of which are considered off-limits to citizens. The industrial districts are seen linked to the city via railway lines and canals.
As there was little emphasis in maintaining non-essential parts of the city, many areas of City 17 suffered from urban decay prior to the Citadel’s explosion.
Transportation systems
A Combine Razor Train passes by a canal and residential apartments.
City 17’s transportation system had considerable variety. In addition to highways and city streets, City 17 includes underground road tunnels that traveled beneath the city; during the Resistance uprising against the Combine, portions of the tunnels could be seen, badly damaged, with areas flooded with toxic substances. Several railway lines run throughout the city, with at least two large train stations connecting City 17 to other Combine controlled cities. The Combine maximized the use of these transportation systems, developing ground-based APCs to patrol roads while utilizing pre-invasion trains and their own form of trains to transport citizens and goods in and out of City 17. The presence of unused tramways on a street also suggest that the city once provided tram services before the Combine rule.
A city canal containing hazardous materials.
A network of canals is also prevalent in and around City 17. Much of the inner city canals, however, were made defunct after the Combine’s draining of large bodies of water around City 17 left much of the area’s canal system dry. However, the industrial district canal systems remains usable, albeit shallower, with certain portions of the canals contaminated with .
Восстание в Сити-17[]
Диверсия в Нова-Проспект подняла немалый ажиотаж,за которым последовала волна бунтов по многим городам с наименованием «Сити». Самое большое восстание произошло в Сити-17 и в нём были замешаны не только члены террористической группировки повстанцев,но и многие граждане,присоединившиеся к тотальному хаосу. Буквально уже через несколько часов после взрыва в Нова-Проспект,на улицах города были слышны первые выстрелы и появились первые жертвы. Для подавления бунта были задействованы не только сотрудники Гражданской Обороны,но и различные виды военной структуры Альянса. Силы Сопротивления нанесли удар по многим военным частям в Сити-17 и убили большое количество наших бойцов. На помощь городу из других городов и военных баз немедленно посмешило подкрепление,но было уже поздно. Когда было объявлено чрезвычайное положение и угроза реактору тёмной материи,оставалось лишь эвакуировать оставшихся солдат и администраторов. Уйти сумели немногие,а эвакуация длилась очень недолгое время,за которое были спасены выжившие сотрудники ГО и специальных войск Альянса,а также офицеры и администраторы. Взрывная волна и множественные портальные штормы также уничтожили все блокпосты и железнодорожные пути вокруг Сити-17. Сканирование местности после взрыва не дало точных результатов,однако признаков жизни так и не было обнаружено.
Цитадель Сити-17 (До уничтожения)
Prelude
The unexpected return of Gordon Freeman to City 17 had the effect of galvanising the populace’s spirit of revolution. Freeman’s quasi-mythical status among the minds of the citizenry garnered the attention of the Combine, who sought to detain or kill Freeman. An initial attempt to apprehend Freeman failed, which saw him escape to the laboratory of his friend and former Black Mesa colleague, Eli Vance. A subsequent raid on the rebel outposts failed to capture Freeman, although Eli was taken prisoner and detained in Nova Prospekt. Freeman and Eli’s daughter, Alyx Vance, vowed to infiltrate the penitentiary and free Eli.
Moving through Ravenholm, a series of Combine raids on rebel coastal settlements met with mixed success, although they failed to neutralise Freeman. Freeman and Alyx launched a raid on Nova Prospekt with the aid of hundreds of Antlions, which, although failed to free Eli, resulted in the inadvertent destruction of the entire facility. The destruction of the prison, a bitterly hated and feared symbol of Combine oppression, inspired the citizens of City 17 to launch an armed revolt against Combine rule.
NPCs
Virtually any NPC will fit in City 17, with perhaps the exception of antlions, as City 17 is probably fortified against wildlife and is located away from the coast. It has been speculated that the machinery at the base of the Citadel works to discourage antlions — Antlions do however appear in City 17 in Half-Life 2: Episode One .
Since almost anything can go in the city, wise NPC placement becomes a matter of timing. If making a single-player map, consider when in your storyline this level occurs. If making a multiplayer map that includes NPCs, focus on the player’s abilities at the time they would encounter the opponent or ally.
Behind the scenes[edit]
- «One of the reasons that we liked Eastern Europe as a setting was that it represents the collision of the old and the new in a way that is difficult to capture in the United States. You go over there, and you have this collision between all of these things, the new architecture, the old architecture, the fall of communism…there’s a sense of this strongly-grounded historical place. We left out the Gothic themes associated with Prague and vampires and looked into a different aspect of the region.»
- ― Viktor Antonov
When responding to a question in a Reddit AMA about whether he researched any Eastern European cities for City 17, Viktor Antonov wrote that «it was based on childhood city Sofia», and that «it had mixed elements» from Belgrade and Saint Petersburg.
During the development of Half-Life 2, Valve made many reference photos of the larger Seattle area where Valve is based, including, among others: Airport Way S (for decrepit brick building textures), Macy’s on Pine Street (for the Manhack Arcade), an USCGC ship in the harbor as a reference for the Borealis, magnetic cranes in west Seattle and the Queen Anne radio towers for the antenna near the Manhack Arcade.
Overview[edit]
Architectureedit
The Trainstation Plaza, under surveillance by Civil Protection units and equipment, with a «Breencast» monitor, which Doctor Breen uses to address City 17 citizens.
City 17 visually resembles a post-Soviet harbor city featuring mostly Eastern European architecture. It features architecture styles dating from pre-World War II neoclassicism, post-war classical designs, Soviet modernism, and post-Soviet contemporary designs.
Upon the Combine’s arrival on Earth, many new structures were constructed using their own style of architecture, with the possible intent of restricting Citizen movement throughout the city.[source?] This created a distinct aesthetic style for the city, of Eastern European architecture juxtaposed with the cold, monolithic Combine technology.
In addition, large screens were installed in several public areas to address Citizens regarding the Combine through Breencasts. At the heart of the city was the Citadel, a giant skyscraper which served as the hub of the Combine.
Designedit
The core of the city consisted predominately of wall-to-wall buildings, with blocks of clustered low-rises made out of a variety of old and new buildings. Soviet-style project apartment blocks also had a prominent appearance in the city. Under Combine rule, some city districts were divided into semi-isolated precincts and many residential buildings were used as accommodations for citizens. Conditions in such housings were typically poor and effectively bordering on slums, with very few luxuries and constant inspection and raids by Civil Protection. However, some city infrastructure, such as power plants, were maintained by the Combine, and electricity was made widely available from both traditional sources and Combine generators. The Combine themselves occupied some former government buildings, such as the Overwatch Nexus, to help keep control over the city.
The city was large enough to provide all necessary needs for the citizens before the Combine’s occupation. This is supported by the appearance of a hospital, several cafés and restaurants, office buildings, and underground city systems; much of said infrastructure was still relatively intact but disused.
The outskirts of City 17 featured industrial districts and additional project apartment blocks, most of which are seemingly considered off-limits to Citizens. The industrial districts are seen linked to the city via railway lines and canals.
As there was little emphasis in maintaining non-essential parts of the city, many areas of City 17 suffered from urban decay prior to the Citadel’s explosion.
Transportation systemsedit
A Combine Razor Train passes by a canal and residential apartments.
City 17’s transportation system had considerable variety. In addition to highways and city streets, City 17 included underground road tunnels that traveled beneath the city; during the Resistance uprising against the Combine, portions of the tunnel could be seen, badly damaged, with areas flooded with toxic substances. Several railway lines ran throughout the city, with at least two large train stations connecting City 17 to other Combine controlled cities. The Combine maximized the use of these transportation systems, developing ground-based APCs to patrol roads while utilizing pre-invasion trains and their own form of trains to transport citizens and goods in and out of City 17. The presence of unused tramways on a street also suggest that the city once provided tram services before the Combine rule.
A city canal containing hazardous materials.
A network of canals was also prevalent in and around City 17. Much of the inner city canals, however, were made defunct after the Combine’s draining of large bodies of water around City 17 left much of the area’s canal system dry. However, the industrial district canal systems remained usable, albeit shallower, with certain portions of the canals contaminated with .
Ивенты
Ивенты делятся на 2 группы:
- Автоивенты
- Модерируемые ивенты
Расписание:
- Автоивенты: 19:00 (пн, вт, ср, вс)
- Модерируемые ивенты: 21:00 (чт, пт, сб)
Автоивенты
Ивенты должны включатся автоматически или ручным способом в заданные промежутки временни или при малом кол-ве игроков.
Нашествие зомби
Из всех щелей начинают лезть толпы зомби, всем живым игрокам стоит объединится что бы противостоять масштабной угрозе
Немезида
Один из мирных жителей становится зараженным вирусом, который делает из него машину для убийства. Противостоять ему может только армия.
Помещательство
Мирным жителями выдается оружие и разрешение на убийство всего что попадается на глаза.
Необходимо будет набрать состав ивентологов которые будут продумывать и проводить собственные ивенты на отдельных картах
Последствия взрыва:[]
Взрыв реактора тёмной материи повлекло за собой ещё более губительные последствия,нежели уничтожение жилого сектора. Разлом,созданный взрывом создал мощнейшие портальные штормы,породившие бреши в пространстве и времени. Портальные штормы,уничтожающие всё на своём пути,были замечены в округе,где располагался бывший Сити-17. Кроме того,разведывательный корпус Надзора Альянса сообщает,что подобного рода портальные штормы порождают некие дыры в другие вселенные. В закрытом секторе происходят и другие аномальные вещи,вроде остановки или ускорения времени,а также открываются неивзестные порталы. В них также были замечены существа из других измерений и даже некие гости из прошлого. Исходя из этих фактов можно сказать,что появление бойцов H.E.C.U тесно связано с открытием порталов. Этот феномен был назван Временным сдвигом.
Падение Сити-17,как главного штаба Альянса на Земле и одного из самых значимых городов,сильно пошатнуло власть режима. Когда новость об этом дошла до населения других городов,начались массовые беспорядки,возросло количество преступных группировок и формирование новых отделов Сопротивления во всех жилых точках. На борьбу с нарастающими повстанческими силами была задействована целая цепочка крупнейших отделов Надзора Альянса.
Behind the scenes
Alyx helpless without Gordon’s flashlight.
- This chapter is the first example of Alyx’s new co-op features and combat abilities. As she is the only protagonist equipped with a gun, Gordon having only the Gravity Gun (although he originally was to have no weapon at all), he has to help her killing enemies by aiming his flashlight at them in dark areas, otherwise she does not see them and thus cannot defend herself properly and could get herself killed. He can also throw objects at enemies, but Alyx will always be able to manage all the attacks on her own with a minimum of support from Gordon. She also cannot move in the dark if Gordon disappears with his flashlight turned off, and will call for him helplessly, in a scared tone.
- Gordon originally couldn’t operate the power boxes in Episode One and would have to wait for Alyx to do it. But developers removed this due to the fact that this exposed Alyx’s most robotic tendencies. Gordon would’ve had to let Alyx finish what she was doing first and then wait for her to work. This led to frustration. What developers learned is that in order for Alyx to be more reliable, she has to finish a task quickly and then move on.
- This chapter also first introduces the Zombine.
In completely dark sections, Zombies will tend to spawn faster if the flashlight is turned off.
In completely dark areas where the flashlight is the only source of illumination, the team found that they would often end up with grossly over-exposed views and the HDR parameters were to be modified. In particular, they drastically shrunk the region of the screen where the flashlight’s light is located, which is bigger in Half-Life and Episode Two. It permitted them to concentrate only on that area and thus increase the sense of claustrophobia.
In that chapter, the player is also forced to block Antlion burrows with cars in a collapsed parking lot, while Alyx helps him fight the Antlion, but without giving him any clues on how to block the burrows.
The elevator scene is one of the most tricky parts of the game for the inexperienced player. When Gordon and Alyx arrive at it, its power is down and has to be reactivated through a powerbox located at the other end of a big and completely dark room. When the power is turned on again, Zombies swarm the area, and Alyx and Gordon must bear a huge standoff while waiting for the elevator to come, mirroring scenes from previous games such as the teleport scenes at the end of Blue Shift or in the Half-Life 2 chapter Entanglement. The first iteration of this battle was originally very different. The space was larger, had water in it, and was not completely dark. The team cut water in favor of more Zombies, as Water is relatively expensive, performance-wise. The area was made smaller to ensure that the player would see the elevator and recognize the problem that needed to be solved before the fight starts. The team applied a completely dark setting in order to enhance tension and to leave the battle as a final test of the players’ low-light fighting skills, which had previously been developed over the course of the episode. Finally, they added a wire running along the ceiling from the elevator to the powerbox to give the player a guide as they familiarize themselves with the area.
The City 17 vista where Kleiner is seen on the Breencast after reaching the surface is intended to be «an explicit visual reward for surviving the elevator battle.»