

This map is in a small bunker at the surface. It's interesting to note that these screenshots show an updated HUD and the headcrab model from the final game, suggesting that the level was kept for a while longer before being scraped. This map appeared in some pre-release screenshots. A vital walkway can be destroyed by gunfire or stray Headcrabs.

It is set in a partially-flooded warehouse area that's filled with Bullsquids and Headcrabs. This map appeared in some pre-release images.Ĭ1a3b is a map that is used to transition from one part of C1a3a to another. A picture to the right of the switches shows how they should be opened. If the player opens or closes the wrong doors, he will be sliced up by fans. The player has to use switches so that doors in the vent system lead to the switch to deactivate the turret. The most prominent part of the map is a puzzle involving a ventilation system. An elevator to the surface is in the map, but there is a turret in the way that the player is supposed to deactivate. This map appeared in some pre-release screenshots.Ĭ1a3a takes place in a maintenance area. Most of the map takes place in a warehouse filled with Houndeyes and Human Grunts.

The player's objective in the chapter, a door to a silo, is to the right one the player gets out of the elevator, but the door cannot be opened because of scripting issues. We've Got Hostiles uses the same map names and general motifs that The Security Complex has, suggesting that The Security Complex became We've Got Hostiles.Ĭ1a3 starts just like the final's C1a3 does in an elevator. In it, the player has to activate a switch near the surface in order to open the door to a silo. The Security Complex is the third chapter in the prototype. This suggests there were Zombies in the game at this point in development, but were removed for the press demo for some reason. What's interesting is that this map has breakable holes that match how some Zombies break through walls in the final game, but there aren't any Zombies in the prototype. It's mostly a set of hallways that lead to the elevator shaft with ladders that appears in the final's C1a2b. This map is completely different than the final's C1a2c. The final game replaces him with Headcrabs and Zombies. The demo for this map reveals that the player would have to avoid a Human Assault in the kitchen cafeteria area. The vent room and maze after the freezer area is an optional part of the map in the prototype. A good chunk of the area is missing and the player has to use crates to reach the vent grate near the back instead of using a lift system to reach the vent system. The freezer section is much simpler in this prototype. However, the elevator shaft with ladders room has been moved to a separate map.

This map combines prototypes of the final's C1a2b and C1a2c into one map. The lighting and texturing is also much more simpler in this version of the areas. Many sections that appear in both the prototype and the final game are shorter and less complex than they are in the final game. This map is actually a prototype version of the final's c1a2 and c1a2a, merged into one map. However, the prototype introduces the Human Grunts in this chapter, while the final game moves their first appearance to the next chapter, presumably to give the player more time to fight the aliens and get acquainted with the game more before fighting Human Grunts. It follows the same flow and style of the final's Office Complex. The Office Warrens is the second chapter in the prototype. One of the offices was reused for the electrified water room just past the start of Office Complex. This map contains two offices and a storage area filled with aliens. This map appears in a few pre-release screenshots. This map has the player go through several caged areas containing aliens and the occasional scientist in order to deactivate an emergency lock. One of the airlocks in this map was flipped and reused for the airlock the player enters after getting the Pistol from a dead Barney, while a ruined computer room was repurposed for the large computer room the player has to go through from the lobby in Unforeseen Consequences.
