Combine Factories

{{Location Infobox
|image=FileStenographer's Chasm.jpg|250px
|name=Combine Factories
|location=City 17
|era=Combine occupation of Earth|Combine occupation
*c17_01 and its variationsWC mappack
|designer=*Viktor Antonov (appearance)''Half-Life 2 Raising the Bar''
*Aaron Barber (level design)
*John Guthrie (level design)WC mappack
The '''Combine Factories''', also nicknamed "'''garage'''" or "'''industrial'''",WC mappack is a City 17 area cut early in the development of ''Half-Life 2''. It was to be seen during the very first chapter, between the City 17 Trainstation and its plaza.WC mappack It was to be accessed from the back of the trainstation, although Gordon was likely to first pass through the area while arriving to City 17 on its train.WC mappack

Note Some of the screenshots featured in this article were taken in altered versions of the Combine Factories maps, fixed by our contributors (some elements were improved and HDR was added, among other things). While they are very close to the original maps, they slightly divert from them.


*A quite noisy and sinister area,WC mappackPlayable Development of Half-Life 2 game|''Half-Life 2'' leak files it was to show the player human servitude under the Combine.

*Workers of these factories would have been consisted of both adult and child Citizens, as well as Stalkers and Vortigaunts. They were to be closely watched by Metrocops and WC mappack.html">Combots.WC mappack

*The map "e3_industrial", from E3 2002, depicts most of the Combine Factories in an incomplete stage.WC mappack Other maps include maps starting with "d1_garage" (1 and 2) and "c17_01" (not to be confused with the E3 map e3_c17_01), coming in around 15 versions, some featuring the nearby trainstation.WC mappack


The area was to contain several specific sections illustrated in ''Raising the Bar'' or found in the several different WC mappack maps, in which a specific journey was to be made by the player, before reaching the front of the City 17 Trainstation main facade through a tunnel closed in the most recent maps. The areas include

====Railway and streets====

*An elevated railway for the (http// brush) Razor Train was to cross the area, transporting Citizens from the Wasteland or other locations to the nearby City 17 Trainstation. Big pipes, catwalks, electric cables, huge chimneys pouring smoke were to be seen everywhere.WC mappack

*Door Towers were to be used by Metrocops to open Combine Barricades while APCs and School Buses were traveling around the area.WC mappack

*In early maps flying APCs ("shuttles") are also seen circling the area.WC mappack

*A Sensor Gate was also to be seen at the start of the journey.WC mappack

*The earliest maps have only a single road going down to the Trainstation Plaza access tunnel. That road is enlarged in the most recent maps.


FileD1 garage 010001.JPG|Gloomy street at the start of the map. The junk on the road is to be moved by the wind when approached. On the far left is located the Sensor Gate (here unseen).
FileD1 garage 010002.JPG|First broad view of the area, introducing the chimneys, the electric cables and the elevated railway.
FileGarage train.jpg|A Razor Train passing above the streets among the factories.
FileD1 garage 010006.JPG|The same spot viewed from the other side.
FileD1 garage 010008.JPG|The back/side of the City 17 Trainstation seen from near the garage, with the Vortigaunt building on the left (with green light). 
FileD1 garage 010054.JPG|Buildings and pipes.
FileD1 c17 01f 010001.jpg|Combine Door Tower in an early map.
FileD1 garage 010048.JPG|View of the street from catwalks.
FileD1 c17 01f 010000.jpg|Elevated railway and pipes in an early map.
FileE3 terminal rebels.jpg|The area glimpsed from the Trainstation Plaza in the map "e3_terminal", on the right.

====Underground / sewers====

Sewers and underground rooms can be accessed through a large webbed trapdoor located on street level (and many can be glimpsed through gratings in the street), then through a ladder that breaks before the player reaches the ground, forcing them to follow a specific path. After journeying through a small sewer where Xen Plant Lights and a scripted sequence involving Rebel Vortigaunts were to be seen, the player was to reach underground rooms having undergone a fire (they are also partially used in Vertigo). A small portion of the ceiling of one of the rooms was to have collapsed, allowing the rain to pour in. After several dimly lit corridors, the player was to reach the street again.WC mappack


FileD1 garage 010010.JPG|The entrance to the sewers. The four red lights on each side are blinking.
FileD1 garage 010021.JPG|Ladder in the sewers.
FileD1 garage 010022.JPG|Above the ladder.
FileD1 garage 010016.JPG|Xen Plant Lights in the sewers.
FileD1 garage 010052.JPG|Ditto.
FileD1 garage 010023.JPG|The burned/flooded room also present in Vertigo.
FileD1 garage 010028.JPG|Right after the flooded room.
FileD1 garage 010037.JPG|The damaged corridor that follows.
FileD1 garage 010039.JPG|The end of the corridors, showing elements also present in Vertigo. Opposite is the door leading back to street level.

====The Cremator factory====

In this factory (also named "Children Factory"), children were to prepare Cremator heads while being watched by a Metrocop.WC mappack It was to be seen from the street, then from above on a catwalk, but never directly accessed.WC mappack


FileOld cremator factory.jpg|The earliest known Cremator factory with adult Citizens, in "c17_01_42".
FileChildren cremators.jpg|Concept art for the Cremator factory.
FileFactory children cop.jpg|Same spot in the map "e3_industrial".
FileD1 garage 010060.JPG|The Cremator factory in "d1_garage_01" (the children and the Metrocop are missing in that fix).
FileD1 garage 010059.JPG|Ditto, detail of the machine.
FileChild male model.jpg|Male child model, holding a Cremator head. 
FileChild female model.jpg|Ditto, female model. 
FileChild female working anim.jpg|Animation of the female child model transporting a Cremator head.

====The stenographer's chasm====

*This huge room with a glass roof and it walls covered with white tiles (like Citadel version|one of the early Citadels) and Combine imagery 17 logo|City 17 posters was an attempt to create a nightmarish environment, but it proved bereft of gameplay. The place was to be filled with Citizens wearing light blue outfits and typing on WikipediaStenotype|stenographs.

*It was not to be directly accessed (though some early prototype maps show intentions for the player to go through it), and only glimpsed from the outside. Corridors run beside it, and one includes stairs with machinery that pierced the wall under them.WC mappack

*In the playable ''Half-Life 2'' leak files, only the textures of the stenographer's chasm worker model can be found. Added to the light blue outfit, it was to have the head of the retail "List of Citizen models Male|Cheaple Male" Citizen model. A sheet of paper was also to be used, as well as a desk model, also missing.

*More recent versions contain other types of machines mostly involving pistons, as well as working children and Metrocops.WC mappack

*Several pieces of concept art for the interior of the City 17 Trainstation the scenes|early City 17 Trainstation appear to be based on a map reusing the stenographer's chasm building.WC mappack


FileD1 garage 010044.JPG|Stairs right before the stenographer's chasm, with machinery going through the wall.
FileStenographer's Chasm.jpg|Concept art for the stenographer's chasm.
FileSteno chasm.jpg|Fixed stenographer's chasm in the mod ''http// Half-Life 2 (GabeN)''.
FileD1 garage 010055.JPG|The most recent stenographer's chasm, without stenographer (children should be present but are missing from the fix).
FileD1 garage 010057.JPG|Ditto.
FileD1 garage 010049.JPG|Ditto, drop-down view.
FileFactory sitting back.png|Back texture of the stenographer's chasm worker model.
FileFactory sitting front.png|Front texture of the worker model.
FileFactory sitting head.png|Head texture of the worker model.
FilePaper chasm.png|Texture for the sheet of paper used by each worker.
FileTrainstation7 high.jpg|Concept art for the City 17 Trainstation's inside based on a recycled stenographer's chasm map.
FileTrainstation 2.jpg|Ditto.
FileTrainstation1 cracks.jpg|Ditto.

====The Stalker building====
Stalkers were to be seen welding a container using their laser tools in a building located at the end of the small linear journey, alongside the Vortigaunt building. A small scripted sequence, named "windowscare", was to be played when the player approached the door. The scripted sequence itself involved a Stalker suddenly appearing, banging furiously on the door, and then dissapearing right after. WC mappack

====The Vortigaunt building====
A Vortigaunt was also to be seen working under a room filled with generator-like green devices near the Stalker building. WC mappack


FileD1 garage 010051.JPG|The Vortigaunt on the ground floor. He is idle because of the missing scripted sequence in that fix.
FileD1 garage 010050.JPG|View of the first floor.

====The garage====
A standard garage featuring an APC with its engine removed and a small operable crane were to be located opposite of the Vortigaunt building, near the back of the City 17 Trainstation. Odell's model was to be found there, used as a placeholder as it is often in the WC mappack. The building was also to include several props such as the early brush vending machine.WC mappack


FileD1 garage 010009.JPG|APC in the garage. This fix replaces the old brush VAB APC by the early Gage Commando model. Odell's model is also not included.

====Other factories====
Other unidentified factories were also to heavily rely on children.


FileFactory kids.jpg|Concept art for children working on an unidentified machine. 
FileKids working.jpg|Concept art for children working on machines similar to the ones seen in the latest versions of the stenographer's chasm. The map d1_garage_01_32 contains brush versions of these pistons in its stenographer's chasm.

*When the Cremator was cut and the team decided that human reproduction had been disabled by the Suppression Field, the presence of children as well as their factory were rendered irrelevant. The whole area then disappeared when the journey to Kleiner's Lab was heavily shortened and the general atmosphere of the game changed.

*The slavery/factory themes were recycled in the Citadel chapters and the slavery work was kept for the Stalkers only.

==List of appearances==
*''Half-Life 2 Raising the Bar'' {{1st}} {{Nc}}

==See also==
*Half-Life 2 original storyline Factories

{{Imagecat|Combine Factories images}}

==External links==
*{{YouTube|url=rkjg6ck5sro|text=Overview of a fixed "e3_industrial", with working Cremator factory}}
*{{YouTube|url=srqKkRsxI5s|text=The Combine Factories partially remade in the CryEngine}}

|title=Half-Life 2 original storyline|''Half-Life 2'' original storyline
|before=City 17 Trainstation
|after=Manhack Arcade
CategoryHalf-Life 2 (pre-release)
CategoryCombine locations
CategoryCity 17 locations
CategoryCut locations
CategoryViktor Antonov designs