Editing Cut Halo: Combat Evolved levels

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<code>B20</code> was the original planned swamp-themed Campaign level. It would have featured a mysterious monster that lurked in the central portion of the map, forcing the player to take a wide path around that middle section to avoid being killed while they made their way to a tower in the distance.{{Ref/Site|Id=DigsiteDeliveries|URL=https://www.halowaypoint.com/news/digsite-deliveries|Site=Halo Waypoint|Page=Digsite Deliveries|D=07|M=07|Y=2023}} After cutting, the exterior level geometry would be incorporated into the level [[343 Guilty Spark (level)|343 Guilty Spark]] (<code>C10</code>).{{Ref/Reuse|DigsiteDeepDive}} Per notes of a "Key Plot Points" document from Joseph Staten dated January 24th, 2001, B20 was going to a level centered around the Covenant accelerating it's military occupation forces against the human resistance after the death of the Prophet.{{Ref/Reuse|DigsiteDeepDive}}
<code>B20</code> was the original planned swamp-themed Campaign level. It would have featured a mysterious monster that lurked in the central portion of the map, forcing the player to take a wide path around that middle section to avoid being killed while they made their way to a tower in the distance.{{Ref/Site|Id=DigsiteDeliveries|URL=https://www.halowaypoint.com/news/digsite-deliveries|Site=Halo Waypoint|Page=Digsite Deliveries|D=07|M=07|Y=2023}} After cutting, the exterior level geometry would be incorporated into the level [[343 Guilty Spark (level)|343 Guilty Spark]] (<code>C10</code>).{{Ref/Reuse|DigsiteDeepDive}} Per notes of a "Key Plot Points" document from Joseph Staten dated January 24th, 2001, B20 was going to a level centered around the Covenant accelerating it's military occupation forces against the human resistance after the death of the Prophet.{{Ref/Reuse|DigsiteDeepDive}}


The [[tags]] for a version of B20 were made available for use in the ''[[Halo: Combat Evolved Mod Tools]]'' on June 20th, 2024. They are labeled as deriving from Xbox-compatible tags, of an unknown build.<ref name="h1git">[https://github.com/digsite/h1 ''Github, digsite/h1'']</ref> This release of B20 exists in an as-is state, having a clear afternoon sky and with assets like trees being amiss. As well, the level is empty, with no scripting and only a single unimplemented grunt encounter. The similarities with the level 343 Guilty Spark are abundant, with the player naturally following a path to the right, and even crossing over a fallen tree bridge. The most notable difference is instead of the entrance to the containment facility, the level features the aforementioned large tower at the end of the path, which presumably would appear endless in a foggy atmosphere. The tower has an interior, however in this iteration is it not accessible by the player from any conventional means.  
The [[tags]] for a version of B20 were made available for use in the ''[[Halo: Combat Evolved Mod Tools]]'' on June 20th, 2024.<ref>[https://github.com/digsite/h1 ''Github, digsite/h1'']</ref> This release of B20 exists in an as-is state, having a clear afternoon sky and with assets like trees being amiss. As well, the level is empty, with no scripting and only a single unimplemented grunt encounter. The similarities with the level 343 Guilty Spark are abundant, with the player naturally following a path to the right, and even crossing over a fallen tree bridge. The most notable difference is instead of the entrance to the containment facility, the level features the aforementioned large tower at the end of the path, which presumably would appear endless in a foggy atmosphere. The tower has an interior, however in this iteration is it not accessible by the player from any conventional means.  
<gallery>
<gallery>
File:HTMCC_HCE_B20.png|An overview of the level.
File:HTMCC_HCE_B20.png|An overview of the level.
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===The Silent Cartographer "X40"===
===The Silent Cartographer "X40"===
{{Main|The_Silent_Cartographer#X40|l1=The Silent Cartographer, X40}}
{{Main|The_Silent_Cartographer#X40|l1=The Silent Cartographer, X40}}
The original intro cinematic for the level <code>B30</code>, known in final game as The Silent Cartographer, included a "rallying speech" by Captain Keyes per notes of a "Key Plot Points" document from Joseph Staten dated January 24th, 2001.{{Ref/Reuse|DigsiteDeepDive}} This aligns with a scene that can be found within the original storyboards for ''Halo'' labeled as "X40."{{Ref|Id=StoryboardNumbers|Group=Note|The numbering system used for major cutscenes is not related to the numbering system used for the levels.}} The storyboards depict a location missing from the final game, the makeshift human base on an island at a "large Forerunner structure." The environment has a major resemblance to what is seen in the level [[Halo (Halo: Combat Evolved level)|Halo.]] The base was situated near pacific coastal waters, inside a mountainous locale strewn about with waterfalls, with the Forerunner structure itself being distinctly based on the beam emitter towers seen in the respective level.
The original intro cinematic for the level <code>B30</code>, known in final game as The Silent Cartographer, included a "rallying speech" by Captain Keyes per notes of a "Key Plot Points" document from Joseph Staten dated January 24th, 2001.{{Ref/Reuse|DigsiteDeepDive}} This aligns with a scene that can be found within the original storyboards for ''Halo'' labeled as "X40."{{Ref|Id=StoryboardNumbers|Group=Note|The numbering system in the storyboards is not related to the numbering system used for the levels.}} The storyboards depict a location missing from the final game, the makeshift human base on an island at a "large Forerunner structure." The environment has a major resemblance to what is seen in the level [[Halo (Halo: Combat Evolved level)|Halo.]] The base was situated near pacific coastal waters, inside a mountainous locale strewn about with waterfalls, with the Forerunner structure itself is distinctly based on the beam emitter towers seen in the respective level.


Below is a selection of the X40 storyboards:
Below is a selection of the X40 storyboards:
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Below are the relevant X50 storyboards:
Below are the relevant X50 storyboards:
<gallery>
<gallery>
File:HCE_343GuiltySpark_Storyboard_X50_1_1.jpg
File:HCE_343GuiltySpark_Storyboard_X50_2_2.jpg
File:HCE_343GuiltySpark_Storyboard_X50_2_2.jpg
File:HCE_343GuiltySpark_Storyboard_X50_2_3.jpg
File:HCE_343GuiltySpark_Storyboard_X50_2_3.jpg
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*1.4.7 Canyon Road
*1.4.7 Canyon Road
*1.4.9 Canyon Ridges
*1.4.9 Canyon Ridges
*1.4.10 <span title="[sic]">Oribital</span> Defense Control
*1.4.10 Oribital Defense Control


A notable point is the "Containment Facility," however the relation between this and the facility found in the level 343 Guilty Spark (<code>C10</code>) is otherwise unspecified.{{Ref/Reuse|DigsiteDeepDive}}
A notable point is the "Containment Facility," however the relation between this and the facility found in the level 343 Guilty Spark (<code>C10</code>) is otherwise unspecified.{{Ref/Reuse|DigsiteDeepDive}}
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=====UNSC version=====
=====UNSC version=====
{{Article quote|All pain, some gain. 8-16 players.{{Ref/Reuse|DigsiteDeliveries}}}}
{{Article quote|All pain, some gain. 8-16 players.{{Ref/Reuse|DigsiteDeliveries}}}}
This version of Ruined Pain is believed to date back to a very early stage of Halo FPS-era development. During initial Digsite playtesting, the original map was found to be scaled for a smaller player character, matching older iterations where they were roughly the same height of a marine in the final game. As part of the effort to restore this map for play in MCC, the map was scaled up by x1.5. Digsite member killzone64 then finished up the map for multiplayer by adding weapons, player spawns, and some barrels to allow players to jump up onto the bases easier; as well as crafting a "chaotic" course for use in the [[Race]] gametype. The tags for the Digsite-restored iteration of this version of Ruined Pain was made available for use in the ''[[Halo: Combat Evolved Mod Tools]]'' on July 7th, 2023.{{Ref/Reuse|DigsiteDeliveries}} They are labeled as deriving from Xbox-compatible tags, of an unknown build.<ref name="h1git" />
This version of Ruined Pain is believed to date back to a very early stage of Halo FPS-era development. During initial Digsite playtesting, The original map file was found to be scaled for a smaller player character, matching older iterations where they were roughly the same height of a marine in the final game. As part of the effort to restore this map for play in MCC, the map was scaled up by x1.5. Digsite member killzone64 then finished up the map for multiplayer by adding weapons, player spawns, and some barrels to allow players to jump up onto the bases easier; as well as crafting a "chaotic" course for use in the [[Race]] gametype. The tags for the Digsite-restored iteration of this version of Ruined Pain was made available for use in the ''[[Halo: Combat Evolved Mod Tools]]'' on July 7th, 2023.{{Ref/Reuse|DigsiteDeliveries}}


This version of the map aligns with information that was recalled by [[Hardy LeBel]] in [[2015]]. Although he was not certain the map was Ruined Pain, he thought the name sounded familiar, and said the only map that he could remember cutting from the game involved a huge human interior space and created by [[Paul Russel]] as a test for his human architectural styles. When Lebel was given the files for the space, he considered it too unwieldy as a workable multiplayer map, and with Russel busy with working on campaign levels, it was ultimately scrapped.{{Ref/YouTube|xEhdyzjVVqk|Hardy LeBel|Question Session - Level Design|Quote=Hmm, well I don't know anything about a volcano mission for single player. And I'm not certain about this, but Ruined Pain sounds familiar. I can say that I had one other map in CE that I cut before we shipped. It was an absolutely HUGE interior "Human" space built by Paul Russell. I think he made it as a proof of concept for his Human geometry. He gave me the files for the space, but as I was looking it over it was so huge that it really would have needed lots of time and energy to make into a good MP map - time he simply didn't have since he was so busy with single-player stuff. So alas - the world never saw it. That might have been Ruined Pain. But we may never know...|Quotee=Hardy LeBel|Detail={{C|[[:File:REF YouTube RuinedPain Comment.png|Local archive]]}}}}
This version of the map aligns with information that was recalled by [[Hardy LeBel]] in [[2015]]. Although he was not certain the map was Ruined Pain, he thought the name sounded familiar, and said the only map that he could remember cutting from the game involved a huge human interior space and created by [[Paul Russel]] as a test for his human architectural styles. When Lebel was given the files for the space, he considered it too unwieldy as a workable multiplayer map, and with Russel busy with working on campaign levels, it was ultimately scrapped.{{Ref/YouTube|xEhdyzjVVqk|Hardy LeBel|Question Session - Level Design|Quote=Hmm, well I don't know anything about a volcano mission for single player. And I'm not certain about this, but Ruined Pain sounds familiar. I can say that I had one other map in CE that I cut before we shipped. It was an absolutely HUGE interior "Human" space built by Paul Russell. I think he made it as a proof of concept for his Human geometry. He gave me the files for the space, but as I was looking it over it was so huge that it really would have needed lots of time and energy to make into a good MP map - time he simply didn't have since he was so busy with single-player stuff. So alas - the world never saw it. That might have been Ruined Pain. But we may never know...|Quotee=Hardy LeBel|Detail={{C|[[:File:REF YouTube RuinedPain Comment.png|Local archive]]}}}}
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Another version of Ruined Pain can be spotted in the [[Halo:_Combat_Evolved_Beta_1749|1749 Beta]], where the image for the level [[Damnation]] features the map in an untextured blockout form, with the description "Colony remains on [[Reach]]". As part of the Digside initiative to uncover and restore cut content, this map is being further developed by Conscars under the name "Purgatory", combining the existing model with a modified layout and new scenery inspired by the Beta 1749 description.{{Ref/Site|Id=HWCRC|URL=https://www.halowaypoint.com/news/cutting-room-corps|Site=Halo Waypoint|Page=Cutting Room Corps|D=07|M=03|Y=2024}}
Another version of Ruined Pain can be spotted in the [[Halo:_Combat_Evolved_Beta_1749|1749 Beta]], where the image for the level [[Damnation]] features the map in an untextured blockout form, with the description "Colony remains on [[Reach]]". As part of the Digside initiative to uncover and restore cut content, this map is being further developed by Conscars under the name "Purgatory", combining the existing model with a modified layout and new scenery inspired by the Beta 1749 description.{{Ref/Site|Id=HWCRC|URL=https://www.halowaypoint.com/news/cutting-room-corps|Site=Halo Waypoint|Page=Cutting Room Corps|D=07|M=03|Y=2024}}


As of July 7th, 2023, the Digsite team is still working on restoring and releasing this version of Ruined Pain and Purgatory.{{Ref/Reuse|DigsiteDeliveries}}
As of July 7th, 2023, the Digsite project is still working on restoring and releasing this version of Ruined Pain and Purgatory.{{Ref/Reuse|DigsiteDeliveries}}
<gallery>
<gallery>
File:HCE_Con-Damnation.jpg|The level as it appears in the [[Halo:_Combat_Evolved_Beta_1749|1749 Beta]].
File:HCE_Con-Damnation.jpg|The level as it appears in the [[Halo:_Combat_Evolved_Beta_1749|1749 Beta]].
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{{Expand-section}}
{{Expand-section}}
{{Article quote|Ancient, Epic, Mysterious{{Ref/Reuse|DigsiteDeliveries}}}}
{{Article quote|Ancient, Epic, Mysterious{{Ref/Reuse|DigsiteDeliveries}}}}
<code>spasm</code> was a map prominently shown throughout much of the development of ''Halo: Combat Evolved'' while it was still intended to be a third person game releasing on personal computers. Notably the Macworld 1999 and E3 2000 demos feature different iterations of Spasm. The tags for the Digsite-restored Macworld 1999 iteration of Spasm was made available for use in the ''Halo: Combat Evolved Mod Tools'' on July 7th, 2023.{{Ref/Reuse|DigsiteDeliveries}} They are labeled as deriving from a source folder named "Halo," dated June 23, 1999.<ref name="h1git" />
<code>spasm</code> was a map prominently shown throughout much of the development of ''Halo: Combat Evolved'' while it was still intended to be a third person game releasing on personal computers. Notably the Macworld 1999 and E3 2000 demos feature different iterations of Spasm. The tags for the Digsite-restored Macworld 1999 iteration of Spasm was made available for use in the ''Halo: Combat Evolved Mod Tools'' on July 7th, 2023.{{Ref/Reuse|DigsiteDeliveries}}
<gallery>
<gallery>
File:PXH CGW1999Cover Screenshot.jpg|Original full sized image used as the CGW magazine 1999 cover, depicting Macworld 1999 Spasm.
File:PXH CGW1999Cover Screenshot.jpg|Original full sized image used as the CGW magazine 1999 cover, depicting Macworld 1999 Spasm.
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===Swamp===
===Swamp===
{{Article quote|It’s a wet heat, though.{{Ref/Reuse|DigsiteDeepDive}}}}
{{Article quote|It’s a wet heat, though.{{Ref/Reuse|DigsiteDeepDive}}}}
<code>swamp</code>, once referred to as '''Swamplands''' by 343 Industries, was a swamp-themed map present in 2000 and MacWorld builds of ''Halo.'' This swamp environment would form the basis for the cut campaign level <code>[[#B20|B20]]</code>, the retail campaign level [[343 Guilty Spark (level)|343 Guilty Spark]], and the cut ''Halo PC'' map [[#Swampthing|Swampthing]]—as well as the ''Halo 2'' DLC map [[Backwash]].{{Ref/Reuse|DigsiteDeepDive}} It is essentially a sibling level to [[#Spasm|Spasm]], being from the same 1999 third-person PC era, and designed primarily as a test level.
<code>swamp</code>, once referred to as '''Swamplands''' by 343 Industries, was a swamp-themed map present in 2000 and MacWorld builds of ''Halo.'' This swamp environment would form the basis for the cut campaign level <code>[[#B20|B20]]</code>, the retail campaign level [[343 Guilty Spark (level)|343 Guilty Spark]], and the cut ''Halo PC'' map [[#Swampthing|Swampthing]]—as well as the ''Halo 2'' DLC map [[Backwash]].{{Ref/Reuse|DigsiteDeepDive}} It is somewhat of a sibling level to [[#Spasm|Spasm]], being from the same third-person PC era, and designed primarily as a test level.


The tags for the Digsite-restored version of Swamp was made available for use in the ''Halo: Combat Evolved Mod Tools'' on June 20th, 2024.{{Ref/Reuse|DigsiteDeepDive}} They are labeled as deriving from a source folder named "Halo," dated June 23, 1999.<ref name="h1git" /> The level consists of a large irregularly shaped pond, situated within hills taking up the edge of the map. The map's environment is largely recognizable for consisting of one tree type found throughout the level, though there are exceptions. The only distinctive landmark that can be found is a small fallen tree bridge, a feature that would later go on to appear in successor swamp themed campaign levels, however this version is uniquely hollow.
The tags for the Digsite-restored version of Swamp was made available for use in the ''Halo: Combat Evolved Mod Tools'' on June 20th, 2024.{{Ref/Reuse|DigsiteDeepDive}} The level consists of a large irregularly shaped pond, situated within hills taking up the edge of the map. The map's environment is largely recognizable for consisting of one tree type found throughout the level, though there are exceptions. The only distinctive landmark that can be found is a small fallen tree bridge, a feature that would later go on to appear in successor swamp themed campaign levels, however this version is uniquely hollow.
<gallery>
<gallery>
File:HCE_Swamp_Bitmap.png|The base level texture for Swamp, showing the layout of the level.
File:HCE_Swamp_Bitmap.png|The base level texture for Swamp, showing the layout of the level.

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