Editing Cut Halo: Reach levels
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[[File:HR EarlyCampaignLayout Map.jpg|300px|thumb|An early "map" of the planned campaign structure for ''Reach''.]] | [[File:HR EarlyCampaignLayout Map.jpg|300px|thumb|right|An early "map" of the planned campaign structure for ''Reach''.]] | ||
{{Series/Cut/HR}} | {{Series/Cut/HR}} | ||
During the [[Development of Halo: Reach|production]] of ''[[Halo: Reach]]'', many '''levels were cut''' or otherwise massively re-worked. | During the [[Development of Halo: Reach|production]] of ''[[Halo: Reach]]'', many '''levels were cut''' or otherwise massively re-worked. | ||
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Named in the [[Halo: Reach DLC tag build|''Halo: Reach'' DLC test builds]] as <code>40_boat</code>, this level was planned to employ the [[Cut Halo: Reach vehicles#Motorboat|UNSC motorboat]] vehicle. The mission's name coincides with the final game map files numbering <code>m35</code> (for [[Tip of the Spear]]) and <code>m45</code> (for [[Long Night of Solace (level)|Long Night of Solace]]), with an apparent lack of an "<code>m40</code>" to fill the gap. | Named in the [[Halo: Reach DLC tag build|''Halo: Reach'' DLC test builds]] as <code>40_boat</code>, this level was planned to employ the [[Cut Halo: Reach vehicles#Motorboat|UNSC motorboat]] vehicle. The mission's name coincides with the final game map files numbering <code>m35</code> (for [[Tip of the Spear]]) and <code>m45</code> (for [[Long Night of Solace (level)|Long Night of Solace]]), with an apparent lack of an "<code>m40</code>" to fill the gap. | ||
Outlined in Marcus Lehto's original game plans, this level was to involve the player attacking an "oil rig"-like structure in the ocean, with an approach similar to [[Wikipedia:United States Navy SEALs|Navy SEAL]] operations. The level was to have the target of the attack consist of a large, moving structure - a challenge for the engine and lighting due to a lack of ability to use BSP level geometry. A rough prototype was created based | Outlined in Marcus Lehto's original game plans, this level was to involve the player attacking an "oil rig"-like structure in the ocean, with an approach similar to [[Wikipedia:United States Navy SEALs|Navy SEAL]] operations. The level was to have the target of the attack consist of a large, moving structure - a challenge for the engine and lighting due to a lack of ability to use BSP level geometry. A rough prototype was created based around the concept of boat combat.{{Ref/Twitter|game_fabricator|896770144961052672|Marcus Lehto|Quote=Yes, we had a very rough mission prototype around some kind of oil rig type structure in the ocean. Shooting enemies while jumping waves.|D=09|M=02|Y=2022}} According to [[Lee Wilson]], the mission was to additionally have a mechanic which would see players able to "ride torpedoes" in the water combat.{{Ref/Twitter|dangerousonion|896821460932501504|Lee Wilson|Quote=It was such a pity the riding of torpedoes during water combat didn't make it into the game #rememberreach|D=09|M=02|Y=2022}} | ||
Lehto's documentation notes on the level were noted as the following; | Lehto's documentation notes on the level were noted as the following; | ||
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Named in the DLC tag builds as <code>45_fightertown</code>, this level was seemingly intended to be the predominant aircraft mission in the game. Interestingly, the mission name shares its <code>45</code> numeration with <code>m45</code> - the final game level Long Night of Solace. | Named in the DLC tag builds as <code>45_fightertown</code>, this level was seemingly intended to be the predominant aircraft mission in the game. Interestingly, the mission name shares its <code>45</code> numeration with <code>m45</code> - the final game level Long Night of Solace. | ||
Notes provided by Marcus Lehto indicate this mission was to involve the player using an aircraft of some variety to engage in aerial combat and clear out Covenant forces from a number of small towns to allow friendly forces to deliver supplies. It is unclear whether this would have involved the [[Cut Halo: Reach vehicles#Drone|UAV-like drone]] aircraft cut from the game, or would have been intended as a [[Falcon]] mission.{{Ref/Reuse|Plan}}{{Ref/Reuse|Levels}} At this time, no other levels in the game were described as having similar air combat segments (and initially, the final game level [[New Alexandria]] was [[#Driving a Scarab|intended to]] involve a player driving a Scarab), indicating this may have been intended to be the game's Falcon mission. | Notes provided by Marcus Lehto indicate this mission was to involve the player using an aircraft of some variety to engage in aerial combat and clear out Covenant forces from a number of small towns as to allow friendly forces to deliver supplies. It is unclear whether this would have involved the [[Cut Halo: Reach vehicles#Drone|UAV-like drone]] aircraft cut from the game, or would have been intended as a [[Falcon]] mission.{{Ref/Reuse|Plan}}{{Ref/Reuse|Levels}} At this time, no other levels in the game were described as having similar air combat segments (and initially, the final game level [[New Alexandria]] was [[#Driving a Scarab|intended to]] involve a player driving a Scarab), indicating this may have been intended to be the game's Falcon mission. | ||
Ultimately, this level was scrapped and the Falcon moved to New Alexandria; the <code>45</code> designation was reused for Long Night of Solace. Lehto's documentation notes on the level were noted as the following; | Ultimately, this level was scrapped and the Falcon moved to New Alexandria; the <code>45</code> designation was reused for Long Night of Solace. Lehto's documentation notes on the level were noted as the following; | ||
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==Production levels== | ==Production levels== | ||
===Driving a Scarab=== | ===Driving a Scarab=== | ||
While the | While the [[Type-47B Scarab]] did ultimately make its way into the final game as a low-poly background entity on the levels [[Tip of the Spear]] and [[The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn]] (with the latter level also featuring a more detailed, non-interactive setpiece Scarab at one point in the mission), early ideas for the game's campaign were to have the player character able to ''drive'' the Scarab. Early ideas for the level New Alexandria would have seen the player drive the Scarab in the remains of the post-[[glassing]] city. Prototypes for the Scarab were made and the physics involved described by Chris Ophdal as "sweet", though the Scarab was ultimately considered unsustainable - especially with the high engine cost needed to run the level. Ultimately, the drivable Scarab was scrapped and New Alexandria was transformed into an aerial mission focusing on the [[Falcon]] instead.{{Ref/Site|URL=https://www.eurogamer.net/articles/digitalfoundry-halo-reach-tech-interview?page=3|Site=Eurogamer|Page=Tech Interview: Halo: Reach - Page 3|D=11|M=9|Y=2021}}{{Ref/Game|Id=Commentary|HR|Detail=[[Halo: Reach Legendary Edition|Legendary Edition]] developer commentary}} | ||
[[Cut Halo: Reach dialogue|Cut dialogue]] for the missions Tip of the Spear and [[Exodus]] shows that early plans for these levels were for both to feature Scarab encounters similar to those featured in ''Halo 3'' and ''[[Halo 3: ODST]]'', though all were cut. | [[Cut Halo: Reach dialogue|Cut dialogue]] for the missions Tip of the Spear and [[Exodus]] shows that early plans for these levels were for both to feature Scarab encounters similar to those featured in ''Halo 3'' and ''[[Halo 3: ODST]]'', though all were cut. |