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| {{Series/Cut/H2}} | | {{Series/Cut/H2}} |
| During the [[Development of Halo 2|development of ''Halo 2'']], several levels were cut during development. | | During the [[Development of Halo 2|development of ''Halo 2'']], several levels were cut during development. |
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| ==Milestone 1 levels==
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| Milestone 1 consists of a series of gameplay prototype levels built on the "Halo 1.5" engine, and showcased to industry journalists between [[2002]] and [[2003]]. At this time, the engine was in a transitionary state between ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'', and thus the levels use many assets from ''Combat Evolved''. For the most part, these levels were built to showcase and prototype new gameplay features rather than actually be part of the game's campaign story. They have since been recovered by the [[Digsite]] project and made available for both the ''[[Halo Editing Kit]]'' and ''[[Halo 2 Editing Kit]]'' for [[modding]] use.{{Ref/Site|Id=DeepDive|URL=https://www.halowaypoint.com/news/digsite-deep-dive|Site=Halo Waypoint|Page=Digsite Deep-Dive|D=21|M=06|Y=2024}}
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| ===M1 - Defensive===
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| {{Expand-section}}
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| ===M1 - Explorative===
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| {{Expand-section}}
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| ===M1 - Assault===
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| {{Expand-section}}
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| ==Cut campaign levels== | | ==Cut campaign levels== |
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| ===covenantship=== | | ===covenantship=== |
| {{main|Covenantship}}
| | This level was to take place immediately following [[Cairo Station]]. The level would have seen the player, as John-117, board a Covenant {{Class|CAS|assault carrier}} with a team of [[ODST]]s, serving as the main introduction for [[Miranda Keyes]]. After opening the airlock of the [[Cairo Station (station)|Cairo Station]]'s docking bay, the player would be blasted toward the Covenant ship and board it instead of destroying it with the [[antimatter charge|bomb]] as seen in the final game. This level would have involved infiltrating the Covenant ship, taking on and killing its crew and eventually stealing a [[Type-26 Wraith|Wraith]] and end up destroying the ship by bombarding its power core with the Wraith's [[plasma mortar|mortar]]. |
| This level was to take place immediately following [[Cairo Station]]. The level would have seen the player, as John-117, board a Covenant {{Class|CAS|assault carrier}} with a team of [[ODST]]s, serving as the main introduction for [[Miranda Keyes]]. After opening the airlock of the [[Cairo Station (station)|Cairo Station]]'s docking bay, the player would be blasted toward the Covenant ship and board it instead of destroying it with the [[antimatter charge|bomb]] as seen in the final game. This level would have involved infiltrating the Covenant ship, taking on and killing its crew and eventually stealing a [[Zurdo-pattern Wraith|Wraith]] and end up destroying the ship by bombarding its power core with the Wraith's [[plasma mortar|mortar]]. | |
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| As mentioned by [[Joseph Staten]], Miranda Keyes and her ODSTs would have also been onboard the ship in order to help you and may have played a big role in the eventual outcome. This level however was cut due to time constraints and replaced by a cinematic that created "just as much work" for [[Bungie]] Employees.{{Ref/Reuse|Commentary}} | | As mentioned by [[Joseph Staten]], Miranda Keyes and her ODSTs would have also been onboard the ship in order to help you and may have played a big role in the eventual outcome. This level however was cut due to time constraints and replaced by a cinematic that created "just as much work" for [[Bungie]] Employees.{{Ref/Reuse|Commentary}} |
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| ===Infinite Succor=== | | ===Infinite Succor=== |
| {{Quote|This is Eddie’s [Smith] interior design with my heap of corpses. This is the Infinite Succor, which was never used. Here, the Gravemind is basically a giant mass grave of putrescent flesh and bodily fluids.|Robert McLees, discussing the ''Infinite Succor''{{'}}s concept.{{Ref/Reuse|FoB}}}} | | {{Quote|This is Eddie’s [Smith] interior design with my heap of corpses. This is the Infinite Succor, which was never used. Here, the Gravemind is basically a giant mass grave of putrescent flesh and bodily fluids.|Robert McLees, discussing the ''Infinite Succor''{{'}}s concept.{{Ref/Reuse|FoB}}}} |
| At some point during early production, concept artists [[Eddie Smith]] and [[Robert McLees]] investigated the idea of a [[Flood]]-infected Covenant hydroponics ship, in which the Flood had taken over and formed a [[Gravemind]] from the ship's livestock. This ship, the ''[[Infinite Succor]]'', ultimately went unused in ''Halo 2'' and it is unclear as to how much the concept was seriously considered for inclusion as a level.{{Ref/Site|Id=FoB|URL=http://halo.bungie.net/News/content.aspx?type=topnews&link=Feast_of_Bones|Site=Bungie.net|Page=Feast of Bones|D=09|M=08|Y=2014}} The idea was ultimately taken and reused in [[2006]] with the release of the ''[[Halo Graphic Novel]]'', and the aptly-titled short story within ''[[The Last Voyage of the Infinite Succor]]'' - which takes place aboard a [[Mjern-pattern agricultural support ship|Covenant agricultural ship]] of the [[Infinite Succor|same name]] and focuses on the actions of [[Rtas 'Vadum|the Special-Operations Commander]] during the events of ''[[Halo: Combat Evolved]]''. | | At some point during early production, concept artists [[Eddie Smith]] and [[Robert McLees]] investigated the idea of a [[Flood]]-infected Covenant hydroponics ship, in which the Flood had taken over and formed a [[Gravemind]] from the ship's livestock. This ship, the ''Infinite Succor'', ultimately went unused in ''Halo 2'' and it is unclear as to how much the concept was seriously considered for inclusion as a level.{{Ref/Site|Id=FoB|URL=http://halo.bungie.net/News/content.aspx?type=topnews&link=Feast_of_Bones|Site=Bungie.net|Page=Feast of Bones|D=09|M=08|Y=2014}} The idea was ultimately taken and reused in [[2006]] with the release of the ''[[Halo Graphic Novel]]'', and the aptly-titled short story within ''[[The Last Voyage of the Infinite Succor]]'' - which takes place aboard a [[Mjern-pattern agricultural support ship|Covenant agricultural ship]] of the [[Infinite Succor|same name]] and focuses on the actions of [[Rtas 'Vadum|the Special-Operations Commander]] during the events of ''[[Halo: Combat Evolved]]''. |
| <gallery> | | <gallery> |
| File:H2_InfiniteSuccor_Concept.jpg|Early ''Halo 2'' concept of the ''Infinite Succor''. | | File:H2_InfiniteSuccor_Concept.jpg|Early ''Halo 2'' concept of the ''Infinite Succor''. |
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| ===forerunnertank=== | | ===forerunnertank=== |
| {{main|Forerunnertank}}
| | Not to be confused with a [[Cut Halo: Combat Evolved vehicles|cut ''Halo: Combat Evolved'' vehicle]] of the same name, the level named forerunnertank was only revealed on the ''Halo 2'' [[cutscene]] commentary contained in the [[Halo 3 Legendary Edition|''Halo 3'' Legendary Edition]]'s ''Halo 2'' cinematics commentary.<ref name="Commentary">''[[Halo 3]] [[Halo 3 Legendary Edition|Legendary Edition]]'': Essentials, Disc Two - Halo 2 cinematics commentary</ref> The purpose of the level was to tie in plot between the end of the level [[Regret (Halo 2 level)|Regret]] and the cutscene after the end of the level [[Quarantine Zone]]. The level was said to be placed after the cutscene in Quarantine Zone where the [[Thel 'Vadam|Arbiter]] is pushed down the index chamber by [[Tartarus]] and before the cutscene where the Arbiter meets the Master Chief and talks to the [[Gravemind]]. This level was supposed to be the Gravemind's introduction; in the level, the Gravemind's tentacles were going to slam down all around the player, and move behind doors like racing freight trains. |
| Not to be confused with a [[Cut Halo: Combat Evolved vehicles#Forerunner tank|cut ''Halo: Combat Evolved'' vehicle]] of the same name, the level named forerunnertank was only revealed on the ''Halo 2'' [[cutscene]] commentary contained in the [[Halo 3 Legendary Edition|''Halo 3'' Legendary Edition]]'s ''Halo 2'' cinematics commentary.<ref name="Commentary">''[[Halo 3]] [[Halo 3 Legendary Edition|Legendary Edition]]'': Essentials, Disc Two - Halo 2 cinematics commentary</ref> The purpose of the level was to tie in plot between the end of the level [[Regret (Halo 2 level)|Regret]] and the cutscene after the end of the level [[Quarantine Zone]]. The level was said to be placed after the cutscene in Quarantine Zone where the [[Thel 'Vadam|Arbiter]] is pushed down the index chamber by [[Tartarus]] and before the cutscene where the Arbiter meets the Master Chief and talks to the [[Gravemind]]. This level was supposed to be the Gravemind's introduction; in the level, the Gravemind's tentacles were going to slam down all around the player, and move behind doors like racing freight trains. | |
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| The level would have described the [[John-117|Master Chief]]'s adventure through the bowels of [[Delta Halo]] before his eventual capture by the Gravemind; the "Forerunner Tank" providing the namesake of the level was only described as something "''... awesome, that blows things up, glows a lot from little windows and moves real fast.''" When asked why he wanted the Forerunner Tank in the game, Jason Jones' response was, "Awesomeness would ensue". The level's replacement was the short cutscene at the end of Regret; the level's removal resulted in the long series of different cutscenes between Quarantine Zone and [[Gravemind (level)|Gravemind]]. | | The level would have described the [[John-117|Master Chief]]'s adventure through the bowels of [[Delta Halo]] before his eventual capture by the Gravemind; the "Forerunner Tank" providing the namesake of the level was only described as something "''... awesome, that blows things up, glows a lot from little windows and moves real fast.''" When asked why he wanted the Forerunner Tank in the game, Jason Jones' response was, "Awesomeness would ensue". The level's replacement was the short cutscene at the end of Regret; the level's removal resulted in the long series of different cutscenes between Quarantine Zone and [[Gravemind (level)|Gravemind]]. |
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| An early version of the levels [[Outskirts]]/ [[Metropolis]] in the September 2003 build, bearing heavy visual resemblance to the [[Halo 2 E3 demo|''Halo 2'' E3 demo]]. A large section of the city is modelled, with Wraiths attacking the player.{{Ref/Reuse|stream}} | | An early version of the levels [[Outskirts]]/ [[Metropolis]] in the September 2003 build, bearing heavy visual resemblance to the [[Halo 2 E3 demo|''Halo 2'' E3 demo]]. A large section of the city is modelled, with Wraiths attacking the player.{{Ref/Reuse|stream}} |
| <gallery> | | <gallery> |
| File:H2_earthcity.jpg|Earthcity. | | File:H2_earthcity.jpg|The level. |
| </gallery> | | </gallery> |
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| </gallery> | | </gallery> |
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| ===Bloodgulch_test=== | | ===Raceday=== |
| {{Expand-section}}<!--info from the Digsite Deep Dive blog-->
| | Raceday is the working title of a map experimented on ''very'' early in ''Halo 2'' development, based around the concept of a "''[[Wikipedia:Car Wars|Car Wars]]''" style mode. The map is noted as being cut so early, it more closely resembles ''Combat Evolved'' [[Cut Halo: Combat Evolved levels|cut levels]].{{Ref/Site|Id=HWCRF|URL=https://www.halowaypoint.com/news/cutting-room-floor|Site=Halo Waypoint|Page=Cutting Room Floor|D=07|M=07|Y=2022}} |
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| ===Cloud City===
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| {{Expand-section}}<!--info from the Digsite Deep Dive blog-->
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| ===Cyclone===
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| Cyclone was one of the earliest design exercises done for ''Halo 2''{{'}}s multiplayer. The map was designed by Max Hoberman with the intent of creating the smallest map humanly possible - intended for just 2-4 players. The map was ultimately scrapped as Hoberman didn't think it would play well, and instead created the final game's [[Midship]] instead.{{Ref/Twitter|MaxHoberman|1085856052678180864|Max Hoberman|Quote=Here's one I had forgotten - a Halo 2 original multiplayer map that I cut at paper design. Meet Cyclone, an exercise to design the absolutely smallest map possible.|D26|M=04|Y=2023}}{{Ref/Twitter|MaxHoberman|1086010059895857155|Max Hoberman|Quote=I didn't think it would work - too small. Was intended for 2-4 players. Scrapped this and came up with Midship instead.|D26|M=04|Y=2023}}
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| Design documentation for Cyclone references a cut powerup, [[Cut Halo 2 equipment#Adrenaline|Adrenaline]] - though little information exists as to what the powerup was intended to do.{{Ref/Generic|[[Halo 2: Artifacts]]|Episode 3 - Legendary Map Design (30:40)}}
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| <gallery>
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| File:H2_Cyclone_1.jpg|Design documentation for Cyclone's layout.
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| File:H2_Cyclone_2.jpg|Design documentation for Cyclone's layout.
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| </gallery>
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| ===Evergreen===
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| {{Expand-section}}<!--info from the Digsite Deep Dive blog-->
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| ===Fourth Station===
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| {{Expand-section}}<!--info from the Digsite Deep Dive blog-->
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| ===Gauntlet===
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| {{Expand-section}}<!--info from the Digsite Deep Dive blog-->
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| ===Missile Beach===
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| {{Expand-section}}<!--info from the Digsite Deep Dive blog-->
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| ===Overboard===
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| Overboard is a map ill-recalled by Max Hoberman, who remembers little of its existence - and suggested it may have morphed into another map. In April of 2023, he posted several design layouts by [[Chris Carney]] on his Twitter, further adding that the reason for the map's cutting may have been due to his preference for mirrored map layouts over rotational symmetry.{{Ref/Twitter|Id=OB1|MaxHoberman|1579585211658272775|Max Hoberman|Quote=Everyone is always asking about cut mp maps from Halo 2. Well here's one I have no recollection of: Overboard. Maybe it morphed into another? Carney would remember, they're his drawings. I recall being adamant that mirrored > rotational symmetry, so that may have been a factor.|D=11|M=04|Y=2023}} This is due to his belief that mirrored symmetry is more intuitive for allowing a player to navigate a map - something that is an issue in rotational symmetry style maps.{{Ref/Twitter|MaxHoberman|1579591050884440064|Max Hoberman|Quote=It's easier to intuitively know where you are on a map that uses mirrored symmetry – something to your left, vs to your right on the opposite side.|D=11|M=04|Y=2023}}
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| Hoberman later added that he suspected his original issues with the map in 2003-2004 were that it had a great degree of verticality and use of ladders among the aforementioned issues with rotational symmetry. At the time of production, Hoberman was interested in intuitive player navigation in the maps he shipped, and believed that a map such as Overboard could play well but would require much more work from the art team to make playable.{{Ref/Twitter|MaxHoberman|1579827662520221696|Max Hoberman|Quote=After sleeping on this, I suspect I had issues with the verticality, ladders, and rotational symmetry, as I was obsessed with maps being intuitively navigable at the time. It's a cool design though—just one that requires a lot of heavy lifting from Art to differentiate sides.|D=11|M=04|Y=2023}}
| | ===Untitled Blastacular map=== |
| <gallery>
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| File:H2 OverboardMap DesignDoc 1.jpg|A top-down layout for Overboard.
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| File:H2 OverboardMap DesignDoc 2.jpg|
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| File:H2 OverboardMap DesignDoc 3.jpg|
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| </gallery>
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| ===Permafrost===
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| The [[Blastacular Pack]] was originally conceived to release with three multiplayer maps; two remakes and one original map. The two remakes - [[Desolation]] and [[Tombstone]] - were able to make the cut but the original map had to be cut, as the map pack's original release date would have clashed with the timing of the ''[[Halo 3 Beta]]''. As such, the map was cut for "the wrong reasons" to allow the map pack to release earlier in [[2007 (real world)|2007]]. Unlike other cut maps, this map was described by Max Hoberman as coming along fairly well and having potential.{{Ref/Site|Id=Blastacular|D=01|M=6|Y=2020|URL=https://youtu.be/9BURsPjNKck?t=2280|Site=YouTube|Page=Ex-Bungie Dev Shares Halo 2 Stories - Podcast Unlocked|Detail=38:00}} | | The [[Blastacular Pack]] was originally conceived to release with three multiplayer maps; two remakes and one original map. The two remakes - [[Desolation]] and [[Tombstone]] - were able to make the cut but the original map had to be cut, as the map pack's original release date would have clashed with the timing of the ''[[Halo 3 Beta]]''. As such, the map was cut for "the wrong reasons" to allow the map pack to release earlier in [[2007 (real world)|2007]]. Unlike other cut maps, this map was described by Max Hoberman as coming along fairly well and having potential.{{Ref/Site|Id=Blastacular|D=01|M=6|Y=2020|URL=https://youtu.be/9BURsPjNKck?t=2280|Site=YouTube|Page=Ex-Bungie Dev Shares Halo 2 Stories - Podcast Unlocked|Detail=38:00}} |
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| This map was to be an asymmetric level similar to [[Zanzibar]], and feature many dynamic elements. A focal dynamic element on the map was intended to be a [[light bridge]] which could be turned on or off by the players. As of [[2014]], Hoberman has yet to resurrect this level, though still wants to.{{Ref/Reuse|Blastacular}} | | This map was to be an asymmetric level similar to [[Zanzibar]], and feature many dynamic elements. A focal dynamic element on the map was intended to be a [[light bridge]] which could be turned on or off by the players. As of [[2014]], Hoberman has yet to resurrect this level, though still wants to.{{Ref/Reuse|Blastacular}} |
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| In [[2023]], the map was revealed as one of many recovered as part of the [[Digsite]] project, with a single released screenshot of the map's raw geometry. The map itself is similar in layout to ''[[Halo 3]]''{{'}}s [[High Ground]], and features a sword dug into a rock.{{Ref/Site|Id=DigDiscover|URL=https://www.halowaypoint.com/news/digsite-discoveries|Site=Halo Waypoint|Page=Digsite Discoveries|D=17|M=07|Y=2023}}
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| <gallery>
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| H2 Digsite Permafrost Screenshot.jpg|A screenshot of Permafrost's recovered geometry.
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| </gallery>
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| ===Raceday===
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| <code>raceday</code> was the working title of a map that was experimented on early in ''Halo 2'' development, based around the concept of a "''[[Wikipedia:Car Wars|Car Wars]]''" style mode. It was cut very early on, still resembling a ''Combat Evolved'' level.{{Ref/Site|Id=HWCRF|URL=https://www.halowaypoint.com/news/cutting-room-floor|Site=Halo Waypoint|Page=Cutting Room Floor|D=07|M=07|Y=2022}}
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| ===Rodentia===
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| {{Quote|You can check in, but never leave.}}
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| Rodentia is a remake of the ''Combat Evolved'' map [[Rat Race]], cut from the release of [[Halo 2 (Windows Vista)|''Halo 2'' for Windows Vista]].{{Ref/Site|Id=DigsiteDeliveries|URL=https://www.halowaypoint.com/news/digsite-deliveries|Site=Halo Waypoint|Page=Digsite Deliveries|D=07|M=07|Y=2023}}
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| <gallery>
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| File:H2 Digsite Rodentia.jpg|Rodentia.
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| </gallery>
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| ===Solitude===
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| {{Expand-section}}<!--info from the Digsite Deep Dive blog-->
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| ===Sunken Temple===
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| {{Expand-section}}<!--info from the Digsite Deep Dive blog-->
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| ===Timberland===
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| {{Expand-section}}<!--info from the Digsite Deep Dive blog-->
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| ==''Halo 2'' for Windows Vista map editor examples== | | ==''Halo 2'' for Windows Vista map editor examples== |
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| "Earth City", known by the filename <code>human_sample</code>, serves as a small test environment similar to Example set in [[Old Mombasa]]. The map consists of a short street surrounded by buildings, with a [[Gauss Warthog]] present in the middle. The extremely small nature of the map makes it best suited for 1v1 or 2v2 play, and features weapons such as [[Battle Rifle]]s.{{Ref/Reuse|H2VMaps}} | | "Earth City", known by the filename <code>human_sample</code>, serves as a small test environment similar to Example set in [[Old Mombasa]]. The map consists of a short street surrounded by buildings, with a [[Gauss Warthog]] present in the middle. The extremely small nature of the map makes it best suited for 1v1 or 2v2 play, and features weapons such as [[Battle Rifle]]s.{{Ref/Reuse|H2VMaps}} |
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| Earth City can be downloaded for the Windows Vista edition of ''Halo 2'' from [https://halomaps.org/h2v/detail.cfm?fid=2137 here]. | | Earth City can be downloaded for the Windows Vista edition of ''Halo 2'' from [http://h2v.halomaps.org/index.cfm?pg=3&fid=2137 here]. |
| <gallery> | | <gallery> |
| File:H2V HumanSample Screenshot 1.jpg|A screenshot of human_sample. | | File:H2V HumanSample Screenshot 1.jpg|A screenshot of human_sample. |
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| "Beach Battle" serves as the [[Forerunner]] counterpart to Earth City, under the filename <code>forerunner_sample</code>. The map is set on a small coastal outcropping presumably on Delta Halo, and notably features the [[M7S SMG|Suppressed SMG]] - similarly to Example.{{Ref/Reuse|H2VMaps}} | | "Beach Battle" serves as the [[Forerunner]] counterpart to Earth City, under the filename <code>forerunner_sample</code>. The map is set on a small coastal outcropping presumably on Delta Halo, and notably features the [[M7S SMG|Suppressed SMG]] - similarly to Example.{{Ref/Reuse|H2VMaps}} |
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| Beach Battle can be downloaded for the Windows Vista edition of ''Halo 2'' from [https://halomaps.org/h2v/detail.cfm?fid=2136 here]. | | Beach Battle can be downloaded for the Windows Vista edition of ''Halo 2'' from [http://h2v.halomaps.org/index.cfm?pg=3&fid=2136 here]. |
| <gallery> | | <gallery> |
| File:H2V ForerunnerSample Screenshot 1.jpg|A screenshot of forerunner_sample. | | File:H2V ForerunnerSample Screenshot 1.jpg|A screenshot of forerunner_sample. |
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| ===covenant_sample=== | | ===covenant_sample=== |
| A third counterpart to the two prior maps was intended, focusing on a [[Covenant]] theme similar to existing maps such as [[Midship]] and [[Gemini]]. As it was never released by NiTr0uSoXiDe2k, no further information was available until [[2023]], when the map was unearthed as part of the [[Digsite]] project.{{Ref/Site|Id=DigsiteDeliveries|URL=https://www.halowaypoint.com/news/digsite-deliveries|Site=Halo Waypoint|Page=Digsite Deliveries|D=07|M=07|Y=2023}}{{Ref/Reuse|H2VMaps}} | | A third counterpart to the two prior maps was intended, focusing on a [[Covenant]] theme similar to existing maps such as [[Midship]] and [[Gemini]]. However, it was never released by NiTr0uSoXiDe2k, so no further information is available.{{Ref/Reuse|H2VMaps}} |
| <gallery>
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| File:H2 Digsite CovenantSample.jpg|A screenshot of covenant_sample.
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| </gallery>
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| ==Development and testing levels== | | ==Development and testing levels== |
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| </gallery> | | </gallery> |
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| ===Space Station===
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| '''Space Station''' was a ideation test environment by [[Paul Russel]] for a human space station, which would become the final level [[Cairo Station]]. It was created very early on in ''Halo 2's'' development, to where it's close to a ''Halo 1'' level. It was released by the [[Digsite]] team in July 2024.<ref name="h1git">[https://github.com/digsite/h1 ''Github, digsite/h1'']</ref>
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| After the level was released, Digsite member Ludus reached out to Paul Russel on Twitter for any insights. The following comments are his responses:
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| :'''Ludus''': ''"...not sure if you'd maybe know any fun tidbits about this earlier iteration of Cairo. I personally had to remodel/UV the hallways so they'd actually (sic) ingame and lightmap properly so I figure that these probably stayed as lookdev that eventually led to the final halls?"''
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| :'''Paul Russel''': ''"Oh yeah. I did all of those explorations! There was a lot of downtime in the beginning to experiment. So that’s when I started working on service corridors, vs crew corridors. During that time we were doing dynamic lighting instead of lightmaps. One early version had the station spinning, floors on the outside, space elevator in the middle. We never built the elevator, but I mocked up a rotating skybox, support structures, earth, and sun spinning outside the window. That killed the concept because it made people sick. Thanks for showing these! Bungie wouldn’t let me keep anything when I left so I have no evidence I even worked there outside of what exists on the internet."''{{Ref/Twitter|Id=|docabominable|1811734091819012395|Paul Russel|Quote=Oh yeah. I did all of those explorations! There was a lot of downtime in the beginning to experiment. So that’s when I started working on service corridors, vs crew corridors. During that time we were doing dynamic lighting instead of lightmaps… https://archive.is/OzcXM|D=12|M=7|Y=2024}}{{Ref/Twitter|Id=|docabominable|1811735465340362785|Paul Russel|Quote=… One early version had the station spinning, floors on the outside, space elevator in the middle. We never built the elevator, but I mocked up a rotating skybox, support structures, earth, and sun spinning outside the window. That killed the concept because it made people sick. https://archive.is/Lzmbt|D=12|M=7|Y=2024}}{{Ref/Twitter|Id=|docabominable|1811737494460784796|Paul Russel|Quote=Thanks for showing these! Bungie wouldn’t let me keep anything when I left so I have no evidence I even worked there outside of what exists on the internet. https://archive.is/Qbc6e|D=12|M=7|Y=2024}}
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| <gallery>
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| File:HTMCC_spacestation_grayhallway.png
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| </gallery>
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| :'''Paul Russel''': ''"The third flat image is close to final geo for the maintenance halls outside the hangars, but untextured. I’d chuck it, it’s not very interesting in that grey box stage, except as an indicator of how we had to make low poly assets look good with textures."''{{Ref/Twitter|Id=|docabominable|1811737144714551640|Paul Russel|Quote=The third flat image is close to final geo for the maintenance halls outside the hangars, but untextured. I’d chuck it, it’s not very interesting in that grey box stage, except as an indicator of how we had to make low poly assets look good with textures. https://archive.is/wkSpX|D=12|M=7|Y=2024}}
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| <gallery>
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| File:HTMCC_spacestation_orangehallway.png
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| </gallery>
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| :'''Paul Russel''': ''"The orange hall, the thing on the right is the door, so that should be inside the doorway gap. This was a service hall inspired by the inside of a shipping container. When I was a kid I lived by a train yard and played on, in, and around parked trains. Very sci fi."''{{Ref/Twitter|Id=|docabominable|1811736400632356982|Paul Russel|Quote=The orange hall, the thing on the right is the door, so that should be inside the doorway gap. This was a service hall inspired by the inside of a shipping container. When I was a kid I lived by a train yard and played on, in, and around parked trains. Very sci fi. https://archive.is/2aDXh|D=12|M=7|Y=2024}}
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| <gallery>
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| File:H2_EarlyCairoStation.jpg|'''Ludus''': ''"...is this the iteration of the level with the big elevator?"''
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| </gallery>
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| :'''Paul Russel''': ''"That isn’t the one with the space elevator. That was never built. What I built was a section of hallway with a rotating skybox that implies a larger station that was never built. What you’re seeing is an early iteration based on Eddie Smith’s paper concept for Cairo.''"{{Ref/Twitter|Id=|docabominable|1811759974386721219|Paul Russel|Quote=That isn’t the one with the space elevator. That was never built. What I built was a section of hallway with a rotating skybox that implies a larger station that was never built. What you’re seeing is an early iteration based on Eddie Smith’s paper concept for Cairo. https://archive.is/alGL6|D=12|M=7|Y=2024}}
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| ===Destructo===
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| {{Expand-section}}
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| A level known as Destructo was released by the Digsite team on June 21st, 2024. It features a modern-city environment, serving as a environmental destruction test for ''Halo 2.''{{Ref/Reuse|DeepDive}} Another version, known as <code>city</code>, was released on July 12th 2024.<ref name="h1git" /> This version seems to be created solely as an art test, and lacks the destructibles and main playable area. Paul Russel has stated he believes that the city environment was created by [[Michael Wu]], and Destructo was created by [[Marcus Lehto]].{{Ref/Twitter|Id=|docabominable|1811760805655781605|Paul Russel|Quote=I believe most of those were Wu. Chris Lee did the E3 Mombasa as a city so advanced that it couldn’t get dirty. The interiors made of plastic. I tried to revive that, and Lee’s architectural language for odst. https://archive.is/ieJl6|D=12|M=7|Y=2024}}{{Ref/Twitter|Id=|docabominable|1811761153892106517|Paul Russel|Quote=The space with the curved roof was @game_fabricator’s I think. Test environment. https://archive.is/YwSts|D=12|M=7|Y=2024}}
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| ==Sources== | | ==Sources== |
| {{Ref/Sources}} | | {{Ref/Sources}} |