Editing Cut Halo 2 levels

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===forerunnertank===
===forerunnertank===
{{main|Forerunnertank}}
{{main|Forerunnertank}}
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.
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.


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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File:H2_Cyclone_2.jpg|Design documentation for Cyclone's layout.
File:H2_Cyclone_2.jpg|Design documentation for Cyclone's layout.
</gallery>
</gallery>
===Destructo===
{{Expand-section}}<!--info from the Digsite Deep Dive blog-->


===Evergreen===
===Evergreen===
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</gallery>
</gallery>


===Space Station===
'''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>
After the level was released, Digsite member Ludus reached out to Paul Russel on Twitter for any insights. The following comments are his responses:
:'''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?"''
:'''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}}
<gallery>
File:HTMCC_spacestation_grayhallway.png
</gallery>
:'''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}}
<gallery>
File:HTMCC_spacestation_orangehallway.png
</gallery>
:'''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}}
<gallery>
File:H2_EarlyCairoStation.jpg|'''Ludus''': ''"...is this the iteration of the level with the big elevator?"''
</gallery>
:'''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}}
===Destructo===
{{Expand-section}}
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}}
==Sources==
==Sources==
{{Ref/Sources}}
{{Ref/Sources}}

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