Editing Cut Halo 3 levels
From Halopedia, the Halo wiki
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 12: | Line 12: | ||
===Flood Ship=== | ===Flood Ship=== | ||
'''Flood Ship''', also known as <code>060_floodship</code> was a cut level set after ''[[Floodgate]]'' and taking place in the crashed [[Indulgence of Conviction|Flood ship]] in [[Voi]]. The original objective of the level was to detonate the ship's reactor and escape. However, due to time constraints and other development issues, much of this was cut and reworked into the final version of ''[[Cortana (level)|Cortana]]''.{{Ref/Reuse|GDC1}}{{Ref/Reuse|GDC2}}{{Ref/Twitter|dmiller360|1113434705133625344|Dan Miller|Quote=In floodgate you went into the covenant cruiser at the end, correct? Well that was the Cortana geometry. The Floodgate mission was much, much longer. There was original High Charity geometry made for the Cortana mission that was cut due to lack of time.|D=10|M=10|Y=2021}}{{Ref/Twitter|dmiller360|533780831513624576|Dan Miller|Quote=the old original geometry for cortana was cut- that was high charity geometry.|D=10|M=10|Y=2021}} Though it was present as a selectable level in the ''[[Halo 3 Alpha]]''. More detailed information about the level can be found [[Cortana (level)#Production notes|here]] and [[Floodgate#Production notes|here]]. | '''Flood Ship''', also known as <code>060_floodship</code> was a cut level set after ''[[Floodgate]]'' and taking place in the crashed [[Indulgence of Conviction|Flood ship]] in [[Voi]]. The original objective of the level was to detonate the ship's reactor and escape. However, due to time constraints and other development issues, much of this was cut and reworked into the final version of ''[[Cortana (level)|Cortana]]''.{{Ref/Reuse|GDC1}}{{Ref/Reuse|GDC2}}{{Ref/Twitter|dmiller360|1113434705133625344|Dan Miller|Quote=In floodgate you went into the covenant cruiser at the end, correct? Well that was the Cortana geometry. The Floodgate mission was much, much longer. There was original High Charity geometry made for the Cortana mission that was cut due to lack of time.|D=10|M=10|Y=2021}}{{Ref/Twitter|dmiller360|533780831513624576|Dan Miller|Quote=the old original geometry for cortana was cut- that was high charity geometry.|D=10|M=10|Y=2021}} Though it was present as a selectable level in the ''[[Halo 3 Alpha]]''. More detailed information about the level can be found [[Cortana (level)#Production notes|here]] and [[Floodgate#Production notes|here]]. | ||
In the end, in the idea of the playable Floodship space was conjoined onto ''Floodgate''; Objects used in that section of the level can still be found in the <code>060_floodship</code> folder in the ''[[Halo 3 Mod Tools]]''. The original objective of the level is still mentioned in the final version of ''Floodgate'' despite there being a different one: ''"Find the crashed Flood ship; overload its engine core."'' as stated by [[Miranda Keyes]]. | In the end, in the idea of the playable Floodship space was conjoined onto ''Floodgate''; Objects used in that section of the level can still be found in the <code>060_floodship</code> folder in the ''[[Halo 3 Mod Tools]]''. The original objective of the level is still mentioned in the final version of ''Floodgate'' despite there being a different one: ''"Find the crashed Flood ship; overload its engine core."'' as stated by [[Miranda Keyes]]. | ||
<gallery> | <gallery> | ||
File:H3 Floodgate DesignDoc 1.jpg|An early layout for the level. | |||
File:H3 Floodgate DesignDoc 1.jpg| | File:H3 Floodgate DesignDoc 2.jpg|Another early layout for the level. | ||
File:H3 Floodgate DesignDoc 2.jpg| | |||
</gallery> | </gallery> | ||
===Guardian Forest=== | ===Guardian Forest=== | ||
{{Main|Guardian Forest}} | {{Main|Guardian Forest}} | ||
'''Guardian Forest''', also known as <code>080_forest</code> was a cut level{{Ref/Site|Id=IGN|D=01|M=6|Y=2020|URL=http://uk.xbox360.ign.com/articles/966/966319p1.html|Site=IGN|Page=GDC 09: The Halo 3 Level You Never Played}} set between ''[[The Ark (level)|The Ark]]'' and ''[[The Covenant (level)|The Covenant]]''{{Ref/Site|D=01|M=6|Y=2020|URL=https://www.youtube.com/watch?v=Pl7Ke1ULgRs|Site=YouTube|Page=Halo 3 - Cut Campaign Levels DISCOVERED!}}. The level was set in a large forest on [[Installation 00]] and was to feature a new enemy, the Guardian.{{Ref/Site|Id=GDC|D=01|M=6|Y=2020|URL=https://www.gdcvault.com/browse/gdc-09/play/1284|Site=GDC Vault|Page=Building Your Airplane While Flying: Production at Bungie}}{{Ref/Site|Id=Powerpoint|D=01|M=6|Y=2020|URL=http://downloads.bungie.net/presentations/gdc_bungieproduction_march2009.pptx|Site=Bungie.net|Page=Building Your Airplane While Flying: Production at Bungie|Detail=Original presentation download}} | '''Guardian Forest''', also known as <code>080_forest</code> was a cut level{{Ref/Site|Id=IGN|D=01|M=6|Y=2020|URL=http://uk.xbox360.ign.com/articles/966/966319p1.html|Site=IGN|Page=GDC 09: The Halo 3 Level You Never Played}} set either between ''[[The Ark (level)|The Ark]]'' and ''[[The Covenant (level)|The Covenant]]''{{Ref/Site|D=01|M=6|Y=2020|URL=https://www.youtube.com/watch?v=Pl7Ke1ULgRs|Site=YouTube|Page=Halo 3 - Cut Campaign Levels DISCOVERED!}} or after ''The Covenant'' but before ''[[Cortana (level)|Cortana]]''. The level was set in a large forest on [[Installation 00]] and was to feature a new enemy, the Guardian.{{Ref/Site|Id=GDC|D=01|M=6|Y=2020|URL=https://www.gdcvault.com/browse/gdc-09/play/1284|Site=GDC Vault|Page=Building Your Airplane While Flying: Production at Bungie}}{{Ref/Site|Id=Powerpoint|D=01|M=6|Y=2020|URL=http://downloads.bungie.net/presentations/gdc_bungieproduction_march2009.pptx|Site=Bungie.net|Page=Building Your Airplane While Flying: Production at Bungie|Detail=Original presentation download}} | ||
<gallery> | <gallery> | ||
File:H3 GuardianForest Concept 1.jpg|A piece of concept art for the level. | File:H3 GuardianForest Concept 1.jpg|A piece of concept art for the level. | ||
File:H3 Guardian Concept 4.jpg|Concept art for the Guardian enemy. | File:H3 Guardian Concept 4.jpg|Concept art for the Guardian enemy. | ||
Line 34: | Line 29: | ||
===090_alpine=== | ===090_alpine=== | ||
'''alpine''', known as <code>090_alpine</code> in the game files, is a cut campaign mission viewable in the ''Halo 3'' game files due to the release of the ''[[Halo 3 Mod Tools]]''. The folder itself contains no files of particular note, but the name itself reveals several details. The name ''alpine'' describes the kind of terrain the mission was intended to have - perfectly matching the landscapes found in the final game level of [[The Covenant (level)|The Covenant]] - itself known as <code>100_citadel</code>. The <code>100</code> designation clashes with another cut level, <code>100_forecity</code>, due to the fact that <code>090_alpine</code> and <code>100_forecity</code> were combined to become <code>100_citadel</code>.{{Ref/Twitter|dmiller360|1498175220737196032|Dan Miller|Quote=Alpine and Forerunner City become ‘The Covenant’ if I recall correctly.|D=28|M=02|Y=2022}} This process was done fairly early on in development.{{Ref/Twitter|dmiller360|1498411926853865475|Dan Miller|Quote=I’m surprised we shipped those scripts at all. I worked on ForeCity but barely. We cut those early.|D=28|M=02|Y=2022}} | '''alpine''', known as <code>090_alpine</code> in the game files, is a cut campaign mission viewable in the ''Halo 3'' game files due to the release of the ''[[Halo 3 Mod Tools]]''. The folder itself contains no files of particular note, but the name itself reveals several details. The name ''alpine'' describes the kind of terrain the mission was intended to have - perfectly matching the landscapes found in the final game level of [[The Covenant (level)|The Covenant]] - itself known as <code>100_citadel</code>. The <code>100</code> designation clashes with another cut level, <code>100_forecity</code>, due to the fact that <code>090_alpine</code> and <code>100_forecity</code> were combined to become <code>100_citadel</code>.{{Ref/Twitter|dmiller360|1498175220737196032|Dan Miller|Quote=Alpine and Forerunner City become ‘The Covenant’ if I recall correctly.|D=28|M=02|Y=2022}} This process was done fairly early on in development.{{Ref/Twitter|dmiller360|1498411926853865475|Dan Miller|Quote=I’m surprised we shipped those scripts at all. I worked on ForeCity but barely. We cut those early.|D=28|M=02|Y=2022}} | ||
When the aforementioned Guardian Forest level was cut, the planned [[Hornet]] sections were transplanted into The Covenant{{Ref/Reuse|GDC}}{{Ref/Reuse|Powerpoint}}, indicating that this major restructuring likely occurred around the same time as - or because - of the dropping of Guardian Forest. | When the aforementioned Guardian Forest level was cut, the planned [[Hornet]] sections were transplanted into The Covenant{{Ref/Reuse|GDC}}{{Ref/Reuse|Powerpoint}}, indicating that this major restructuring likely occurred around the same time as - or because - of the dropping of Guardian Forest. | ||
<gallery> | <gallery> | ||
File:H3 CovenantApproachConcept.jpg|Concept art of the Pelican approach at the level's start. | File:H3 CovenantApproachConcept.jpg|Concept art of the Pelican approach at the level's start. | ||
File:H3 CovenantBridgeConcept.jpg|Concept art of a bridge that did not make the finalized level. | File:H3 CovenantBridgeConcept.jpg|Concept art of a bridge that did not make the finalized level. | ||
File:H3 Ark Warthog Concept.jpg|Early concept art of the level's closure. | File:H3 Ark Warthog Concept.jpg|Early concept art of the level's closure. | ||
File:H3 TheCovenant Storyboard | File:H3 CitadelConcept.jpg|Early concept art of the Citadel. | ||
File:H3 TheCovenant Storyboard | File:H3 TheCovenant Storyboard 4.jpg|An early [[Halo 3 storyboards|storyboard]] depicting an alternate [[High Charity]] crash sequence, possibly intended for alpine. | ||
File: | File:H3 TheCovenant Storyboard 5.jpg|An early storyboard depicting an alternate High Charity crash sequence, possibly intended for alpine. | ||
File:H3 TheCovenant Storyboard 6.jpg|An early storyboard depicting an alternate High Charity crash sequence, possibly intended for alpine. | |||
</gallery> | </gallery> | ||
===100_forecity=== | ===100_forecity=== | ||
{{Main| | {{Main|The Lost City}} | ||
The level in the Mod Tools files referred to as <code>100_forecity</code> likely corresponds with [[ | The level in the Mod Tools files referred to as <code>100_forecity</code> likely corresponds with [[The Lost City]], a map developed by [[Paul Russel]] for the purposes of experimenting with [[Forerunner]] architectural design. Although described by Russell and [[Vic DeLeon]] as a map primarily used to demonstrate new technologies for the [[Xbox 360]] and [[Halo 3 Engine|new engine]], designer [[Dan Miller]] is also on record as mentioning that he was assigned as a designer on this level - indicating it was at one point intended to be a playable level space.{{Ref/Site|Id=NeoGAFDan1|URL=https://www.neogaf.com/threads/halo-ot14-they-call-it-halo.507989/page-356#post-47803018|Site=NeoGAF|Page=Halo - OT14 - They call it Halo|Quote=Developer Insight #9 Everyone here remembers the concept art for Forerunner City, right? Bungie cut that in part because, when they went through the concept art, they felt like they would have to give away too much about the Forerunners. Dan was originally assigned to this level and Guardian Forest.|Quotee=Dan Miller|D=10|M=10|Y=2021}} | ||
==Early campaign levels== | ==Early campaign levels== | ||
Line 66: | Line 52: | ||
<gallery> | <gallery> | ||
File: | File:H3 HighCharity Schematic Concept.jpg|An early layout for this level, by [[Chris Barrett]]. | ||
File:H3 Cortana DesignDoc 1.jpg| | File:H3 Cortana DesignDoc 1.jpg|An early design draft for the initial layout of Cortana. | ||
File:MausoleumConcept.jpg|Concept art of John-117 looking at the Mausoleum of the Arbiter, as intended for this level. | File:MausoleumConcept.jpg|Concept art of John-117 looking at the Mausoleum of the Arbiter, as intended for this level. | ||
</gallery> | </gallery> | ||
==Multiplayer maps== | ==Multiplayer maps== | ||
A number of multiplayer maps were considered for inclusion in ''Halo 3'', including several that did not make the final cut. Notably, the maps "Wall of Cotton" and "Shaft" do not match any known development names for released multiplayer maps, nor fit the theme of any released in the final game | A number of multiplayer maps were considered for inclusion in ''Halo 3'', including several that did not make the final cut. Notably, the maps "Wall of Cotton" and "Shaft" do not match any known development names for released multiplayer maps, nor fit the theme of any released in the final game. The document also shows remakes of the maps [[Hang 'Em High]], [[Blood Gulch]] and [[Lockout]] as considered for inclusion - the latter of which eventually making its way into the game as [[Blackout]].{{Ref/Reuse|Hoberman}} | ||
In the ''Halo 3'' component of ''[[Halo: The Master Chief Collection]]'', a number of seemingly-leftover <code>.mapinfo</code> files were removed from the game at some point during the [[flight]]ing process. These maps contain the aforementioned "shaft", alongside | In the ''Halo 3'' component of ''[[Halo: The Master Chief Collection]]'', a number of seemingly-leftover <code>.mapinfo</code> files were removed from the game at some point during the [[flight]]ing process. These maps contain the aforementioned "shaft", alongside some presently-unknown maps referenced as "volcano", "landslide", "damn" and "beachhead". The files also reference maps named "warthog_inc" and "pump_haus", discussed in-detail further down this page. | ||
<gallery> | <gallery> | ||
File:H3_Maps_Documentation.jpg|A list of maps intended for inclusion in ''Halo 3'' as of the end of pre-production.{{Ref/Reuse|Hoberman}} | File:H3_Maps_Documentation.jpg|A list of maps intended for inclusion in ''Halo 3'' as of the end of pre-production.{{Ref/Reuse|Hoberman}} | ||
File:H3 Steam CutMaps.png|A selection of the .mapinfo files removed from ''The Master Chief Collection''. | File:H3 Steam CutMaps.png|A selection of the .mapinfo files removed from ''The Master Chief Collection''. | ||
</gallery> | </gallery> | ||
===Gauntlet=== | ===Gauntlet=== | ||
Line 144: | Line 70: | ||
<gallery> | <gallery> | ||
File:H3 Gauntlet Sketch.png|A sketch of Gauntlet's layout. | File:H3 Gauntlet Sketch.png|A sketch of Gauntlet's layout. | ||
</gallery> | </gallery> | ||
===Monkey Mountain=== | ===Monkey Mountain=== | ||
The map internally named "Monkey Mountain" was built for the [[Capture the Flag]] gametype, and consisted of the attacking team assaulting up a hill (similarly to [[High Ground]]) to capture the flag. However, the map had a unique twist in that the attackers could then drop the flag off a cliff next to the base into a river below, at which point a boat could drive the flag back home, similarly to the design of ''[[Halo 2]]''{{'}}s map [[Relic]]. The map was ultimately scrapped due to the river mechanic not working well enough to justify including the map. Monkey Mountain was also to include a rideable elevator of some kind.{{Ref/Reuse|PCG348}} | The map internally named "Monkey Mountain" was built for the [[Capture the Flag]] gametype, and consisted of the attacking team assaulting up a hill (similarly to [[High Ground]]) to capture the flag. However, the map had a unique twist in that the attackers could then drop the flag off a cliff next to the base into a river below, at which point a boat could drive the flag back home, similarly to the design of ''[[Halo 2]]''{{'}}s map [[Relic]]. The map was ultimately scrapped due to the river mechanic not working well enough to justify including the map. Monkey Mountain was also to include a rideable elevator of some kind.{{Ref/Reuse|PCG348}} | ||
Line 164: | Line 78: | ||
<gallery> | <gallery> | ||
File:H3 MonkeyMountain Sketch.png|A sketch of Monkey Mountain's layout. | File:H3 MonkeyMountain Sketch.png|A sketch of Monkey Mountain's layout. | ||
</gallery> | </gallery> | ||
===Pump_Haus=== | ===Pump_Haus=== | ||
The map internally nicknamed "Pump Haus"{{Ref/Reuse|Hoberman}} or "Pump Haüs"{{Ref/Reuse|PumpHaus2}} was a small map listed in Hoberman's initial maps outline as intended for 2-4 players.{{Ref/Reuse|Hoberman}} Some released screenshots from close to the end of pre-production show Spartans stood inside the map in a very primitive state. The Spartans are stood inside a cylindrical room with a [[Ghost]] in the bottom. The upper levels of the room are surrounded by balconies and ledges, indicating this chamber is the focal point of the map.{{Ref/Twitter|Id=PumpHaus1|MaxHoberman|1644849344162459648|Max Hoberman|Quote=OK, let's play one more game. What's this|D=11|M=04|Y=2023}}{{Ref/Twitter|Id=PumpHaus2|MaxHoberman|1644860316218454016|Max Hoberman|Quote=This is Pump Haüs, again from the end of H3 prepro. Here's another image. Yes, the theme is Halo 3 multiplayer maps from the end of preproduction. If you enjoyed this game maybe we'll play again sometime.|D=11|M=04|Y=2023}} | The map internally nicknamed "Pump Haus"{{Ref/Reuse|Hoberman}} or "Pump Haüs"{{Ref/Reuse|PumpHaus2}} was a small map listed in Hoberman's initial maps outline as intended for 2-4 players.{{Ref/Reuse|Hoberman}} Some released screenshots from close to the end of pre-production show Spartans stood inside the map in a very primitive state. The Spartans are stood inside a cylindrical room with a [[Ghost]] in the bottom. The upper levels of the room are surrounded by balconies and ledges, indicating this chamber is the focal point of the map.{{Ref/Twitter|Id=PumpHaus1|MaxHoberman|1644849344162459648|Max Hoberman|Quote=OK, let's play one more game. What's this|D=11|M=04|Y=2023}}{{Ref/Twitter|Id=PumpHaus2|MaxHoberman|1644860316218454016|Max Hoberman|Quote=This is Pump Haüs, again from the end of H3 prepro. Here's another image. Yes, the theme is Halo 3 multiplayer maps from the end of preproduction. If you enjoyed this game maybe we'll play again sometime.|D=11|M=04|Y=2023}} | ||
Line 183: | Line 87: | ||
File:H3 PumpHaus PrePro Screenshot 1.jpg|A screenshot of Pump Haus.{{Ref/Reuse|PumpHaus1}} | File:H3 PumpHaus PrePro Screenshot 1.jpg|A screenshot of Pump Haus.{{Ref/Reuse|PumpHaus1}} | ||
File:H3 PumpHaus PrePro Screenshot 2.jpg|A screenshot of Pump Haus.{{Ref/Reuse|PumpHaus2}} | File:H3 PumpHaus PrePro Screenshot 2.jpg|A screenshot of Pump Haus.{{Ref/Reuse|PumpHaus2}} | ||
</gallery> | </gallery> | ||
===Warthog Inc=== | ===Warthog Inc=== | ||
Line 202: | Line 101: | ||
File:H3 WarthogInc PrePro Screenshot 1.jpg|A screenshot of Warthog Inc close to the end of ''Halo 3'' pre-production, shared by Max Hoberman on Twitter in 2023.{{Ref/Twitter|MaxHoberman|1644844142428672003|Max Hoberman|Quote=Let's play another game. What's this? No cheating.|D=11|M=04|Y=2023}} | File:H3 WarthogInc PrePro Screenshot 1.jpg|A screenshot of Warthog Inc close to the end of ''Halo 3'' pre-production, shared by Max Hoberman on Twitter in 2023.{{Ref/Twitter|MaxHoberman|1644844142428672003|Max Hoberman|Quote=Let's play another game. What's this? No cheating.|D=11|M=04|Y=2023}} | ||
File:H3 WarthogInc PrePro Screenshot 2.jpg|A screenshot of Warthog Inc close to the end of ''Halo 3'' pre-production, shared by Max Hoberman on Twitter in 2023.{{Ref/Reuse|HobermanHogInc}} | File:H3 WarthogInc PrePro Screenshot 2.jpg|A screenshot of Warthog Inc close to the end of ''Halo 3'' pre-production, shared by Max Hoberman on Twitter in 2023.{{Ref/Reuse|HobermanHogInc}} | ||
</gallery> | </gallery> | ||
==Development and testing levels== | |||
===The Lost City=== | |||
{{Main|The Lost City}} | |||
'''The Lost City''' was a visual look-development level.{{Ref/Reuse|picasa}} The level was based around the idea of a [[Forerunner]] [[city]], composed of a single building.<ref>[https://twitter.com/Dr_Abominable/status/732109307529986048 ''Paul Russel on Twitter'':] ''Thanks! I wanted to get past our current notion of cities, instead of individual buildings, city is a single building.''</ref> The space had grown immense in size.<ref name="picasa">[https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity#5573889624080394914 ''Picasa'': Paul Russel > Halo 3: The Lost City] (defunct, [https://web.archive.org/web/20160413070942/https://picasaweb.google.com/114253662089061571624/Halo3TheLostCity Archive])</ref> An art pass was done on the level in [[2005 (real world)|2005]] before it was cut.<ref name="DeLeonpics">[https://twitter.com/vicdeleon/status/1250139051476144128 ''Vic DeLeon on Twitter'':] ''So here's three shots taken in-game wayyy back in 2005 running a version of the #Halo 2.5-3 engine. The idea was to design an abandoned Forerunner "living space" with courtyard, and fallen into disrepair. @Dr_Abominable made the original structures and I modified, added entropy''</ref> | |||
<gallery> | |||
File:TheLostCity.jpg|The outside of the map's third iteration.<ref name="trace">[https://twitter.com/Dr_Abominable/status/732118079027613696 ''Paul Russel on Twitter'':] ''That's a trace of a screenshot I took of one of the concepts. I think version 3 of a city.''</ref> | |||
File:H3 TheLostCity Courtyard 3.jpg|An art pass version of the map.{{Ref/Reuse|DeLeonpics}} | |||
</gallery> | |||
==Sources== | ==Sources== | ||
{{Ref/Sources}} | {{Ref/Sources}} |