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| {{Title|''Halo: Combat Evolved'' Beta 1749}} | | {{Title|''Halo: Combat Evolved'' Beta 1749}} |
| {{Status|RealWorld}} | | {{Era|RW}} |
| {{Series/Cut/HCE}}
| | '''Beta 1749''', was a beta build of the [[Xbox]] edition of ''[[Halo: Combat Evolved]]''. The build originates from around [[2001#August|August 15, 2001]]. It was succeeded by [[Halo: Combat Evolved Beta 2247|Beta 2247]].{{Ref/Site|URL=https://www.obscuregamers.com/threads/halo-combat-evolved-beta-1749.2513/post-15872|SiteName=Obscure Gamers|PageName=Halo: Combat Evolved Beta 1749}} |
| '''Beta 1749''' was a beta build of the [[Xbox]] edition of ''[[Halo: Combat Evolved]]''. The build originates from around [[2001#August|August 15, 2001]]. It was succeeded by [[Halo: Combat Evolved Beta 2247|Beta 2247]].{{Ref/Site|D=01|M=6|Y=2020|URL=https://www.obscuregamers.com/threads/halo-combat-evolved-beta-1749.2513/post-15872|Site=Obscure Gamers|Page=Halo: Combat Evolved Beta 1749}} | |
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| ==Beta content== | | ==Beta content== |
| ===Main menu=== | | ===Main menu=== |
| [[File:Halo 1749 TitleScreen.png|thumb|Halo: CE Beta 1749 Main Menu]]
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| *No Bungie/Microsoft startup videos. | | *No Bungie/Microsoft startup videos. |
| *Instead of the menu's background featuring a predetermined flyby of Installation 04, the menu features a still camera looking at the ring, with the camera moving to different perspectives depending on which sub-menu you are on. | | *The flyby of the Halo in the background takes a different path. |
| *"Campaign" is split into "New Campaign" and "Load Campaign" | | *"Campaign" is split into "New Campaign" and "Load Campaign" |
| *The menu has no sound. | | *The menu has no sound. |
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| *Shield recharge sound is different. | | *Shield recharge sound is different. |
| *Jump is floatier. | | *Jump is floatier. |
| *Health packs are green boxes with a white circle and red cross on them. This health pack design is notably still featured in the game manual. | | *Health packs are green boxes with a white circle and red cross on them. |
| *Major performance issues in larger areas. | | *Major performance issues in larger areas. |
| *Loading screens are just a black screen with a dark red bar to show progress. | | *Loading screens are just a black screen with a dark red bar to show progress. |
| *Many cutscenes have missing sound. | | *Many cutscenes have missing sound. |
| *Music beyond the bridge cutscene in "The Pillar of Autumn" has not been implemented. | | *Most music is missing. |
| *Currently playing sounds don't stop when the game pauses. | | *Currently playing sounds don't stop when the game pauses. |
| *The game cannot save in the middle of a mission. If you crash/turn off the game/exit the level, it's back to the beginning of that mission. | | *The game cannot save in the middle of a mission. If you crash/turn off the game/exit the level, it's back to the beginning of that mission. |
| *Difficulty is higher, especially in Flood levels. There's also a lot more Covenant in the later levels. | | *Difficulty is higher, especially in Flood levels. There's also a lot more Covenant in the later levels. |
| *Control panels have missing string entry. | | *Control panels have missing string entry. |
| *Master Chief armor is somewhat lower poly on some parts of the armor (Such as forearms). | | *Master Chief armor is somewhat lower poly on some parts of the armor (Such as forearms) |
| *Chief's armor is lighter in color, and the baked-in shadows on his visor are less overt. | | *Chief's armor is lighter in color. |
| *First person arms seem to be different behind the forearm, possibly leftover from an earlier armor design. | | *First person arms seem to be different behind the forearm, possibly leftover from an earlier armor design. |
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| *No intro cinematic. | | *No intro cinematic. |
| *Sky is jet black with stars, no blue layers to help make things in the cutscene stand out, like the Longswords. | | *Sky is jet black with stars, no blue layers to help make things in the cutscene stand out, like the Longswords. |
| *The aim-inversion tutorial works as normal, but the game does not automatically switch your aiming preference during it. The gameplay tip about changing your controller settings instead features a message for playtesters:
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| <pre>
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| ATTN: Playtest Participants
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| If you would like to change your controller settings, ask a playtest staff member for assistance.
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| </pre>
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| *Game soft locks after lifepods are destroyed, player must use cheats to make it through the small doors to the next area. | | *Game soft locks after lifepods are destroyed, player must use cheats to make it through the small doors to the next area. |
| *The Elite who kills crewman [[Samuel Marcus]] uses a [[Type-33 needler|Needler]] instead of a Plasma Rifle. In the final game, the Needler is completely absent from this level's files. | | *[[Type-33 needler|Needler]] is introduced earlier on, specifically when crewman [[Samuel Marcus]] is killed. |
| *No health packs or ammo drops on map. | | *No health packs or ammo drops on map. |
| *Some scenery objects like the gun racks are included in the maps, but are not placed. | | *Some scenery objects like the gun racks are included in the maps, but are not placed. |
| *[[Jacob Keyes|Captain Keyes]] doesn't give you a [[M6D Magnum|pistol]], instead a crewman with one is gunned down by [[Unggoy|grunts]] where you would normally receive the pistol. | | *[[Jacob Keyes|Captain Keyes]] doesn't give you a [[M6D Magnum|pistol]], instead a crewman with one is gunned down by [[Unggoy|grunts]] where you would normally receive the pistol. |
| *Killing Captain Keyes will cause him to freeze into a T-pose, and does not cause a squad of Marines to storm into the bridge to kill the player. Killing the crewmen in the bridge also has no consequences.
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| *Area where lifepod launches has older geometry, including an unused hallway. | | *Area where lifepod launches has older geometry, including an unused hallway. |
| **In the lifepod launch area, there are doors placed outside the level from earlier revisions of the level which had a much larger play space. | | **In the lifepod launch area, there are doors placed outside the level from earlier revisions of the level which had a much larger play space. |
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| *When you exit the cryopod, you spawn to the right of it instead of in front of it. | | *When you exit the cryopod, you spawn to the right of it instead of in front of it. |
| *After the targeting sequence (Look at the lights so they turn green), the gameplay tip is instead a message to playtesters telling them to ask a staff member for assistance changing the controls. | | *After the targeting sequence (Look at the lights so they turn green), the gameplay tip is instead a message to playtesters telling them to ask a staff member for assistance changing the controls. |
| | *Tutorial doesn't invert your looking pitch. |
| *The crewman who opens your cryopod says "Come on, this way!" instead of "This way!" when leading you out of the cryo room. | | *The crewman who opens your cryopod says "Come on, this way!" instead of "This way!" when leading you out of the cryo room. |
| | *Elite breaking into Cryo 2's control room holds (and kills Sam with) a Needler instead of a plasma rifle. |
| *A crewman plays a "noticed player" dialogue and then dies is in the room where you have to crouch under the blast door. | | *A crewman plays a "noticed player" dialogue and then dies is in the room where you have to crouch under the blast door. |
| *The chunk of the map that's loaded for the armory/bridge/mess hall seems to have a lighting bug, possibly missing all lighting. | | *The chunk of the map that's loaded for the armory/bridge/mess hall seems to have a lighting bug, possibly missing all lighting. |
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| *The Halo ring is not visible from the bridge windows. | | *The Halo ring is not visible from the bridge windows. |
| *No post board in the bridge. | | *No post board in the bridge. |
| | *Keyes does not give you the pistol (Despite one being visible next to him), instead you obtain it from a crew member who is killed by the first grunts you fight. |
| *You can get frag grenades from some dead marines, instead of having to wait until the last part of the level. | | *You can get frag grenades from some dead marines, instead of having to wait until the last part of the level. |
| *Airlocks do not have numbers on the walls. | | *Airlocks do not have numbers on the walls. |
| *[[Brhi Xur-pattern Leech|Boarding craft]] do not have overshields in the back. | | *[[Unidentified boarding craft|Boarding craft]] do not have overshields in the back. |
| | *No health packs anywhere. |
| *Keyes has a more somber tone of voice when telling everyone to abandon ship over the intercom. | | *Keyes has a more somber tone of voice when telling everyone to abandon ship over the intercom. |
| *The section where two crewmen are chased by Covenant instead has two [[deployable cover]] and no crewmen, just covenant. | | *The section where two crewmen are chased by Covenant instead has two [[deployable cover]] and no crewmen, just covenant. |
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| ====Halo==== | | ====Halo==== |
| The following differences can be observed on the level [[Halo (Halo: Combat Evolved level)|Halo]]. | | The following differences can be observed on the level [[Halo (Halo: Combat Evolved level)|Halo]]. |
| *When loading the level normally, the intro cutscene does not play, which also breaks a few additional triggers early in the level. Using cheats to force the intro cutscene to play will fix this issue; the cutscene has no audio but is otherwise similar to retail. | | *No intro cutscene for Halo. |
| *No dead marines or pilot still strapped in the lifepod. | | *No dead marines or pilot still strapped in the lifepod. |
| *Exiting the lifepod and picking up a grenade will trigger the grenade tutorial; in retail, the grenade tutorial is instead triggered by picking up the grenade stockpile at the end of "The Pillar of Autumn".
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| *The Spirit dropship that deploys troops at the crash site has dynamic behaviour. If the player leaves the area, the Spirit will instead move to intercept the player, deploying troops in front of them.
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| *Tall grass (Not the ground texture, but the kind that stand up) has a different texture. | | *Tall grass (Not the ground texture, but the kind that stand up) has a different texture. |
| *No ammo pile on the forerunner structure. | | *No ammo pile on the forerunner structure. |
| *The Marines encountered can wield Shotguns. | | *The Marines encountered can wield Shotguns. |
| *The two Banshees that are meant to attack the player in the initial starting area have broken AI, causing them to fall to the ground aimlessly upon spawning, leading to these Banshees instead being present at the Forerunner structure with the first set of survivors.
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| *Instead of "Damn, they're trying to flank us!", a marine says "Damn it! Another covenant landing craft to the rear!" | | *Instead of "Damn, they're trying to flank us!", a marine says "Damn it! Another covenant landing craft to the rear!" |
| *Cortana doesn't say anything about the lifepods flying overhead, nor asks for the warthog and men. | | *Cortana doesn't say anything about the lifepods flying overhead, nor asks for the warthog and men. |
| *After clearing the quarry crash site, there is an additional conversation between a Marine and Cortana about "invisible monsters", that does not play in retail. Cortana's voice lacks the radio effect that is usually applied to it when speaking to characters other than the Chief. This conversation was probably meant to foreshadow the existence of [[Stealth Elites]], but as they do not appear in this level the conversation was likely deemed perfunctory and so left out. [https://www.youtube.com/watch?v=lt5JsuMzg8I Video] | | *A conversation with the marines can be heard about invisible monsters, that does not play in retail. [https://www.youtube.com/watch?v=lt5JsuMzg8I Video] |
| <pre>
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| Marine: "Keep your voice down. They're out there..."
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| Cortana: "Who's out there? I can't detect any Covenant forces in the vicinity.”
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| Marine: "I don't know. They're... monsters, or something. Invisible monsters!"
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| </pre>
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| *There is a maze-like set of tunnels within the underground Forerunner structure just after passing the energy bridge. They are unfinished and are sealed off in the final game.
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| *Using the medusa cheat, or if the player somehow gains access to a Banshee, the Banshee can be piloted. In the final game, a script was implemented that made Banshees inaccessible to players on this level, even if the medusa cheat was used or they spawned one in.
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| *The ending cutscenes are unfinished.
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| *Depending on what survivor area you leave till last, Echo 419 will take off without you. The ending cutscene still triggers after a few seconds anyway.
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| ====The Truth and Reconciliation==== | | ====The Truth and Reconciliation==== |
| The following differences can be observed on the level [[The Truth and Reconciliation]]. | | The following differences can be observed on the level [[The Truth and Reconciliation]]. |
| *The player spawns next to the Pelican when leaving it. | | *At the beginning of the mission, the following dialogue plays. |
| *The dialogue at the start of the level does not play until the player has left the Pelican. The dialogue sequence is also much longer, with much of the detail being cut down in the final version.
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| <pre> | | <pre> |
| Cortana: "The enemy has captured Captain Keyes, and are holding him aboard one of their cruisers, the Truth and Reconciliation. The ship is currently holding position approximately three hundred meters above the other end of this plateau."
| | Foehammer: "Touchdown in 10 seconds, we're in covenant territory now!" (After she drops everyone off). |
| Foehammer: "Touchdown in 10 seconds people, we're in Covenant territory now!". | | Cortana: "All ground troops are clear of the ramp, we'll radio when we're ready for resupply.” |
| Cortana: "All ground troops are clear of the ramps, pilot. we'll radio for resupply when we're inside the Covenant ship.” | |
| Foehammer: "Roger that, moving to observation distance." | | Foehammer: "Roger that, moving to observation distance." |
| Cortana: "Sergeant, let's not go in guns blazing. You and your men hang back while the chief and I scout up ahead." | | Cortana: "Sargeant, don't go in guns blazing. Let the chief and I scout up ahead." |
| Sergeant Johnson: "Yes ma'am."
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| Cortana: "According to the topographic surveys I've obtained from the Covenant Battle Network, we should be able to access the Covenant battlecruiser Truth and Reconciliation on foot. Head through the series of plateaus and foot trails up ahead."
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| </pre>
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| *The dialogue that plays out as you scout the first area is also expanded from the shorter final version.
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| <pre>
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| Cortana: "Stick to the higher ground on the right. We should be able to recon the Covenant position without being spotted. Warning: I'm detecting Covenant Stationary Guns near the next pass. I recommend using your Sniper Rifle to take out the gunners while I call for Marine support. Cortana to Fireteam Charlie. This is Cortana, do you read?"
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| Sergeant Johnson: "Fireteam Charlie, read you five-by-five. Go ahead."
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| Cortana: "Get ready to move in to support us, Sergeant. The Master Chief is going to covertly take out as many of the Covenant as he can. Don't open fire until you hear the enemy return fire on us. That should let us keep the element of surprise."
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| </pre> | | </pre> |
| | *The player spawns next to the Pelican when leaving it. |
| *According to debug text, the Hunters dropping onto the [[Gravity lift]] platform was supposed to be a cutscene. | | *According to debug text, the Hunters dropping onto the [[Gravity lift]] platform was supposed to be a cutscene. |
| *In the ship's gravity lift lobby, some [[Covenant supply case]]s are lopsided, floating, clipping in ground, etc. | | *In the ship's gravity lift lobby, some [[Covenant supply case]]s are lopsided, floating, clipping in ground, etc. |
| *During the encounter in the lobby of the ''Truth and Reconciliation'', no sword-wielding Elites spawn. | | *During the encounter in the lobby of the ''Truth and Reconciliation'', no sword-wielding Elites spawn. |
| *After fighting through the ship's hangar, the game will throw up a massive amount of lighting errors that will cause the game's performance to tank.
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| *The cutscene in which you rescue Keyes is mostly complete, but the game fails to make the player model invisible during it, resulting in a scene with two Master Chiefs.
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| *After that cutscene, Captain Keyes will fail to spawn in, which results in an infinite loop of game overs as the game assumes he is dead. Using cheats to spawn a Captain Keyes model and give him AI allows the remainder of the level to be played.
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| *None of the Marines who were imprisoned alongside Keyes will carry any weapons after the cutscene.
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| *Upon returning to the ship's bridge, the Stealth Elites occupying it will be accompanied by a pair of Grunts on the lower level.
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| *No dialogue will play upon clearing the bridge, and Covenant enemies will swarm into the room as soon as you do so. The dialogue that was supposed to play on the bridge will instead play once you return to the hangar, and is slightly longer. The extended line about the dropship's docking clamp controls being on the second floor may have been cut to avoid confusion for international audiences, as while the claim is true in British English, audiences used to the American English format would instead think of the controls as being on the third floor.
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| <pre>
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| Cortana: "Yes, Captain. There's a Covenant dropship still docked, and the docking clamp controls are on the second floor. We need to get down there and deactivate them.”
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| </pre>
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| *The docking clamp controls do not function, making it impossible to finish this level normally.
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| *The final cutscene more humorous in nature, with Keyes crashing into a wall as he struggles to figure out the ship's controls instead of him intentionally ramming a pair of Hunters. The dialogue in this scene is also very different.
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| <pre>
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| Cortana: "That's it. The dropship is loose."
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| Keyes: "Everybody, mount up! Let's get onboard."
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| Cortana: "Captain, you haven't flown a small craft since the academy.”
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| Keyes: "Do I look like a cadet fresh out the academy? Okay, let's see... Pitch and yaw controls should be here... No, that's not it. Ah! Here we go. Hold on to yer butts people!”
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| </pre>
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| ====The Silent Cartographer==== | | ====The Silent Cartographer==== |
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| *[[Bravo 022]], the Pelican that crashes after you open the door, drops several Marines in addition to weapons. It does not have a Warthog. | | *[[Bravo 022]], the Pelican that crashes after you open the door, drops several Marines in addition to weapons. It does not have a Warthog. |
| *Aside from the one dropped off by Echo 419, there are no Warthogs in the level. | | *Aside from the one dropped off by Echo 419, there are no Warthogs in the level. |
| *[[Karo'etba-pattern Ghost|Ghosts]] spawn on the level, and in excess. Possessing one can easily break the level, especially during cutscenes, and this is likely why no Ghosts are present on the level in the final game.
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| *There are no overshields, ammo piles, or health packs where you first encounter Hunters. | | *There are no overshields, ammo piles, or health packs where you first encounter Hunters. |
| *There's no overshield just outside the map room. | | *There's no overshield just outside the map room. |
| *The Zealot is dead when you arrive at the previously locked door. | | *The Zealot is dead when you arrive at the previously locked door. |
| *No cutscene exists when accessing the cartographer, and the hologram of Halo is slightly smaller, higher up and slightly off center.
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| *Not killing the Jackals in the area where Foehammer begins to lower her Pelican during the ending cutscene will cause the Jackals to be present in the cutscene and shoot at the Pelican as its descending. This is rectified in the final game, with a script implemented to instantly delete all NPCs the moment the cutscene starts.
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| *Due to the ability to pause during cutscenes in this build, it is possible to break the AI across the entire level by restarting the mission in the middle of a cutscene. This will disable all AI across the level, leaving enemies frozen in a T-pose. It also breaks numerous mission scripts, and may have contributed to Bungie removing the ability to pause during cutscenes.
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| ====Assault on the Control Room==== | | ====Assault on the Control Room==== |
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| *The floating assault rifles normally seen at the entrance to the facility in final are now visible in the helmet recording cutscene instead, shooting the marines. | | *The floating assault rifles normally seen at the entrance to the facility in final are now visible in the helmet recording cutscene instead, shooting the marines. |
| *The dead elite in the helmet recording cutscene is instead a dead Marine. | | *The dead elite in the helmet recording cutscene is instead a dead Marine. |
| *Covenant enemies left alive in the cutscene room where the marines examine the dead marine will kill the marines and Captain Keyes the moment they spawn in during the cutscene, although dialogue will continue to be spoken and the cutscene will progress as if nothing happened, although with the camera aimed at the floor.
| | *Keyes is in his [[UNSC Navy Service Uniform|bridge uniform]]. |
| *Keyes is in his [[UNSC Navy Service Uniform|bridge uniform]]; curiously, in ''[[Halo: Combat Evolved Anniversary]]'' version of the scene, it features Keyes with his bridge uniform. | |
| *One of the Marines t-poses randomly in the cutscene. | | *One of the Marines t-poses randomly in the cutscene. |
| *Debug text spams "YOU SHOULDNT DO THIS!!!" during the transition from the dead marine scene to the Flood ambush scene. | | *Debug text spams "YOU SHOULDNT DO THIS!!!" during the transition from the dead marine scene to the Flood ambush scene. |
| *The cutscene room where the marines examine the dead marine can still be reaccessed, and contains Flood enemies. Oddly enough, while inaccessible in the final game, using no-clip, one can discover that Bungie did not delete the Flood enemies that spawn in there.
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| *There is an unused elevator room with the elevator itself missing. In the final game, this room is still present but inaccessible. Strangely enough, in the final game, fire effects were added to the damaged controls which weren't present in 1749.
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| *Upon taking the final elevator when escaping the containment facility, you encounter a small group of Marines fleeing a swarm of [[Flood Infection Forms]]. In the final game, you instead meet a much larger group of Marines taking shelter.
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| *[[Foehammer]] has one additional line of dialogue after the Chief escapes the containment facility, plus an extension to a line that was shortened in the final game. Most interestingly, the way Foehammer appears to address the Chief directly appears to indicate that he was intended to have voiced dialogue during gameplay, something that doesn't happen until ''[[Halo 4]]''.
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| <pre>
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| Foehammer: "Negative, Master Chief. I have no visual on you, and the swamp's canopy is too thick. I can't see anyway through, wait one...".
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| Foehammer: "Okay Chief, there's a large tower a few hundred meters from your current position. Find a way above the fog and foliage canopy and I can move in and pick you up."
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| </pre>
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| *343 Guilty Spark introduces themselves as '342 Guilty Spark', and continues to be called this throughout all dialogue. In [https://youtu.be/9ndZbg8Mr-Q?t=2156 a video] released by IGN, [[Martin O'Donnell]] explains that this was the result of an error made in the game's script which caused [[Tim Dadabo]] to record all of his lines as '342'. Prior to the final version, O'Donnell corrected all of the relevant lines by repeating the first '3' in the place of the '2'.
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| ====The Library==== | | ====The Library==== |
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| The following differences can be observed on the level [[Two Betrayals]]. | | The following differences can be observed on the level [[Two Betrayals]]. |
| *No intro cutscene. | | *No intro cutscene. |
| *You start this level with an Assault Rifle and a Shotgun, instead of a Plasma Pistol and Shotgun like in retail. This helps to explain the discrepancy in retail, where the Chief uses an Assault Rifle in the intro cutscene but lacks it in gameplay.
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| *The Sentinels at the start of the level do not spawn until you walk forward slightly. The number of Sentinels you encounter also vary based on difficulty, with 4 appearing on Normal, 6 on Heroic and 9 on Legendary. In retail, this number is fixed at 4.
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| *From this level onwards, there is far less implemented voice dialogue, with placeholder debug text often taking its place. This debug text generally follows the final script, but is far more casual and comedic in tone. For example, Cortana explains that the Rocket Launchers you find next to some dead [[Flood Combat Forms]] belonged to a heavy weapons squad led by "Major Whacker".
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| *Big doors leading to the control room have glass in them. | | *Big doors leading to the control room have glass in them. |
| *On the canyon bridge within the first canyon containing the control room, there are a pair of Elite majors with needlers fending off wave after wave of Flood carrier forms.
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| *The second and third pulse generator rooms have entirely different layouts to them. The second pulse generator room consists of two rooms with a dark corridor connecting them, while the third consists of two rooms with a short elevator ride connecting them.
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| *A secret, unused pulse generator room using an identical layout to the 1749 version of the second pulse generator room is located directly across from it. This is present in the final game, although the door is locked: the door is unlocked in 1749.
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| *The Sentinel encounter outside of the third pulse generator room is absent.
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| ====Keyes==== | | ====Keyes==== |
| The following differences can be observed on the level [[Keyes]]. | | The following differences can be observed on the level [[Keyes]]. |
| *The level's menu description is different:
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| <pre>
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| Bring back the head of the Captain.
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| </pre>
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| *No intro cutscene. | | *No intro cutscene. |
| *The starting loadout is the Assault Rifle and Pistol. In the final game, it is the Assault Rifle and Plasma Pistol. | | *Unfinished lighting below the ship. |
| *[[Captain Keyes]] has no lines of dialogue in this mission. Cortana's lines at the start of the level are also very different, and is much more direct about Keyes' death. Combined with the level\s menu description, this indicates that the decision to make Keyes barely clinging on to life throughout the mission was a very late one.
| | *AI Banshees near the grav lift fly much faster and don't seem to go after you. |
| <pre>
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| Cortana: I can read the Captain's CNI transponder; he's in the control room. But I'm not detecting any human life signs...
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| </pre>
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| *The cutscenes in which the Chief escapes and reenters the ship are simply placeholders, displaying an image of the main menu's background along with a funny line of debug text.
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| <pre>
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| [Falling out the ship] I can see my house from here! *splash*
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| [Entering the ship] See? See? There's my house!
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| </pre>
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| *The lighting underneath the ship is very unfinished, with the environment being very bright.
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| *Cortana's line after falling out of the ship contains a typo which was corrected and re-recorded before release.
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| <pre>
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| Cortana: Let's get out of here and find another back [sic] aboard the ship.
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| </pre>
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| *AI Banshees near the grav lift swoop by in a sortie against Flood forces on the ground in what appears to be a scripted event. In the final game, this event seems to have been replaced with the unique crashed Banshee instead. | |
| *Upon re-entering the ship, Cortana's line uses a calmer take and also features additional detail in the middle that was excised from the final version of the line:
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| <pre>
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| Cortana: We should be able to get into the ship's control room from here. Wait a moment... We went through the doors on the right the last we were here. This is a different route. The Covenant's Battlenet is a mess; I can't access the ship's schematics. My records indicate that a shuttle bay should be here.
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| </pre>
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| *Like in "The Truth and Reconciliation", entering the ship's hangar will trigger a massive amount of lighting errors that will cause the game's performance to slow to a crawl.
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| *The [[Proto-Gravemind]] is absent from the ship's bridge. It does exist in the game's files, in a slightly less detailed state compared to the final game.
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| ====The Maw==== | | ====The Maw==== |
| The following differences can be observed on the level [[The Maw]]. | | The following differences can be observed on the level [[The Maw]]. |
| *No intro cutscene. | | *No intro cutscene. |
| *The level features a much brighter skybox. | | *Different skybox. |
| *Your starting loadout is the Assault Rifle and Pistol, instead of the Assault Rifle and Plasma Rifle like in the final game.
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| *The cafeteria door on the right is initially locked, but is "busted open" by a hunter. | | *The cafeteria door on the right is initially locked, but is "busted open" by a hunter. |
| *Outside the cafeteria is a Sniper Rifle, a weapon that does not appear on this level in the final game. Reloading a checkpoint will cause this Sniper Rifle to be replaced with a Needler.
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| *The elevator to the Warthog garage will start as soon as the player steps on it, instead of waiting for the door to close.
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| *The timer for the [[Warthog Run]] starts during the elevator climb instead of shortly after the player reaches the Warthog garage. The timer is seven minutes in this build, however the debug dialogue still makes reference to the timer being six minutes. The timer itself is green in color.
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| *There is no cutscene if the timer runs out, with it simply resetting you to the last checkpoint.
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| *The flipped-over burning Warthog just outside the garage is missing.
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| *At the start of the [[Warthog Run]], looking to your right as soon as you enter the first big room will reveal a drivable [[Karo'etba-pattern Ghost|Ghost]] next to a dead [[Special Operations Elite]]; it is possible to complete the Warthog Run with this Ghost instead of the Warthog. In the final version of the game, this Ghost is no longer present, however the dead Special Operations Elite remains.
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| *[[Foehammer]]'s death is not yet implemented, but debug dialogue for the scene is still present. The debug dialogue features an extra line not adapted for the final script, with Cortana calling Foehammer over for the pickup after telling the Chief to stop. The debug dialogue illustrates Foehammer's death in a rather humorous way:
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| <pre>
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| Foehammer: "[Shakespeare] Is this the end of Foehammer? [Horrible firey crash]"
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| </pre>
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| *The [[Thirsty Grunt]] and [[Rex]] easter eggs are absent.
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| *The massive trench jump near the end of the Warthog Run is impossible to clear under regular gameplay, as the drop is far enough to trigger a death by falling. In the final game, this was fixed by extending the maximum fall time allowed for just this one level.
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| *In the [[Longsword]] hangar, there is no barricade forcing the player to run to the end on-foot. The Longsword fighter is also not yet present.
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| *The ending cutscene has not been implemented. Finishing the level will take you back to the main menu, and presents a debug message which references the film ''[[Wikipedia:Monty Python and the Holy Grail|Monty Python and the Holy Grail]]'':
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| <pre>
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| You win. And there was much rejoicing.
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| </pre>
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|
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| ===Gameplay=== | | ===Gameplay=== |
| ====General Gameplay====
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| *The "[[alert carry]]" glitch does not exist in this build; looking straight down will correctly depict the third-person character model looking down as intended.
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| *The "180 glitch" also does not exist yet. In the final game, taking explosive damage while in mid-air can result in your third-person model becoming dislocated from your first-person perspective for the duration of the jump, which can cripple a player's aim as weapon fire is based on the position of third-person model rather than what the player sees.
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| ====Weapons==== | | ====Weapons==== |
| *The [[Okarda'phaa-pattern plasma rifle|Plasma Rifle]] has a different side hologram. In this version, it displays a series of green indicators which shrink as the weapon's battery is used up. | | *[[Type-25 plasma rifle|Plasma Rifle]] does not have the final side hologram, instead there is a very small green hologram on the side. |
| *Pistol has increased maximum reserve ammo. | | *Pistol has increased maximum reserve ammo. |
| *Pistol has the sound for a clip being put into the gun missing. | | *Pistol has the sound for a clip being put into the gun missing. |
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| *Plasma grenade has a different explosion sound effect. | | *Plasma grenade has a different explosion sound effect. |
| *Weapons are picked up by pressing (X) instead of holding. | | *Weapons are picked up by pressing (X) instead of holding. |
| *All grenades on the ground can be detonated by explosions. In the final game, only grenades dropped by enemies can detonate as part of a chain reaction.
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| *Needler has full firerate immediately instead of ramping up. | | *Needler has full firerate immediately instead of ramping up. |
| *Needler has different sound. | | *Needler has different sound. |
| *Needles on needler disappear when reloading, and don't "Pop out", instead instantly appearing when done reloading. | | *Needles on needler disappear when reloading, and don't "Pop out", instead instantly appearing when done reloading. |
| *Plasma pistol doesn't shake while holding a charged shot. | | *Plasma pistol doesn't shake while holding a charged shot. |
| *The Assault Rifle's reload animation is twice as slow compared to final. There is a remnant of this speed in retail, as the Assault Rifle's third-person reload animation was not sped up to reflect the new speeds.
| | *Shotgun has much higher reserve ammo capacity. |
| *Shotgun has much higher reserve ammo capacity and a lower rate of fire. The Shotgun's third-person animations are identical to the Assault Rifle's. | | *Shotgun has lower fire rate. |
| *The Shotgun's reload is broken; reloading from an empty chamber will result in the player loading all but the last shell; you need to press the reload button again to completely fill up the weapon. | |
| *Some weapon elements disappear when invisible (Needler needles, Plasma pistol charge, Assault Rifle ammo counter). | | *Some weapon elements disappear when invisible (Needler needles, Plasma pistol charge, Assault Rifle ammo counter). |
| *The flamethrower can be found in the flood levels. | | *The flamethrower can be found in the flood levels. |
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| *Different textures. | | *Different textures. |
| *Floor number indicators are smaller and different. | | *Floor number indicators are smaller and different. |
| *A flat piece of geometry exists at the bottom of the map, allowing access to an Easter egg: a shrine towards a Bungie employee's girlfriend. In the final game, this flat geometry is replaced by a slope, and the girlfriend shrine is removed. | | *A shrine of sorts can be found, Towards a Bungie employees girlfriend. |
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| ====Chill Out==== | | ====Chill Out==== |
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| *Minor lighting differences. | | *Minor lighting differences. |
| *No ambient or background sound. | | *No ambient or background sound. |
| *The map's image and description insinuate that the map was originally set in the ruins of a settlement on the planet [[Reach]].
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| ====Prisoner==== | | ====Prisoner==== |
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| ==Sources== | | ==Sources== |
| {{Ref/Sources}} | | {{Ref/Sources}} |
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| ==External links==
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| *[https://www.youtube.com/watch?v=__nJVpQkoQ0 ''YouTube'' - Full Analysis of the Halo CE Beta (1749): Main Menu and General Gameplay (Re-upload)]
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| *[https://www.youtube.com/watch?v=jtLxsfHaZ7M ''YouTube'' - Full Analysis of the Halo CE Beta (1749): Campaign and Multiplayer]
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| {{Halo Testing}} | | {{Halo Testing}} |
| [[Category:Halo: Combat Evolved]] | | [[Category:Halo: Combat Evolved]] |