Editing Halo: Combat Evolved Beta 1749
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{{Title|''Halo: Combat Evolved'' Beta 1749}} | {{Title|''Halo: Combat Evolved'' Beta 1749}} | ||
{{ | {{Era|RW}} | ||
'''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}} | |||
'''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}} | |||
==Beta content== | ==Beta content== | ||
===Main menu=== | ===Main menu=== | ||
*No Bungie/Microsoft startup videos. | *No Bungie/Microsoft startup videos. | ||
* | *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 | *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. | ||
* | *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 | *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. | ||
*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. | ||
* | *[[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. | ||
*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. | ||
*[[ | *[[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]]. | ||
* | *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. | ||
*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. | *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. | ||
*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. | ||
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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. | ||
* | *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] | ||
*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. | *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. | ||
*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. | *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 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]]. | ||
* | *At the beginning of the mission, the following dialogue plays. | ||
<pre> | <pre> | ||
Foehammer: "Touchdown in 10 seconds, we're in covenant territory now!" (After she drops everyone off). | |||
Foehammer: "Touchdown in 10 seconds | 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 | |||
Foehammer: "Roger that, moving to observation distance." | Foehammer: "Roger that, moving to observation distance." | ||
Cortana: " | Cortana: "Sargeant, don't go in guns blazing. Let the chief and I scout up ahead." | ||
</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. | ||
====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. | ||
*[[ | *[[Type-32 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. | ||
*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. | ||
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*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. | *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]]. | ||
*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. | *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. | ||
*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. | *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. | ||
====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. | ||
*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. | *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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====Keyes==== | ====Keyes==== | ||
The following differences can be observed on the level [[Keyes]]. | The following differences can be observed on the level [[Keyes]]. | ||
*No intro cutscene. | *No intro cutscene. | ||
* | *Unfinished lighting below the ship. | ||
*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. | *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. | ||
====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. | ||
* | *Different skybox. | ||
*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. | ||
===Gameplay=== | ===Gameplay=== | ||
====Weapons==== | ====Weapons==== | ||
* | *[[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. | ||
*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. | ||
*Shotgun has much higher reserve ammo capacity. | |||
*Shotgun has much higher reserve ammo capacity | *Shotgun has lower fire rate. | ||
* | |||
*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 | *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, making the easter egg inaccessible by normal means. | ||
====Chill Out==== | ====Chill Out==== |