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{{Title|''Halo: Combat Evolved'' Beta 1749}} | {{Title|''Halo: Combat Evolved'' Beta 1749}} | ||
{{ | {{Era|RW}} | ||
{{Series/Cut/HCE}} | {{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|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}} | ||
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==Beta content== | ==Beta content== | ||
===Main menu=== | ===Main menu=== | ||
*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. | *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. | ||
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*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. | ||
*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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*[[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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*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. | *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. | ||
*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. | *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. | ||
*From this level onwards, there | *From this level onwards, there are far less implemented voice dialogue, with placeholder debug text often taking its place. Humorously, 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". | ||
*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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*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. | *The starting loadout is the Assault Rifle and Pistol. In the final game, it is the Assault Rifle and Plasma Pistol. | ||
*[[Captain Keyes]] has no lines of dialogue in this mission. Cortana's lines at the start of the level | *[[Captain Keyes]] has no lines of dialogue in this mission. Cortana's lines at the start of the level is also very different, and is much more direct about Keyes' death. This indicates that the decision to make Keyes barely clinging on to life throughout the mission was a very late one. | ||
<pre> | <pre> | ||
Cortana: I can read the Captain's CNI transponder; he's in the control room. But I'm not detecting any human life signs... | 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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*There is no cutscene if the timer runs out, with it simply resetting you to the last checkpoint. | *There is no cutscene if the timer runs out, with it simply resetting you to the last checkpoint. | ||
*The flipped-over burning Warthog just outside the garage is missing. | *The flipped-over burning Warthog just outside the garage is missing. | ||
*At the start of the [[Warthog Run]], looking to your right as soon as you enter the first big room will reveal a drivable [[ | *At the start of the [[Warthog Run]], looking to your right as soon as you enter the first big room will reveal a drivable [[Type-32 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. | ||
*[[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: | *[[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: | ||
<pre> | <pre> | ||
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===Gameplay=== | ===Gameplay=== | ||
====General Gameplay==== | ====General Gameplay==== | ||
*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. | *The "[[Alert carry|alert carry]]" glitch does not exist in this build; looking straight down will correctly depict the third-person character model looking down as intended. | ||
*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. | *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. | ||
====Weapons==== | ====Weapons==== | ||
*The [[ | *The [[Type-25 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. | ||
*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. |