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The '''''Halo 2'' E3 Demo''' was a real-time demonstration of early plans for ''[[Halo 2]]''{{'}}s [[Outskirts]] and [[Metropolis]] levels. It was shown at [[Electronic Entertainment Expo|E3 2003]], and revealed new designs for ''Halo 2'', including [[Orbital Drop Shock Troopers|ODSTs]], [[BR55 battle rifle|Battle Rifles]] (which were originally going to be single-shot), [[Dual wielding|dual-wielding]], [[M7 SMG|SMG]]s, [[Jiralhanae|Brutes]], the [[M12G1 Gauss Warthog|Gauss Warthog]], among others. The demo bears little resemblance to the final game as it was created by Bungie out of demand for material to show at E3 amidst the exceedingly hectic development process of ''Halo 2''.{{Ref/YouTube|Id=yt cairo|xcSk8Rx_JTo|UPLYNXED|Halo 2 Anniversary - Cairo Station Campaign Gameplay and...|Time=810|D=06|M=07|Y=2024}}
The '''''Halo 2'' E3 Demo''' was a real-time demonstration of early plans for ''[[Halo 2]]''{{'}}s [[Outskirts]] and [[Metropolis]] levels. It was shown at [[Electronic Entertainment Expo|E3 2003]], and revealed new designs for ''Halo 2'', including [[Orbital Drop Shock Troopers|ODSTs]], [[BR55 battle rifle|Battle Rifles]] (which were originally going to be single-shot), [[Dual wielding|dual-wielding]], [[M7 SMG|SMG]]s, [[Jiralhanae|Brutes]], the [[M12G1 Gauss Warthog|Gauss Warthog]], among others. The demo bears little resemblance to the final game as it was created by Bungie out of demand for material to show at E3 amidst the exceedingly hectic development process of ''Halo 2''.{{Ref/YouTube|Id=yt cairo|xcSk8Rx_JTo|UPLYNXED|Halo 2 Anniversary - Cairo Station Campaign Gameplay and...|Time=810|D=06|M=07|Y=2024}}


Between [[2022]] and [[2024]], the mission was recovered and worked on by [[343 Industries]] and the [[Digsite]] community modding team with the goal of restoring the level to full functionality for play within the ''Halo 2'' component of ''[[Halo: The Master Chief Collection]]''.{{Ref/Site|Id=CRF|URL=https://www.halowaypoint.com/news/cutting-room-floor|Site=Halo Waypoint|Page=Cutting Room Floor|D=06|M=07|Y=2024}} The updated build was first showcased at the VKMT community modding showcase in 2022 in early form,{{Ref/YouTube|Id=VKMT|57DoNDDp3r8|Digsite Crew|Digsite Reveal - VKMT Showcase 2022|D=06|M=10|Y=2022}} before being formally unveiled at the Halo World Championships 2024, and is set to be released as free downloadable mod on the [[Steam]] Workshop on November 9, 2024, to mark ''Halo 2''{{'}}s 20th anniversary.{{Ref/YouTube|Id=HWC|Xo57pHb2y74|HALO|Community Stage at Halo World Championship 2024 - Day 2|Time=18831|D=06|M=10|Y=2024}}
Between [[2022]] and [[2024]], the mission was recovered and worked on by [[343 Industries]] and the [[Digsite]] community modding team with the goal of restoring the level to full functionality for play within the ''Halo 2'' component of ''[[Halo: The Master Chief Collection]]''.{{Ref/Site|Id=CRF|URL=https://www.halowaypoint.com/news/cutting-room-floor|Site=Halo Waypoint|Page=Cutting Room Floor|D=06|M=07|Y=2024}} The updated build was first showcased at the VKMT community modding showcase in 2022 in early form,{{Ref/YouTube|57DoNDDp3r8|Digsite Crew| Digsite Reveal - VKMT Showcase 2022|D=06|M=10|Y=2022}} before being formally unveiled at the Halo World Championships 2024, and is set to be released as free downloadable mod on the [[Steam]] Workshop on November 9, 2024, to mark ''Halo 2''{{'}}s 20th anniversary.{{Ref/YouTube|Id=HWC|Xo57pHb2y74|HALO|Community Stage at Halo World Championship 2024 - Day 2|Time=18831|D=06|M=10|Y=2024}}


==Overview==
==Overview==
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==Differences with the final game<!--Please avoid comparing the demo with the actual campaign level. This section should be focused on the gameplay mechanics and appearances.-->==
==Differences with the final game<!--Please avoid comparing the demo with the actual campaign level. This section should be focused on the gameplay mechanics and appearances.-->==
* Bloom post-processing is calculated differently than in the final game, leading to more of a "soft glow" look across the entire mission.
* Object shadows generated by the sun (lightmap) are sharp, rather than softened as in the final game. Objects also self shadow from the sun, whereas this only occurs with dynamic lights in the final game.
* The Brutes voices are deeper, much like an ape, than in the final game.
* The Brutes voices are deeper, much like an ape, than in the final game.
* The Battle Rifle Has a slower version of the CE Assault Rifle Reload Animation.
* The Battle Rifle Has a slower version of the CE Assault Rifle Reload Animation.
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* Plasma bolts and projectiles are more fluorescent than their retail counterpart.
* Plasma bolts and projectiles are more fluorescent than their retail counterpart.
* Many textures for building walls and floors are re-used from Combat Evolved including brushed metal tiling, seen at 1:53 and 2:43.   
* Many textures for building walls and floors are re-used from Combat Evolved including brushed metal tiling, seen at 1:53 and 2:43.   
* The Havok physics engine was not yet implemented in the game, so physics are closer to Combat Evolved. Enemies "fall down" on death instead of rag dolling, as in the first game, and vehicles operate with H1 speed calculations, as opposed to the gear and torque system of H2.
* The Havok physics engine was not yet implemented in the game, so physics are closer to Combat Evolved.
* Grunt and human blood decals are Brighter, and more fluorescent than their retail counterparts.
* Grunt and human blood decals are Brighter, and more fluorescent than their retail counterparts.
* Human blood textures are re-used from Combat Evolved.
* Human blood textures are re-used from Combat Evolved.
* Grunt, human and Jackal blood splat decals are bigger than retail, resulting in more blood seen in the demo compared to the full release.
* Grunt, human and Jackal blood splat decals are bigger than retail, resulting in more blood seen in the demo compared to the full release.
* Grunts and Jackals are more aggressive and will fire faster than retail, as seen at 4:25.
* Grunts and Jackals are more aggressive and will fire faster than retail, as seen at 4:25.
* Chief's model features different textures and a visor reflection compared to the final game. The armor is generally darker, and the visor reflection is more silver/purple toned, compared to the gold look of the final game.
* Chief features a new model not seen in the full release of the game, featuring real-time reflections on his visor, seen at 0:19.
* Firing the Mounted Turret illuminate the ground and surrounding area when fired. round particles are also visibly expelled after every shot fired.
* Gunshots and shots from the Mounted Turret illuminate the ground and surrounding area when fired.
* The SMGs' use the muzzle flash of the Magnum from Halo: Combat Evolved.
* The SMGs' muzzle flash is a darker red, rather than a bright yellow/orange seen in the final release.
* SMGs (including dual wielded SMGs) have an increased rate of fire, and no recoil. There is also no firing animation, the muzzle flash simply appears when fired.
* SMGs (including dual wielded SMGs) have an increased rate of fire, and no recoil.
* Dual SMG's have a unique "Double Up" overlapping Reticle, rather than a normal SMG reticle seen in retail.  
* Dual SMG's have a unique "Double Up" overlapping Reticle, rather than a normal SMG reticle seen in retail.  
* Warthog Headlights illuminate and cast visible lights on the road
* Warthog Headlights illuminate and cast visible light and shadows on the road
* Physics for Warthog splatters seem to be closer to Combat Evolved, Even small bumps or hits will result in a splatter with a lot of blood particles.
* Physics for Warthog splatters seem to be closer to Combat Evolved, Even small bumps or hits will result in a splatter with a lot of blood particles.
* Street lamps and lighting objects cast real-time shadows. Most dynamic light objects still exist in the final game but are set to not cast dynamic shadows by default. This flag can be toggled on objects in the Halo 2 Editing Kit, also explained by Joe Staten in the H2 developer commentary on 4:48.
* Street Lamps and Lights illuminate dynamic lights and shadows, Most dynamic lights were disabled shortly before release but still exist in the final game and can be enabled on the Halo 2 Editing Kit. this was also explained by Joe staten in the H2 developer commentary on 4:48.
 
* Mounted turrets visibly expel rounds after every shot fired
==Trivia==
===Easter eggs===
*During the 2022 VKMT community modding showcase a [[Rex]] Easter egg can be spotted inside the main building before going up the stairs.{{Ref/Reuse|VKMT}}


==Gallery==
==Gallery==
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</gallery>
</gallery>


===Development images===
===Images===
<gallery>
<gallery>
File:H2-Concept-E3-Chief.jpg|Concept art of John-117 priming a plasma grenade.
File:H2-Concept-E3-Chief.jpg|Concept art of John-117 priming a plasma grenade.
File:H2E3_VisualGlitch.jpg|A visual glitch that occurred during the demo's development.
File:H2E3_VisualGlitch.jpg|A visual glitch that occurred during the demo's development.
H2 E3 Chief Crouched Render.jpg|A wireframe render of John-117 after getting up from his Ghost crashing.
File:H2 E3 Demo Shadows.jpg|A close-up of the Shadows in the demo.
H2 E3 Chief Grenade Render.jpg|A wireframe render of John-117 priming a grenade.
File:H2E3 Demo Master Chief.jpg|Master Chief in the Battle of New Mombasa.
File:H2E3_BetchaCan'tStickEm.jpg|"Betcha can't stick 'em!"
File:H2E3_GaussHog.jpg|John-117 manning a Gauss cannon in the demo.
File:H2E3_John117_Ghost.jpg|John-117 driving a Ghost in the demo.
File:H2E3_John117_Warthog.jpg|John-117 driving a Warthog.
File:H2E3_John117_Warthog.jpg|John-117 driving a Warthog.
</gallery>
===Screenshots===
<gallery>
File:H2E3_John117_Turret.jpg|John-117 manning an [[M247 general purpose machine gun]].
File:H2E3_John117_Turret.jpg|John-117 manning an [[M247 general purpose machine gun]].
File:H2E3_GaussHog.jpg|John-117 manning a Gauss cannon in the demo.
File:H2E3_Standoff.jpg|John-117 facing down two SpecOps Elites.
File:H2E3_John117_Hijack.jpg|John-117 hijacking a Ghost.
File:H2E3_John117_Hijack.jpg|John-117 hijacking a Ghost.
File:H2E3_Ghost_Chase.jpg|Two Ghosts chasing one another.
File:H2E3_Ghost_Chase.jpg|Two Ghosts chasing one another.
File:H2E3_John117_Ghost.jpg|John-117 driving a Ghost in the demo.
File:H2E3 Demo Master Chief.jpg|Master Chief in the Battle of New Mombasa.
File:H2E3_Standoff.jpg|John-117 facing down two SpecOps Elites.
File:H2E3_BetchaCan'tStickEm.jpg|"Betcha can't stick 'em!"
File:H2 E3 Demo Shadows.jpg|A close-up of the Shadows in the demo.
</gallery>
===Promotional images===
<gallery>
File:H2E3_Wallpaper_StandTall.jpg|"Stand Tall" wallpaper.
File:H2E3_Wallpaper_StandTall.jpg|"Stand Tall" wallpaper.
File:H2E3_Wallpaper_GhostChase.jpg|"Ghost Chase" wallpaper.
File:H2E3_Wallpaper_GhostChase.jpg|"Ghost Chase" wallpaper.

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