Editing Halo 2 E3 demo
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The '''''Halo 2'' E3 Demo''' was the first public real-time demonstration of ''[[Halo 2]]''{{'}}s gameplay. 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 is set in an early version of the [[Earth]] city of [[New Mombasa]]. While the [[Outskirts]] and [[Metropolis]] levels in the final game have some elements in common with the demo, it is a fully standalone mission 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 the first public real-time demonstration of ''[[Halo 2]]''{{'}}s gameplay. 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 is set in an early version of the [[Earth]] city of [[New Mombasa]]. While the [[Outskirts]] and [[Metropolis]] levels in the final game have some elements in common with the demo, it is a fully standalone mission 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 was 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}} The mod can be downloaded from the [[Steam]] Workshop, [https://steamcommunity.com/sharedfiles/filedetails/?id=3360515088 here]. | 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 was 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}} The mod can be downloaded from the [[Steam]] Workshop, [https://steamcommunity.com/sharedfiles/filedetails/?id=3360515088 here]. | ||
==Overview== | ==Overview== | ||
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The work on actually restoring the demo level was overseen by General_101, with Ken Peters and [[Sean Cooper]] providing assistance from 343's end by looking into the internal archives and source depots for assets and files. At the outset, the team only had a few source BSPs and scenery objects to work with, but eventually were able to reverse-engineer the actual compiled builds to examine the original assets in conjunction with the new finds from internal archives. This included finding original animation source files, though many weren't compatible with the modern engine.{{Ref/Reuse|CRF}} In addition, due to the Digsite modding team not having a license to use Impersonator, a software used for generating lip-sync animations for dialogue, they had to recreate all of the lip sync animations by hand. Overall, the remastered demo has used as many of the original [[tag]]s, audio, and assets as were possible - with assets continuously updated throughout the production process as even better iterations of the original dev files were uncovered.{{Ref/Reuse|HWC}} However, some of these were modernised. For example, in the original demo, every single NPC had their own tag - these were updated to use the setup found in modern ''Halo 2''.{{Ref/Reuse|CRF}} | The work on actually restoring the demo level was overseen by General_101, with Ken Peters and [[Sean Cooper]] providing assistance from 343's end by looking into the internal archives and source depots for assets and files. At the outset, the team only had a few source BSPs and scenery objects to work with, but eventually were able to reverse-engineer the actual compiled builds to examine the original assets in conjunction with the new finds from internal archives. This included finding original animation source files, though many weren't compatible with the modern engine.{{Ref/Reuse|CRF}} In addition, due to the Digsite modding team not having a license to use Impersonator, a software used for generating lip-sync animations for dialogue, they had to recreate all of the lip sync animations by hand. Overall, the remastered demo has used as many of the original [[tag]]s, audio, and assets as were possible - with assets continuously updated throughout the production process as even better iterations of the original dev files were uncovered.{{Ref/Reuse|HWC}} However, some of these were modernised. For example, in the original demo, every single NPC had their own tag - these were updated to use the setup found in modern ''Halo 2''.{{Ref/Reuse|CRF}} | ||
The updated demo also has [[waypoint]] markers added above plot-critical NPCs and objectives; due to the intended highly linear scope of the demo, it is not immediately intuitive what direction a player should go. These were added in by the Digsite team to help unfamiliar players navigate the level without going off-script or breaking the scenario.{{Ref/Reuse|HWC | The updated demo also has [[waypoint]] markers added above plot-critical NPCs and objectives; due to the intended highly linear scope of the demo, it is not immediately intuitive what direction a player should go. These were added in by the Digsite team to help unfamiliar players navigate the level without going off-script or breaking the scenario.{{Ref/Reuse|HWC}} | ||
In addition to the E3 demo level itself, several maps made using the same assets at around the same time of ''Halo 2''{{'}}s development have been made available for download in MCC as a level scenario for ''Halo 2'' and as raw geometry to use in the ''[[Halo 2 Editing Kit]]''. | In addition to the E3 demo level itself, several maps made using the same assets at around the same time of ''Halo 2''{{'}}s development have been made available for download in MCC as a level scenario for ''Halo 2'' and as raw geometry to use in the ''[[Halo 2 Editing Kit]]''. |