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Cut Halo: Reach levels: Difference between revisions

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==Lehto's original plan==
==Lehto's original plan==
Early in the game's production, game director [[Marcus Lehto]] came up with an early draft for the game's campaign, which he later shared on Twitter.{{Ref/Twitter|Id=Levels|game_fabricator|1035367310725279744|Marcus Lehto|Quote=This was a very early campaign layout I made for Reach. Space combat. But it took brave people like @tipul [Mike Tipul] who made it a reality.|D=11|M=9|Y=2021}}{{Ref/Twitter|game_fabricator|728974316654579712|Marcus Lehto|Quote=These are very early Reach mission progression ideas and adrenaline maps. Water craft were functional at that point.|D=25|M=10|Y=2021}}{{Ref/Twitter|game_fabricator|896765628916260865|Marcus Lehto|Quote=Found this very early mission plan for Halo:Reach and campaign. Most of the sentiment made it into the final game - except water combat!|D=25|M=10|Y=2021}}
Early in the game's production, game director [[Marcus Lehto]] came up with an early draft for the game's campaign, which he later shared on Twitter.{{Ref/Twitter|Id=Levels|game_fabricator|1035367310725279744|Marcus Lehto|Quote=This was a very early campaign layout I made for Reach. Space combat. But it took brave people like @tipul [Mike Tipul] who made it a reality.|D=11|M=9|Y=2021}}{{Ref/Twitter|Id=Progression|game_fabricator|728974316654579712|Marcus Lehto|Quote=These are very early Reach mission progression ideas and adrenaline maps. Water craft were functional at that point.|D=25|M=10|Y=2021}}{{Ref/Twitter|Id=Plan|game_fabricator|896765628916260865|Marcus Lehto|Quote=Found this very early mission plan for Halo:Reach and campaign. Most of the sentiment made it into the final game - except water combat!|D=25|M=10|Y=2021}}
<gallery>
<gallery>
File:HR EarlyCampaignLayout.jpg|Lehto's early ideas for the direction of the campaign.
File:HR EarlyCampaignLayout.jpg|Lehto's early ideas for the direction of the campaign.
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===Mission 3 - Boat level===
===Mission 3 - Boat level===
<!--
Named in the [[Halo: Reach DLC tag build|''Halo: Reach'' DLC test builds]] as <code>40_boat</code>, this level was planned to employ the [[Cut Halo: Reach vehicles#Motorboat|UNSC motorboat]] vehicle. The mission's name coincides with the final game map files numbering <code>m35</code> (for [[Tip of the Spear]]) and <code>m45</code> (for [[Long Night of Solace (level)|Long Night of Solace]]), with an apparent lack of an "<code>m40</code>" to fill the gap.
https://twitter.com/game_fabricator/status/896770144961052672
 
https://twitter.com/dangerousonion/status/896821460932501504
Outlined in Marcus Lehto's original game plans, this level was to involve the player attacking an "oil rig"-like structure in the ocean, with an approach similar to [[Wikipedia:United States Navy SEALs|Navy SEAL]] operations. The level was to have the target of the attack consist of a large, moving structure - a challenge for the engine and lighting due to a lack of ability to use BSP level geometry. A rough prototype was created based around the concept of boat combat.{{Ref/Twitter|game_fabricator|896770144961052672|Marcus Lehto|Quote=Yes, we had a very rough mission prototype around some kind of oil rig type structure in the ocean. Shooting enemies while jumping waves.|D=09|M=02|Y=2022}} According to [[Lee Wilson]], the mission was to additionally have a mechanic which would see players able to "ride torpedoes" in the water combat.{{Ref/Twitter|dangerousonion|896821460932501504|Lee Wilson|Quote=It was such a pity the riding of torpedoes during water combat didn't make it into the game #rememberreach|D=09|M=02|Y=2022}}
-->
 
Lehto's documentation notes on the level were noted as the following;
{{Quote|4 - covert training -Seals type approach -boat attack -night -sink ship -off shore{{Ref/Reuse|Plan}}}}
{{Quote|3 - large moving platform. -ship at sea - sink it - have it slowly sink and pitch during mission. (challenge - lighting interiors of non-bsp geometry)!!!{{Ref/Reuse|Plan}}}}
{{Quote|Covert "Seals" boat attack<br>-night<br>-Sink Ship{{Ref/Reuse|Levels}}}}
 
===Mission 4 - Aircraft level===
===Mission 4 - Aircraft level===



Revision as of 08:08, February 9, 2022

This page discusses elements of deleted material and cut content. Some information on the page is sourced from game files and may not be verifiable through external sources. Where possible, such information should be clearly-marked and replaced with a proper external source as soon as one is available.
Early campaign layout ideas for Reach.
An early "map" of the planned campaign structure for Reach.
Image of a cut Kodiak to use in Halopedia templates. Do not add to pages.

This article is part of a series on
Halo: Reach cut content


Cut content

Development

To check out cut content for other Halo games, see here!
vde

During the production of Halo: Reach, many levels were cut or otherwise massively re-worked.

Lehto's original plan

Early in the game's production, game director Marcus Lehto came up with an early draft for the game's campaign, which he later shared on Twitter.[1][2][3]

Mission 0 - Training

Mission 1 - Infantry battle

Mission 2 - Ground vehicle battle

Mission 3 - Boat level

Named in the Halo: Reach DLC test builds as 40_boat, this level was planned to employ the UNSC motorboat vehicle. The mission's name coincides with the final game map files numbering m35 (for Tip of the Spear) and m45 (for Long Night of Solace), with an apparent lack of an "m40" to fill the gap.

Outlined in Marcus Lehto's original game plans, this level was to involve the player attacking an "oil rig"-like structure in the ocean, with an approach similar to Navy SEAL operations. The level was to have the target of the attack consist of a large, moving structure - a challenge for the engine and lighting due to a lack of ability to use BSP level geometry. A rough prototype was created based around the concept of boat combat.[4] According to Lee Wilson, the mission was to additionally have a mechanic which would see players able to "ride torpedoes" in the water combat.[5]

Lehto's documentation notes on the level were noted as the following;

"4 - covert training -Seals type approach -boat attack -night -sink ship -off shore[3]"

"3 - large moving platform. -ship at sea - sink it - have it slowly sink and pitch during mission. (challenge - lighting interiors of non-bsp geometry)!!![3]"

"Covert "Seals" boat attack
-night
-Sink Ship[1]
"

Mission 4 - Aircraft level

Mission 5 - Sniper level

Mission 6 - Hold the line

Mission 7 - Space level

Mission 8 - Supply convoy attack

Mission 9 - City level

Mission 10 - Last Great Battle

Production levels

Driving a Scarab

While the Type-47B Scarab did ultimately make its way into the final game as a low-poly background entity on the levels Tip of the Spear and The Pillar of Autumn (with the latter level also featuring a more detailed, non-interactive setpiece Scarab at one point in the mission), early ideas for the game's campaign were to have the player character able to drive the Scarab. Early ideas for the level New Alexandria would have seen the player drive the Scarab in the remains of the post-glassing city. Prototypes for the Scarab were made and the physics involved described by Chris Ophdal as "sweet", though the Scarab was ultimately considered unsustainable - especially with the high engine cost needed to run the level. Ultimately, the drivable Scarab was scrapped and New Alexandria was transformed into an aerial mission focusing on the Falcon instead.[6][7]

Cut dialogue for the missions Tip of the Spear and Exodus shows that early plans for these levels were for both to feature Scarab encounters similar to those featured in Halo 3 and Halo 3: ODST, though all were cut.

Sources

  1. ^ a b Twitter, Marcus Lehto (@game_fabricator): "This was a very early campaign layout I made for Reach. Space combat. But it took brave people like @tipul [Mike Tipul] who made it a reality." (Retrieved on Sep 11, 2021) [archive]
  2. ^ Twitter, Marcus Lehto (@game_fabricator): "These are very early Reach mission progression ideas and adrenaline maps. Water craft were functional at that point." (Retrieved on Oct 25, 2021) [archive]
  3. ^ a b c Twitter, Marcus Lehto (@game_fabricator): "Found this very early mission plan for Halo:Reach and campaign. Most of the sentiment made it into the final game - except water combat!" (Retrieved on Oct 25, 2021) [archive]
  4. ^ Twitter, Marcus Lehto (@game_fabricator): "Yes, we had a very rough mission prototype around some kind of oil rig type structure in the ocean. Shooting enemies while jumping waves." (Retrieved on Feb 9, 2022) [archive]
  5. ^ Twitter, Lee Wilson (@dangerousonion): "It was such a pity the riding of torpedoes during water combat didn't make it into the game #rememberreach" (Retrieved on Feb 9, 2022) [archive]
  6. ^ Eurogamer, Tech Interview: Halo: Reach - Page 3 (Retrieved on Sep 11, 2021) [archive]
  7. ^ Halo: Reach: Legendary Edition developer commentary