Cut Halo: Reach levels
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Lehto's original plan
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
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. According to Lee Wilson, the mission was to additionally have a mechanic which would see players able to "ride torpedoes" in the water combat.
Lehto's documentation notes on the level were noted as the following;
Footage of the boat's in-game prototype were later shown at PAX 2010, alongside some of the wave technology developed presumably for the prototype.
Mission 4 - Aircraft level
Named in the DLC tag builds as
Notes provided by Marcus Lehto indicate this mission was to involve the player using an aircraft of some variety to engage in aerial combat and clear out Covenant forces from a number of small towns as to allow friendly forces to deliver supplies. It is unclear whether this would have involved the UAV-like drone aircraft cut from the game, or would have been intended as a Falcon mission. At this time, no other levels in the game were described as having similar air combat segments (and initially, the final game level New Alexandria was intended to involve a player driving a Scarab), indicating this may have been intended to be the game's Falcon mission.
Ultimately, this level was scrapped and the Falcon moved to New Alexandria; the
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
Driving a Scarab
While the Deutoros-pattern 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.
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.