Cut Halo 3 levels



During the development of Halo 3, a number of levels were cut or changed dramatically.

Tsavo Township
A level named "Tsavo Township" was referenced by Vic DeLeon briefly on Twitter, as a map he still had some images of. This may be the map DeLeon referred to as an "Old Mombasa" test in another tweet. It is unclear whether this map is an internal codename for a final shipped level such as The Storm, or an internal prototype that never made ship.

Flood Ship
Flood Ship, also known as  was a cut level set after Floodgate and taking place in the crashed Flood ship in Voi. The original objective of the level was to detonate the ship's reactor and escape. However, due to time constraints and other development issues, much of this was cut and reworked into the final version of Cortana. Though it was present as a selectable level in the Halo 3 Alpha. More detailed information about the level can be found here and here.

In the end, in the idea of the playable Floodship space was conjoined onto Floodgate; Objects used in that section of the level can still be found in the  folder in the Halo 3 Mod Tools. The original objective of the level is still mentioned in the final version of Floodgate despite there being a different one: "Find the crashed Flood ship; overload its engine core." as stated by Miranda Keyes.

Guardian Forest
Guardian Forest, also known as  was a cut level set between The Ark and The Covenant. The level was set in a large forest on Installation 00 and was to feature a new enemy, the Guardian.

090_alpine
alpine, known as  in the game files, is a cut campaign mission viewable in the Halo 3 game files due to the release of the Halo 3 Mod Tools. The folder itself contains no files of particular note, but the name itself reveals several details. The name alpine describes the kind of terrain the mission was intended to have - perfectly matching the landscapes found in the final game level of The Covenant - itself known as. The  designation clashes with another cut level, , due to the fact that   and   were combined to become. This process was done fairly early on in development.

When the aforementioned Guardian Forest level was cut, the planned Hornet sections were transplanted into The Covenant, indicating that this major restructuring likely occurred around the same time as - or because - of the dropping of Guardian Forest.

100_forecity
The level in the Mod Tools files referred to as  likely corresponds with Forerunner City, a map developed by Paul Russel for the purposes of experimenting with Forerunner architectural design. Although described by Russell and Vic DeLeon as a map primarily used to demonstrate new technologies for the Xbox 360 and new engine, designer Dan Miller is also on record as mentioning that he was assigned as a designer on this level - indicating it was at one point intended to be a playable level space.

High Charity
High Charity, also known as, comprises the original layout of the mission Cortana, prior to the level being cut-down and replaced with portions of the map designed for Flood Ship.

Multiplayer maps
A number of multiplayer maps were considered for inclusion in Halo 3, including several that did not make the final cut. Notably, the maps "Wall of Cotton" and "Shaft" do not match any known development names for released multiplayer maps, nor fit the theme of any released in the final game. The document also shows remakes of the maps Hang 'Em High, Blood Gulch and Lockout as considered for inclusion - the latter of which eventually making its way into the game as Blackout.

In the Halo 3 component of Halo: The Master Chief Collection, a number of seemingly-leftover  files were removed from the game at some point during the flighting process. These maps contain the aforementioned "shaft", alongside some presently-unknown maps referenced as "volcano", "landslide", "damn" and "beachhead". The files also reference maps named "warthog_inc" and "pump_haus", discussed in-detail further down this page.

Gauntlet
Little is known of "Gauntlet" - the map was used in development to test a variety of objective-based gamemodes that ultimately never appeared in the final release of Halo 3. Interestingly, concept sketches for the map layout suggest the idea of Halo 3 including several classes including "Assault", "Rifleman" and "Warthog Dude".

Monkey Mountain
The map internally named "Monkey Mountain" was built for the Capture the Flag gametype, and consisted of the attacking team assaulting up a hill (similarly to High Ground) to capture the flag. However, the map had a unique twist in that the attackers could then drop the flag off a cliff next to the base into a river below, at which point a boat could drive the flag back home, similarly to the design of Halo 2's map Relic. The map was ultimately scrapped due to the river mechanic not working well enough to justify including the map. Monkey Mountain was also to include a rideable elevator of some kind.

Design documentation shared by Max Hoberman shows Monkey Mountain as intended for 8-12+ players, and was in development by the time Halo 3 ended pre-production.

Pump_Haus
The map internally nicknamed "Pump Haus" or "Pump Haüs" was a small map listed in Hoberman's initial maps outline as intended for 2-4 players. Some released screenshots from close to the end of pre-production show Spartans stood inside the map in a very primitive state. The Spartans are stood inside a cylindrical room with a Ghost in the bottom. The upper levels of the room are surrounded by balconies and ledges, indicating this chamber is the focal point of the map.

Pump Haus' name, visuals, and theme, notably closely match the map Powerhouse featured in Halo: Reach. It is unknown whether the two had a direct connection.

Warthog Inc
The map internally codenamed "Warthog Inc" was focused on the Territories gametype, and one of the last maps cut from Halo 3. The map was to be set in a location where the titular Warthog was built and tested, and was reported by Chris Carney as "playing really well"; consisting of a collection of five 1-2 storey buildings each containing a territory zone. The map also contained a Warthog "test track" which allowed the player to use vehicles in a medium-sized map, but made movement predictable as to keep them balanced versus infantry. The map was ultimately scrapped as it never hit an "amazing" level of gameplay.

According to multiplayer lead Max Hoberman and tester Dan Callan, the early versions of the map featured some kind of "device machine gimmicks", with Hoberman further clarifying that the map may have had doors in the back that the player could "bust through" - with both unable to fully recall the details exactly.

Interestingly, Warthog Inc was also included (albeit unplayable) in the files of the Halo 3 beta. Additionally, it seems that Warthog Inc's early blockout geometry can be seen being playtested by Bungie staff in the ViDoc Is Quisnam Protero Damno!. In one shot, the level is seen selected in the custom game lobby, and the geometry shown matches the level icon found in the Halo 3 Delta build. Design documentation shared by Hoberman shows Warthog Inc as intended for 4-8+ players, and was in development by the time Halo 3 ended pre-production.