Halo: Combat Evolved Beta 1749: Difference between revisions

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====The Truth and Reconciliation====
====The Truth and Reconciliation====
The following differences can be observed on the level [[The Truth and Reconciliation]].
The following differences can be observed on the level [[The Truth and Reconciliation]].
*At the beginning of the mission, the following dialogue plays.
*The player spawns next to the Pelican when leaving it.
*The dialogue at the start of the level does not play until the player has left the Pelican. The dialogue sequence is also much longer, with much of the detail being cut down in the final version.
<pre>
<pre>
Foehammer: "Touchdown in 10 seconds, we're in covenant territory now!" (After she drops everyone off).
Cortana: "The enemy has captured Captain Keyes, and are holding him aboard one of their cruisers, the Truth and Reconciliation. The ship is currently holding position approximately three hundred meters above the other end of this plateau."
Cortana: "All ground troops are clear of the ramp, we'll radio when we're ready for resupply.”
Foehammer: "Touchdown in 10 seconds people, we're in Covenant territory now!".
Cortana: "All ground troops are clear of the ramps, pilot. we'll radio for resupply when we're inside the Covenant ship.”
Foehammer: "Roger that, moving to observation distance."
Foehammer: "Roger that, moving to observation distance."
Cortana: "Sargeant, don't go in guns blazing. Let the chief and I scout up ahead."
Cortana: "Sergeant, let's not go in guns blazing. You and your men hang back while the chief and I scout up ahead."
Sergeant Johnson: "Yes ma'am."
Cortana: "According to the topographic surveys I've obtained from the Covenant Battle Network, we should be able to access the Covenant battlecruiser Truth and Reconciliation on foot. Head through the series of plateaus and foot trails up ahead."
</pre>
*The dialogue that plays out as you scout out the first area is also expanded from the shorter final version.
<pre>
Cortana: "Stick to the higher ground on the right. We should be able to recon the Covenant position without being spotted. Warning: I'm detecting Covenant Stationary Guns near the next pass. I recommend using your Sniper Rifle to take out the gunners while I call for Marine support. Cortana to Fireteam Charlie. This is Cortana, do you read?"
Sergeant Johnson: "Fireteam Charlie, read you five-by-five. Go ahead."
Cortana: "Get ready to move in to support us, Sergeant. The Master Chief is going to covertly take out as many of the Covenant as he can. Don't open fire until you hear the enemy return fire on us. That should let us keep the element of surprise."
</pre>
</pre>
*The player spawns next to the Pelican when leaving it.
*According to debug text, the Hunters dropping onto the [[Gravity lift]] platform was supposed to be a cutscene.
*According to debug text, the Hunters dropping onto the [[Gravity lift]] platform was supposed to be a cutscene.
*In the ship's gravity lift lobby, some [[Covenant supply case]]s are lopsided, floating, clipping in ground, etc.
*In the ship's gravity lift lobby, some [[Covenant supply case]]s are lopsided, floating, clipping in ground, etc.
*During the encounter in the lobby of the ''Truth and Reconciliation'', no sword-wielding Elites spawn.
*During the encounter in the lobby of the ''Truth and Reconciliation'', no sword-wielding Elites spawn.
*After fighting through the ship's hangar, the game will throw up a massive amount of lighting errors that will cause the game's performance to tank.
*The cutscene in which you rescue Keyes is mostly complete, but the game fails to make the player model invisible during it, resulting in a scene with two Master Chiefs.
*After that cutscene, Captain Keyes will fail to spawn in, which results in an infinite loop of game overs as the game assumes he is dead. Using cheats to spawn a Captain Keyes model and give him AI allows the remainder of the level to be played.
*None of the Marines who were imprisoned alongside Keyes will carry any weapons after the cutscene.
*Upon returning to the ship's bridge, the Stealth Elites occupying it will be accompanied by a pair of Grunts on the lower level.
*No dialogue will play upon clearing the bridge, and Covenant enemies will swarm into the room as soon as you do so. The dialogue that was supposed to play on the bridge instead play once you return to the hangar, and is slightly longer. The extended line about the dropship's docking clamp controls being on the second floor is untrue, as it is actually on the third floor.
<pre>
Cortana: "Yes, Captain. There's a Covenant dropship still docked, and the docking clamp controls are on the second floor. We need to get down there and deactivate them.”
</pre>
*The docking clamp controls do not function, making it impossible to finish this level normally.
*The final cutscene more humorous in nature, with Keyes crashing into a wall as he struggles to figure out the ship's controls instead of him intentionally ramming a pair of Hunters. The dialogue in this scene is also very different.
<pre>
Cortana: "That's it. The dropship is loose."
Keyes: "Everybody, mount up! Let's get onboard."
Cortana: "Captain, you haven't flown a small craft since the academy.”
Keyes: "Do I look like a cadet fresh out the academy? Okay, let's see... Pitch and yaw controls should be here... No, that's not it. Ah! Here we go. Hold on to yer butts people!”
</pre>


====The Silent Cartographer====
====The Silent Cartographer====
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====Keyes====
====Keyes====
The following differences can be observed on the level [[Keyes]].
The following differences can be observed on the level [[Keyes]].
*The level's menu description is different:
<pre>
Bring back the head of the Captain.
</pre>
*No intro cutscene.
*No intro cutscene.
*Unfinished lighting below the ship.
*The starting loadout is the Assault Rifle and Pistol. In the final game, it is the Assault Rifle and Plasma Pistol.
*[[Captain Keyes]] has no lines of dialogue in this mission. Cortana's lines at the start of the level is also very different, and is much more direct about Keyes' death. This indicates that the decision to make Keyes barely clinging on to life throughout the mission was a very late one.
<pre>
Cortana: I can read the Captain's CNI transponder; he's in the control room. But I'm not detecting any human life signs...
</pre>
*The cutscenes in which the Chief escapes and reenters the ship are simply placeholders, displaying an image of the main menu's background along with a funny line of debug text.
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[Falling out the ship] I can see my house from here! *splash*
[Entering the ship] See? See? There's my house!
</pre>
*The lighting underneath the ship is very unfinished, with the environment being very bright.
*Cortana's line after falling out of the ship contains a typo which was corrected and re-recorded before release.
<pre>
Cortana: Let's get out of here and find another back [sic] aboard the ship.
</pre>
*AI Banshees near the grav lift swoop by in a sortie against Flood forces on the ground in what appears to be a scripted event. In the final game, this event seems to have been replaced with the unique crashed Banshee instead.
*AI Banshees near the grav lift swoop by in a sortie against Flood forces on the ground in what appears to be a scripted event. In the final game, this event seems to have been replaced with the unique crashed Banshee instead.
*Upon re-entering the ship, Cortana's line uses a calmer take and also features additional detail in the middle that was excised from the final version of the line:
<pre>
Cortana: We should be able to get into the ship's control room from here. Wait a moment... We went through the doors on the right the last we were here. This is a different route. The Covenant's Battlenet is a mess; I can't access the ship's schematics. My records indicate that a shuttle bay should be here.
</pre>
*Like in "The Truth and Reconciliation", entering the ship's hangar will trigger a massive amount of lighting errors that will cause the game's performance to slow to a crawl.
*The [[Proto-Gravemind]] is absent from the ship's bridge. It does exist in the game's files, in a slightly less detailed state compared to the final game.


====The Maw====
====The Maw====
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*The flipped-over burning Warthog just outside the garage is missing.
*The flipped-over burning Warthog just outside the garage is missing.
*At the start of the [[Warthog Run]], looking to your right as soon as you enter the first big room will reveal a drivable [[Type-32 Ghost|Ghost]] next to a dead [[Special Operations Elite]]; it is possible to complete the Warthog Run with this Ghost instead of the Warthog. In the final version of the game, this Ghost is no longer present, however the dead Special Operations Elite remains.
*At the start of the [[Warthog Run]], looking to your right as soon as you enter the first big room will reveal a drivable [[Type-32 Ghost|Ghost]] next to a dead [[Special Operations Elite]]; it is possible to complete the Warthog Run with this Ghost instead of the Warthog. In the final version of the game, this Ghost is no longer present, however the dead Special Operations Elite remains.
*[[Foehammer]]'s death is not yet implemented, but debug dialogue for the scene is still present. The debug dialogue is features an extra line not adapted for the final script, with Cortana calling Foehammer over for the pickup after telling the Chief to stop. The debug dialogue illustrates Foehammer's death in a rather humorous way:
*[[Foehammer]]'s death is not yet implemented, but debug dialogue for the scene is still present. The debug dialogue features an extra line not adapted for the final script, with Cortana calling Foehammer over for the pickup after telling the Chief to stop. The debug dialogue illustrates Foehammer's death in a rather humorous way:
<pre>
<pre>
Foehammer: "[Shakespeare] Is this the end of Foehammer? [Horrible firey crash]"
Foehammer: "[Shakespeare] Is this the end of Foehammer? [Horrible firey crash]"
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