Halo: Combat Evolved Beta 1749: Difference between revisions

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{{Title|''Halo: Combat Evolved'' Beta 1749}}
{{Title|''Halo: Combat Evolved'' Beta 1749}}
{{Era|RW}}
{{Status|RealWorld}}
'''Beta 1749''', was a beta build of the [[Xbox]] edition of ''[[Halo: Combat Evolved]]''. The build originates from around [[2001#August|August 15, 2001]]. It was succeeded by [[Halo: Combat Evolved Beta 2247|Beta 2247]].{{Ref/Site|D=01|M=6|Y=2020|URL=https://www.obscuregamers.com/threads/halo-combat-evolved-beta-1749.2513/post-15872|Site=Obscure Gamers|Page=Halo: Combat Evolved Beta 1749}}
{{Series/Cut/HCE}}
'''Beta 1749''' was a beta build of the [[Xbox]] edition of ''[[Halo: Combat Evolved]]''. The build originates from around [[2001#August|August 15, 2001]]. It was succeeded by [[Halo: Combat Evolved Beta 2247|Beta 2247]].{{Ref/Site|D=01|M=6|Y=2020|URL=https://www.obscuregamers.com/threads/halo-combat-evolved-beta-1749.2513/post-15872|Site=Obscure Gamers|Page=Halo: Combat Evolved Beta 1749}}


==Beta content==
==Beta content==
===Main menu===
===Main menu===
[[File:Halo 1749 TitleScreen.png|thumb|Halo: CE Beta 1749 Main Menu]]
*No Bungie/Microsoft startup videos.
*No Bungie/Microsoft startup videos.
*Instead of the menu's background featuring a predetermined flyby of Installation 04, the menu features a still camera looking at the ring, with the camera moving to different perspectives depending on which sub-menu you are on.
*Instead of the menu's background featuring a predetermined flyby of Installation 04, the menu features a still camera looking at the ring, with the camera moving to different perspectives depending on which sub-menu you are on.
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*No intro cinematic.
*No intro cinematic.
*Sky is jet black with stars, no blue layers to help make things in the cutscene stand out, like the Longswords.
*Sky is jet black with stars, no blue layers to help make things in the cutscene stand out, like the Longswords.
*The aim-inversion tutorial works as normal, but the game does not automatically switch your aiming preference during it. The gameplay tip about changing your controller settings instead features a message for playtesters:
<pre>
ATTN: Playtest Participants
If you would like to change your controller settings, ask a playtest staff member for assistance.
</pre>
*Game soft locks after lifepods are destroyed, player must use cheats to make it through the small doors to the next area.
*Game soft locks after lifepods are destroyed, player must use cheats to make it through the small doors to the next area.
*[[Type-33 needler|Needler]] is introduced earlier on, specifically when crewman [[Samuel Marcus]] is killed.
*The Elite who kills crewman [[Samuel Marcus]] uses a [[Type-33 needler|Needler]] instead of a Plasma Rifle. In the final game, the Needler is completely absent from this level's files.
*No health packs or ammo drops on map.
*No health packs or ammo drops on map.
*Some scenery objects like the gun racks are included in the maps, but are not placed.
*Some scenery objects like the gun racks are included in the maps, but are not placed.
*[[Jacob Keyes|Captain Keyes]] doesn't give you a [[M6D Magnum|pistol]], instead a crewman with one is gunned down by [[Unggoy|grunts]] where you would normally receive the pistol.
*[[Jacob Keyes|Captain Keyes]] doesn't give you a [[M6D Magnum|pistol]], instead a crewman with one is gunned down by [[Unggoy|grunts]] where you would normally receive the pistol.
*Killing Captain Keyes will cause him to freeze into a T-pose, and does not cause a squad of Marines to storm into the bridge to kill the player. Killing the crewmen in the bridge also has no consequences.
*Area where lifepod launches has older geometry, including an unused hallway.
*Area where lifepod launches has older geometry, including an unused hallway.
**In the lifepod launch area, there are doors placed outside the level from earlier revisions of the level which had a much larger play space.
**In the lifepod launch area, there are doors placed outside the level from earlier revisions of the level which had a much larger play space.
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*When you exit the cryopod, you spawn to the right of it instead of in front of it.
*When you exit the cryopod, you spawn to the right of it instead of in front of it.
*After the targeting sequence (Look at the lights so they turn green), the gameplay tip is instead a message to playtesters telling them to ask a staff member for assistance changing the controls.
*After the targeting sequence (Look at the lights so they turn green), the gameplay tip is instead a message to playtesters telling them to ask a staff member for assistance changing the controls.
*Tutorial doesn't invert your looking pitch.
*The crewman who opens your cryopod says "Come on, this way!" instead of "This way!" when leading you out of the cryo room.
*The crewman who opens your cryopod says "Come on, this way!" instead of "This way!" when leading you out of the cryo room.
*Elite breaking into Cryo 2's control room holds (and kills Sam with) a Needler instead of a plasma rifle.
*A crewman plays a "noticed player" dialogue and then dies is in the room where you have to crouch under the blast door.
*A crewman plays a "noticed player" dialogue and then dies is in the room where you have to crouch under the blast door.
*The chunk of the map that's loaded for the armory/bridge/mess hall seems to have a lighting bug, possibly missing all lighting.
*The chunk of the map that's loaded for the armory/bridge/mess hall seems to have a lighting bug, possibly missing all lighting.
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*The Halo ring is not visible from the bridge windows.
*The Halo ring is not visible from the bridge windows.
*No post board in the bridge.
*No post board in the bridge.
*Keyes does not give you the pistol (Despite one being visible next to him), instead you obtain it from a crew member who is killed by the first grunts you fight.
*You can get frag grenades from some dead marines, instead of having to wait until the last part of the level.
*You can get frag grenades from some dead marines, instead of having to wait until the last part of the level.
*Airlocks do not have numbers on the walls.
*Airlocks do not have numbers on the walls.
*[[Unidentified boarding craft|Boarding craft]] do not have overshields in the back.
*[[Brhi Xur-pattern Leech|Boarding craft]] do not have overshields in the back.
*No health packs anywhere.
*Keyes has a more somber tone of voice when telling everyone to abandon ship over the intercom.
*Keyes has a more somber tone of voice when telling everyone to abandon ship over the intercom.
*The section where two crewmen are chased by Covenant instead has two [[deployable cover]] and no crewmen, just covenant.
*The section where two crewmen are chased by Covenant instead has two [[deployable cover]] and no crewmen, just covenant.
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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."
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>
</pre>
*The dialogue that plays out as you scout out the first area is also expanded from the shorter final version.
*The dialogue that plays out as you scout the first area is also expanded from the shorter final version.
<pre>
<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?"
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?"
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*None of the Marines who were imprisoned alongside Keyes will carry any weapons after the cutscene.
*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.
*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.
*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 will 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 may have been cut to avoid confusion for international audiences, as while the claim is true in British English, audiences used to the American English format would instead think of the controls as being on the third floor.
<pre>
<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.”
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.”
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*[[Bravo 022]], the Pelican that crashes after you open the door, drops several Marines in addition to weapons. It does not have a Warthog.
*[[Bravo 022]], the Pelican that crashes after you open the door, drops several Marines in addition to weapons. It does not have a Warthog.
*Aside from the one dropped off by Echo 419, there are no Warthogs in the level.
*Aside from the one dropped off by Echo 419, there are no Warthogs in the level.
*[[Type-32 Ghost|Ghosts]] spawn on the level, and in excess. Possessing one can easily break the level, especially during cutscenes, and this is likely why no Ghosts are present on the level in the final game.
*[[Karo'etba-pattern Ghost|Ghosts]] spawn on the level, and in excess. Possessing one can easily break the level, especially during cutscenes, and this is likely why no Ghosts are present on the level in the final game.
*There are no overshields, ammo piles, or health packs where you first encounter Hunters.
*There are no overshields, ammo piles, or health packs where you first encounter Hunters.
*There's no overshield just outside the map room.
*There's no overshield just outside the map room.
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*You start this level with an Assault Rifle and a Shotgun, instead of a Plasma Pistol and Shotgun like in retail. This helps to explain the discrepancy in retail, where the Chief uses an Assault Rifle in the intro cutscene but lacks it in gameplay.
*You start this level with an Assault Rifle and a Shotgun, instead of a Plasma Pistol and Shotgun like in retail. This helps to explain the discrepancy in retail, where the Chief uses an Assault Rifle in the intro cutscene but lacks it in gameplay.
*The Sentinels at the start of the level do not spawn until you walk forward slightly. The number of Sentinels you encounter also vary based on difficulty, with 4 appearing on Normal, 6 on Heroic and 9 on Legendary. In retail, this number is fixed at 4.
*The Sentinels at the start of the level do not spawn until you walk forward slightly. The number of Sentinels you encounter also vary based on difficulty, with 4 appearing on Normal, 6 on Heroic and 9 on Legendary. In retail, this number is fixed at 4.
*From this level onwards, there are far less implemented voice dialogue, with placeholder debug text often taking its place. Humorously, Cortana explains that the Rocket Launchers you find next to some dead [[Flood Combat Forms]] belonged to a heavy weapons squad led by "Major Whacker".
*From this level onwards, there is far less implemented voice dialogue, with placeholder debug text often taking its place. This debug text generally follows the final script, but is far more casual and comedic in tone. For example, Cortana explains that the Rocket Launchers you find next to some dead [[Flood Combat Forms]] belonged to a heavy weapons squad led by "Major Whacker".
*Big doors leading to the control room have glass in them.
*Big doors leading to the control room have glass in them.
*On the canyon bridge within the first canyon containing the control room, there are a pair of Elite majors with needlers fending off wave after wave of Flood carrier forms.
*On the canyon bridge within the first canyon containing the control room, there are a pair of Elite majors with needlers fending off wave after wave of Flood carrier forms.
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*No intro cutscene.
*No intro cutscene.
*The starting loadout is the Assault Rifle and Pistol. In the final game, it is the Assault Rifle and Plasma Pistol.
*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.
*[[Captain Keyes]] has no lines of dialogue in this mission. Cortana's lines at the start of the level are also very different, and is much more direct about Keyes' death. Combined with the level\s menu description, this indicates that the decision to make Keyes barely clinging on to life throughout the mission was a very late one.
<pre>
<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...
Cortana: I can read the Captain's CNI transponder; he's in the control room. But I'm not detecting any human life signs...
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*Your starting loadout is the Assault Rifle and Pistol, instead of the Assault Rifle and Plasma Rifle like in the final game.
*Your starting loadout is the Assault Rifle and Pistol, instead of the Assault Rifle and Plasma Rifle like in the final game.
*The cafeteria door on the right is initially locked, but is "busted open" by a hunter.
*The cafeteria door on the right is initially locked, but is "busted open" by a hunter.
*Outside the cafeteria is a Sniper Rifle, a weapon that does not appear on this level in the final game. Reloading a checkpoint will cause this Sniper Rifle to be replaced with a Needler.
*The elevator to the Warthog garage will start as soon as the player steps on it, instead of waiting for the door to close.
*The elevator to the Warthog garage will start as soon as the player steps on it, instead of waiting for the door to close.
*The timer for the [[Warthog Run]] starts during the elevator climb instead of shortly after the player reaches the Warthog garage. The timer is seven minutes in this build, however the debug dialogue still makes reference to the timer being six minutes. The timer itself is green in color.
*The timer for the [[Warthog Run]] starts during the elevator climb instead of shortly after the player reaches the Warthog garage. The timer is seven minutes in this build, however the debug dialogue still makes reference to the timer being six minutes. The timer itself is green in color.
*There is no cutscene if the timer runs out, with it simply resetting you to the last checkpoint.
*There is no cutscene if the timer runs out, with it simply resetting you to the last checkpoint.
*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 [[Karo'etba-pattern 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 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>
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===Gameplay===
===Gameplay===
====General Gameplay====
*The "[[alert carry]]" glitch does not exist in this build; looking straight down will correctly depict the third-person character model looking down as intended.
*The "180 glitch" also does not exist yet. In the final game, taking explosive damage while in mid-air can result in your third-person model becoming dislocated from your first-person perspective for the duration of the jump, which can cripple a player's aim as weapon fire is based on the position of third-person model rather than what the player sees.
====Weapons====
====Weapons====
*[[Type-25 plasma rifle|Plasma Rifle]] does not have the final side hologram, instead there is a very small green hologram on the side.
*The [[Okarda'phaa-pattern plasma rifle|Plasma Rifle]] has a different side hologram. In this version, it displays a series of green indicators which shrink as the weapon's battery is used up.
*Pistol has increased maximum reserve ammo.
*Pistol has increased maximum reserve ammo.
*Pistol has the sound for a clip being put into the gun missing.
*Pistol has the sound for a clip being put into the gun missing.
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*Plasma grenade has a different explosion sound effect.
*Plasma grenade has a different explosion sound effect.
*Weapons are picked up by pressing (X) instead of holding.
*Weapons are picked up by pressing (X) instead of holding.
*All grenades on the ground can be detonated by explosions. In the final game, only grenades dropped by enemies can detonate as part of a chain reaction.
*Needler has full firerate immediately instead of ramping up.
*Needler has full firerate immediately instead of ramping up.
*Needler has different sound.
*Needler has different sound.
*Needles on needler disappear when reloading, and don't "Pop out", instead instantly appearing when done reloading.
*Needles on needler disappear when reloading, and don't "Pop out", instead instantly appearing when done reloading.
*Plasma pistol doesn't shake while holding a charged shot.
*Plasma pistol doesn't shake while holding a charged shot.
*Shotgun has much higher reserve ammo capacity.
*The Assault Rifle's reload animation is twice as slow compared to final. There is a remnant of this speed in retail, as the Assault Rifle's third-person reload animation was not sped up to reflect the new speeds.
*Shotgun has lower fire rate.
*Shotgun has much higher reserve ammo capacity and a lower rate of fire. The Shotgun's third-person animations are identical to the Assault Rifle's.
*The Shotgun's reload is broken; reloading from an empty chamber will result in the player loading all but the last shell; you need to press the reload button again to completely fill up the weapon.
*Some weapon elements disappear when invisible (Needler needles, Plasma pistol charge, Assault Rifle ammo counter).
*Some weapon elements disappear when invisible (Needler needles, Plasma pistol charge, Assault Rifle ammo counter).
*The flamethrower can be found in the flood levels.
*The flamethrower can be found in the flood levels.
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*Different textures.
*Different textures.
*Floor number indicators are smaller and different.
*Floor number indicators are smaller and different.
*A flat piece of geometry exists at the bottom of the map, allowing access to an easter egg: a shrine towards a Bungie employee's girlfriend. In the final game, this flat geometry is replaced by a slope, making the easter egg inaccessible by normal means.
*A flat piece of geometry exists at the bottom of the map, allowing access to an Easter egg: a shrine towards a Bungie employee's girlfriend. In the final game, this flat geometry is replaced by a slope, and the girlfriend shrine is removed.


====Chill Out====
====Chill Out====
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