Alpine (cut Halo 3 level): Difference between revisions

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{{Status|RW}}
{{Status|RealWorld}}
{{Level infobox
{{Level infobox
|prev=[[Guardian Forest]] {{C|Intended}}
|prev=[[Guardian Forest]] {{C|Intended}}
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The presence of <code>090</code> in ''Halo 3'' remained a mystery within the ''Halo'' community for some time prior to the work posted by Rob Stokes. In the base ''Halo 3'' file structure, levels are sorted into folders based on their [[map file]] name, with a notable gap between <code>070_waste</code> ([[The Ark (level)|The Ark]]) and <code>100_citadel</code> ([[The Covenant (level)|The Covenant]]) observed by modders. The later discovery of a texture file in an <code>080_forest</code> ([[Guardian Forest]]) folder narrowed down the missing levels to just the mystery <code>090</code> - something which would remain a mystery until the release of the ''[[Halo 3 Mod Tools]]'' in [[2022]]. Later testimony from level designer [[Dan Miller]] would confirm the existence of <code>090_alpine</code>,{{Ref/Reuse|DanConfirms}}{{Ref/Reuse|DanShip}} with more extensive details provided in the documents uploaded by Rob Stokes.{{Ref/Reuse|Stokes}}
The presence of <code>090</code> in ''Halo 3'' remained a mystery within the ''Halo'' community for some time prior to the work posted by Rob Stokes. In the base ''Halo 3'' file structure, levels are sorted into folders based on their [[map file]] name, with a notable gap between <code>070_waste</code> ([[The Ark (level)|The Ark]]) and <code>100_citadel</code> ([[The Covenant (level)|The Covenant]]) observed by modders. The later discovery of a texture file in an <code>080_forest</code> ([[Guardian Forest]]) folder narrowed down the missing levels to just the mystery <code>090</code> - something which would remain a mystery until the release of the ''[[Halo 3 Mod Tools]]'' in [[2022]]. Later testimony from level designer [[Dan Miller]] would confirm the existence of <code>090_alpine</code>,{{Ref/Reuse|DanConfirms}}{{Ref/Reuse|DanShip}} with more extensive details provided in the documents uploaded by Rob Stokes.{{Ref/Reuse|Stokes}}


Developers known to have worked on Forerunner City include:
Developers known to have worked on Alpine include:
*Rob Stokes (mission design and script)
*Rob Stokes (mission design and script)
*[[Dan Miller]] (level designer){{Ref/Reuse|DanShip}}
*[[Dan Miller]] (level designer){{Ref/Reuse|DanShip}}
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==Plot==
==Plot==
{{Expand-section}}
This section summarizes the plot of the level, based on the first draft of the script submitted by Rob Stokes for further editing later on, and the mission design documentation posted on his website.{{Ref/Reuse|Stokes}}
===Background===
Having been rescued from [[Strato-Sentinel]]s in the [[Guardian Forest]] by a [[Pelican]], [[Avery Johnson|Sgt. Johnson]], [[John-117]], and the [[Thel 'Vadam|Arbiter]] head towards a barrier preventing them from reaching the [[Prophet of Truth]].
===090LA_ALPINE_ARRIVAL===
The Pelican approaches the barrier as other Pelicans line up in formation behind it. These Pelicans fly past the energy barrier and its accompanying pylons, preventing their access to Truth. Johnson gives a little hearty speech to the Marines accompanying him and John before the Pelicans descend.
 
The player, sitting in the rear of the Pelican, would watch as the others land and deploy various forces before finally being able to disembark themselves. They would then go on to breach and deactivate two of the towers to the barrier.  After deactivating the second barrier and while they head back towards where they came, they were to receive a [[Character interludes|garbled message from Cortana]].
<gallery>
File:H3 CovenantApproachConcept.jpg|Concept art of the Pelican approach at the level's start.
</gallery>
===090LB_HC_CRASH===
After receiving the Cortana message, the player would be greeted by a Marine attempting to provide a report on Truth's forces behind the barrier, only to be interrupted by the sight of a flaming chunk of debris hitting a nearby mountain, causing an avalanche of snow to spill into the valley.  Everyone would then look up to witness as more flaming chunks fall from the sky, followed by the arrival of [[High Charity]] which would fly overhead before crashing on the far end of the barrier. 
 
For the rest of the level, the player would have to now contend with both Covenant forces and the newly-arrived Flood while badly-damaged Elite ships pursuing High Charity from Earth would arrive overhead.  After clearing out the forces outside the final tower (with one planned encounter being a three-way battle between the player, The Flood, and a Scarab) the player would enter the final tower and deactivate the last part of the barrier, allowing the UNSC and Elite forces to proceed to the [[Forerunner City]].
<gallery>
File:H3 TheCovenant Storyboard 5.jpg|A [[Halo 3 storyboards|storyboard]] of a piece of ''High Charity'' impacting the region, behind a Marine.
File:H3 TheCovenant Storyboard 6.jpg|A storyboard of the rest of ''High Charity'' impacting the Ark.
</gallery>


==Gallery==
==Gallery==
<gallery>
<gallery>
File:H3 CovenantApproachConcept.jpg|Concept art of the Pelican approach at the level's start.
File:H3 CovenantBridgeConcept.jpg|Concept art of a bridge that did not make the finalized level.
File:H3 CovenantBridgeConcept.jpg|Concept art of a bridge that did not make the finalized level.
File:H3 Ark Warthog Concept.jpg|Early concept art of the level's closure.
File:H3 Ark Warthog Concept.jpg|Early concept art of the level's closure.
File:H3 CitadelConcept.jpg|Early concept art of the Citadel.
File:H3 TheCovenant Storyboard 5.jpg|An early [[Halo 3 storyboards|storyboard]] depicting an alternate High Charity crash sequence.
File:H3 TheCovenant Storyboard 6.jpg|An early storyboard depicting an alternate High Charity crash sequence.
</gallery>
</gallery>


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