Cut Halo 3 levels: Difference between revisions

4,335 bytes added ,  2 years ago
no edit summary
m (Text replacement - "<ref name="([^"=>]+)" ?\/>" to "{{Ref/Reuse|$1}}")
No edit summary
Line 14: Line 14:
{{Main|Cortana}}
{{Main|Cortana}}
An early version of Cortana was supposed to feature more ''[[High Charity]]'' specific geometry but this was cut.<ref>[https://twitter.com/dmiller360/status/533780831513624576 ''Twitter'': Dan Miller @dmiller360]</ref> Instead parts of the level ''[[Floodgate]]'' was split a part with some of that geometry becoming the Cortana that was released.<ref>[https://twitter.com/dmiller360/status/533780549807398912 ''Twitter'': Dan Miller @dmiller360]</ref>
An early version of Cortana was supposed to feature more ''[[High Charity]]'' specific geometry but this was cut.<ref>[https://twitter.com/dmiller360/status/533780831513624576 ''Twitter'': Dan Miller @dmiller360]</ref> Instead parts of the level ''[[Floodgate]]'' was split a part with some of that geometry becoming the Cortana that was released.<ref>[https://twitter.com/dmiller360/status/533780549807398912 ''Twitter'': Dan Miller @dmiller360]</ref>
==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]].{{Ref/Reuse|Hoberman}}
<gallery>
File:H3_Maps_Documentation.jpg|A list of maps intended for inclusion in ''Halo 3'' as of the end of pre-production.{{Ref/Reuse|Hoberman}}
</gallery>
===Gauntlet===
Little is known of "Gauntlet" - the map was used in development to test a varuety 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".{{Ref/Generic|Id=PCG348|PC Gamer|Issue 348}}
<gallery>
File:H3 Gauntlet Sketch.png|A sketch of Gauntlet's layout.
</gallery>
===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.{{Ref/Reuse|PCG348}}
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.{{ref/Twitter|Id=Hoberman|MaxHoberman|1298237792384888832|Max Hoberman|Quote=Oh, there were also a few questions about some of the working map names in the UI mockups that I shared. Here's where things stood at the end of Halo 3 preproduction. This is from a presentation that I put together summing up our multiplayer, UI, and online plans.|D=25|M=8|Y=2020}}
<gallery>
File:H3 MonkeyMountain Sketch.png|A sketch of Monkey Mountain's layout.
</gallery>
===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.{{Ref/Reuse|PCG348}}
Interestingly, Warthog Inc was also included (albeit unplayable) in the files of the [[Halo 3 Beta|''Halo 3'' beta]]. Additionally, it seems that Warthog Inc's early blockout geometry can be seen being playtested by Bungie staff in the [[ViDoc]] [[Halo 3 ViDoc: Is Quisnam Protero Damno!|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|''Halo 3'' Delta]] build.{{Ref/Site|URL=https://www.reddit.com/r/halo/comments/nt87o2/gameplay_of_cut_halo_3_multiplayer_level_warthog/|Site=Reddit|Page=Gameplay of Cut Halo 3 Multiplayer Level Warthog Inc.|D=07|M=7|Y=2021}} Design documentation shared by Marcus Lehto shows Warthog Inc as intended for 4-8+ players, and was in development by the time ''Halo 3'' ended pre-production.{{Ref/Reuse|Hoberman}}
<gallery>
File:H3 WarthogInc Sketches.png|Sketches for Warthog Inc's layout.{{Ref/Reuse|PCG348}}
File:H3 Vidoc WarthogInc.png|Bungie developers playing Warthog Inc in the ''Is Quisnam Protero Damno!'' ViDoc.
File:H3 WarthogInc Screenshot.png|The level preview icon for Warthog Inc in the ''Halo 3'' Delta.
</gallery>


==Development and testing levels==
==Development and testing levels==