Halo: Combat Evolved (Aug 15, 2001 prototype)
Jump to navigation
Jump to search
Halo: Combat Evolved (Aug 15, 2001 prototype) | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Download Halo: Combat Evolved (Aug 15, 2001 prototype) (info) |
A prototype of Halo: Combat Evolved for the Microsoft Xbox.
Notes
The Cutting Room Floor research
(Differences write* Up by Dragonslayer182 from Obscuregamers.com)
- Menu:
- No Bungie/Microsoft startup videos.
- Flyby of the Halo takes a different path
- "Campaign" is split into "New Campaign" and "Load Campaign"
- No sound.
- The difficulty selector has different icons from the final game.
- Main Menu has random diagram text (I don't know if it says anything, all I have is some cheap component cables on a 4k tv... not exactly a clear picture. Damn I wish I had the space for a crt.)
- Locked level picture is a placeholder white question mark on a black background.
- Everywhere:
- Plasma Rifle does not have the final side hologram, instead there is a very small green hologram on the side.
- Pistol has increased maximum reserve ammo.
- Pistol has the sound for a clip being put into the gun missing.
- Plasma weaponry effects seem to be a bit more basic.
- Plasma grenade has a different explosion sound effect.
- Shield recharge sound is different.
- Jump is floatier.
- Weapons are picked up by pressing (X) instead of holding.
- Currently playing sounds don't stop when the game pauses.
- Needler has full firerate immediately instead of ramping up.
- Needler has different sound.
- Health packs are green boxes with a white circle and red cross on them.
- Some weapon elements disappear when invisible (Needler needles, Plasma pistol charge, Assault Rifle ammo counter).
- Needles on needler disappear when reloading, and don't "Pop out", instead instantly appearing when done reloading.
- Warthog engine pitch is lower.
- Warthog wheels create sparks more often.
- Shotgun has much higher reserve ammo capacity.
- Shotgun has lower fire rate.
- Major performance issues in larger areas.
- Loading screens are just a black screen with a dark red bar to show progress.
- Plasma pistol doesn't shake while holding a charged shot
- First person arms seem to be different behind the forearm, possibly leftover from an earlier armor design?
- Master Chief armor is somewhat lower poly on some parts of the armor (Such as forearms)
- Campaign:
- Easy difficulty does not exist.
- Green subtitles (Dialogue often differs from the subtitles, too many differences to list.)
- Crewman uniforms are different.
- Elites don't talk in reverse, instead speaking normal english.
- Grunt voices seem to just be marine voices pitched up, and will even use traitor dialogue.
- Plasma shields have a different plasma effect that doesn't seem to be animated, though it will still lighten the color when taking damage.
- Cutscenes seem to have random delays.
- Covenant armor is shinier.
- Elite minors' "bodysuit" is a lighter gray. Majors seem to retain the final, darker bodysuit.
- The game cannot save in the middle of a mission. If you crash/turn off the game/exit the level, it's back to the beginning of that mission.
- AI seems to be dumber, sometimes has trouble finding paths.
- Enemies can (and will) follow you into different loading zones.
- Marines use betrayal dialogue when still friendly.
- Foehammer's pelican has 79 instead of 419.
- Pelican thrusters point downwards a lot, even when it doesn't make sense to.
- Control panels have missing string entry.
- Chief's armor is lighter in color.
- Energy swords don't disappear when the elite holding it is killed.
- Banshee has different engine sound
- No banshee fuel rod cooldown dots
- Sleeping grunts don't die in 1 melee attack unless whacked from the back.
- If a marine has lost health and is in the passenger seat of a vehicle, his health meter has hollow bars to indicate lost health instead of reducing the bars like in final.
- Tank canopy is taller, closer to multiplayer counterpart.
- Tank machine gun has assault rifle firing sound.
- Tank explosion radius seems to be bigger.
- Tank has an off* Center "Ready" when ready to fire cannon instead of wait dots.
- Armored marine variant without shoulder armor appears in some missions.
- Hunters have Elite voices.
- Shade turret emits different ambient sound, has orange light beneath it, and fires MUCH faster.
- Difficulty is higher, especially in flood levels. There's also a lot more covenant in the later levels.
- Flood emit a different sound.
- Jackals have grunt voices.
- Sargent models aren't in the game are much rarer, sorry for this incorrect info.
- Elites use a lower poly model, and, like the marines, has a shoulderpad* Less variant.
- Wraith is drivable (If you flip it and force the driver out.)
- Shade turret has a nonfunctional heat meter.
- Shade turret is only referred to as a "gun turret" in the "press to enter" text.
- The flamethrower can be found in the flood levels.
- Flamethrower HUD and ammo display are different from the PC version.
- Many cutscenes have missing sound
- Most music is missing
- Pillar of Autumn:
- Intro cutscene and Chief exiting cryopod cutscenes are gone.
- Heroic/Legendary starts you in the cryopod.
- Chief's armor is white if you look down while in the Crypod.
- 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.
- 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.
- 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.
- The chunk of the map that's loaded for the armory/bridge/mess hall seems to have a lighting bug, possibly missing all lighting.
- Chipps Dubbo (The aussie marine who escorts you to the bridge) has a different, non** Aussie voice.
- Bridge cutscene triggers earlier, when you're halfway into the room instead of when you're near keyes.
- Cortana states that the main cannon is offline, instead of the crew member at the front of the bridge. This crew member instead yells "Hull breach! Hull breach on decks 11 and 12!".
- Cortana's "hologram appearing" effect is missing.
- When Captain Keyes asks for a report from Cortana, she says "Fire control for the main cannon cannon is offline, nothing of consequence apart from the detonation." before mentioning the boarding party and antimatter charge.
- At the end of the bridge cutscene, Keyes says "See you on the surface" instead of "Good luck, Master Chief."
- A group of crewmen seem to sort of follow you on the bridge
- Cortana dialogue is different when she's plugged into Chief's armor: "Funny, I remember more empty space."
- Keyes moves to a different spot on the bridge after the cutscene.
- Halo is not visible from the bridge windows.
- No post board in the bridge. Scooters are presumably still allowed on deck.
- 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.
- Airlocks do not have numbers on the walls.
- 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.
- Section where 2 crewmen are chased by Covenant instead has 2 plasma shields and no crewmen, just covenant
- Lifepods don't launch where you would normally see them launch
- Extra room directly in front of you after the sequence where you normally watch the lifepods launch and get shot in the final game.
- When you're about to enter the maintenance tunnels, after "Follow the maintenance accessways", Cortana says "Head near" instead of telling you to follow the nav point.
- Maintenance tunnels softlock you, as the 3 doors near the group of covenant do not open. On heroic, the doors don't open at all. On normal, the game opens the "safe" door... by one inch before stopping.
- Crewmen t** Pose sometimes.
- Some (But not all) of the drink dispensers have a different texture, possibly a plate mean to close off the drink dispensers?
- Cryo 2 control room has green gas in it. (Maybe the same used in the maw?)
- Level ends when the covenant are killed near the lifeboats, instead of triggering when you get near the lifeboat after they're killed.
- No grenade stockpile nor human shields in the area.
- Ending cinematic is missing.
- Halo:
- No intro cutscene for Halo
- No dead marines or pilot still strapped in the lifepod
- Tall grass (Not the ground texture, but the kind that stand up) has a different texture
- No ammo pile on the forerunner structure
- Shotguns being wielded by marines
- Instead of "Damn, they're trying to flank us!", a marine says "Damn it! Another covenant landing craft to the rear!"
- Cortana doesn't say anything about the lifepods flying overhead, nor asks for the warthog and men
- Truth and reconciliation:
- Foehammer: "Touchdown in 10 seconds, we're in covenant territory now!" (After she drops everyone off)
- Cortana: "All ground troops are clear of the ramp, we'll radio when we're ready for resupply"
- Foehammer: "Roger that, moving to observation distance."
- Cortana: "Sargeant, don't go in guns blazing. Let the chief and I scout up ahead."
- Spawn next to pelican when leaving it
- According to debug text, the hunters dropping onto the gravpad was supposed to be a cutscene.
- In the ship's grav lift lobby, some covenant crates are lopsided, floating, clipping in ground, etc.
- No sword elite in the grav lift lobby.
- The Silent Cartographer:
- Doors lights don't glow red when locked
- The door hiding the gold Elite locks as soon as you enter the hallway instead of there being a delay.
- The window in this hallway has no invisible barrier, you can jump through it.
- Bravo 22, 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.
- There are no overshields, ammo piles, or health packs where you first encounter Hunters.
- There's no overshield just outside the map room.
- The gold elite is dead when you arrive at the previously locked door.
- Fortress World (Called "Assault on the Control Room" in final):
- Intro cutscene is fairly unfinished, Grunt doesn't sniff the air, yelp, or panic. The group of grunts, however, still flee into the door.
- Top of the roof seems to have a different color for the water.
- 2 Banshees at the start (Yes, you can nab one if you keep the elites away.)
- No pelican at the bottom of the shaft. Many more dead grunts though.
- Many more grunts on the starting platform
- No sleeping grunts at the first bridge
- Hunter in the pathway to the first elevator
- No wraith attacking the few marines with a warthog
- The Banshee at the first bridge is present on all difficulties, instead of just Heroic and Legendary.
- It seems to be impossible to slide down the canyon early at the first bridge. The fall timer kicks in before you even get to the ledge. In the final game, the fall timer won't kick in until after you've bounced off the ledge.
- The area with the small, cut out ledge under the bridge that you jump to before the attempting the slide is darker.
- 343 Guilty Spark:
- No covenant near entrance, nor marines firing at the from the entrance. Marines instead fire from various doors inside the facility.
- Fog starts further from the player, map isn't as dark.
- SOS transmission from crashed pelican doesn't cut out as much.
- Crashed pelican is deeper into the ground.
- Intro dialogue is different.
- Elevator floor is more of a grate than a window
- Control panels seem to be tagged right instead of displaying "need string"
- Lighting in facility is unfinished.
- Crazy marine is armored, doesn't talk, is in a different location, and is very easy to miss.
- Dead Jenkins in the flood reveal cutscene is invisible.
- "Postmortem sensory record"
- Cutscene has "Get stabbed", but continues anyways
- Cutscene has no borders, text is slightly below the center of the screen.
- The floating assault rifles normally seen at the entrance to the facility in final are now visible in the cutscene instead, shooting the cutscene marines.
- Dead elite in cutscene is instead a dead marine.
- Keyes is in bridge uniform.
- One of the marines t** Poses randomly in the cutscene
- Debug text spams "YOU SHOULDNT DO THIS!!!" during the transition from the dead marine scene to the flood ambush scene.
- The Library:
- Lighting seems unfinished
- Guilty Spark's flare is much bigger, straight up obscuring him.
- Guilty spark has some dialogue missing
- Guilty spark does not react to you shooting him
- Two Betrayals:
- No intro cutscene.
- Keyes:
- No intro cutscene.
- Unfinished lighting below the ship
- AI Banshees near the grav lift fly MUCH faster and don't seem to go after you.
- The Maw:
- No intro cutscene.
- Different skybox
- The cafeteria door on the right is initially locked, but is "busted open" by a hunter.
- Multiplayer:
- You can still move, look around, and do everything except jump while paused.
- There is a "Quick launch" option in the multiplayer menu
- Some multiplayer maps have the placeholder "Locked level" preview picture.
- Split screen does not require a second controller.
- Rat Race:
- Rat race's textures look significantly different. Layout remains mostly the same with minor differences in geometry.
- Beaver Creek:
- Minor geometry differences and a few minor texture differences. (Not as different from final as Rat Race.)
- No red/blue forerunner glyphs.
- Sidewinder:
- Preview picture seems to have incomplete textures, actual level looks close to final though.
- 3 shotguns on the top floor of the base instead of 1.
- The rooms you teleport to has 3 needlers in the back.
- Damnation:
- Minor lighting differences
- Prisoner:
- Very minor texture changes
- Put Put (Called Chiron TL-34 in final):
- Minor lighting changes
- More health pack cubbies
- Wizard:
- Three pistols in a row on one of the platforms
- One plasma rifle and 2 needlers in a row on another platform
- More grenades in grenade locations
- Blood Gulch:
- Team base textures are different
- Hole in roof has a more trapezoidal shape
- Glowing symbols (The triangle looking things) don't seem to have transparency working right, instead having a black background.
- Floor in base has a large team** Colored circle where the flag is placed.
- Some weapon spawns are glitched (Roof pistol spawns above the hole and falls where the plasma rifle is inside, for instance).
- Boarding action:
- Different textures
- Floor number indicators are smaller and different.
- Chillout:
- Wall textures are gray instead of purple/pink, though the textures used for the bottoms of walls retains its final color.
- Row of pistols in the room across from the teleporter room.
Screenshots
See also
Original release thread on ObscureGamers.com.