18,700
edits
m (addressed the blob in this picture) |
(moved the bulk of the BGI text to BGI where it belongs) |
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===Syndicate Warehouse=== | ===Syndicate Warehouse=== | ||
There are 15 hidden doors there. When revealed, they turn this very linear level into a completely non-linear structure (more like a real warehouse). | There are 15 hidden doors there. When revealed, they turn this very linear level into a completely non-linear structure (more like a real warehouse). | ||
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===Vago Bio-Research Lab=== | ===Vago Bio-Research Lab=== | ||
This one has kept the same basic layout, but there were a few changes. The most distinct difference is the night-time setting. | This one has kept the same basic layout, but there were a few changes. The most distinct difference is the night-time setting. | ||
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===Atmospheric Conversion Center=== | ===Atmospheric Conversion Center=== | ||
{| style="width:650px;" | {| style="width:650px;" | ||
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|[[Image:RegionalState8.jpg|320px]] | |[[Image:RegionalState8.jpg|320px]] | ||
|- | |- | ||
| colspan="2" | By the time Bungie took the outside shot with the Iron Demon, they'd barred in the foyer. Also, notice the missing wall of glass in the last set of pics. This section is now occupied by a wall with a normal-sized door set in the middle of it. The original wide-open entrance is an odd design choice. Could it have been a pet door for the Iron Demon? Most likely the ID was only shown in this level because it was their " | | colspan="2" | By the time Bungie took the outside shot with the Iron Demon, they'd barred in the foyer. Also, notice the missing wall of glass in the last set of pics. This section is now occupied by a wall with a normal-sized door set in the middle of it. The original wide-open entrance is an odd design choice. Could it have been a pet door for the Iron Demon? Most likely the ID was only shown in this level because it was their "testbed" level, since it was really meant for BGI HQ, but perhaps an initial skirmish was once planned here. Finally, note the multiplayer HUD in the top-right of many of these pictures; the screenshot taker was in MP mode at the time. | ||
|} | |} | ||
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===Rooftops=== | ===Rooftops=== | ||
{| style="width:650px;" | {| style="width:650px;" | ||
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| colspan="2" align="center" | [[Image:Compound14.jpg]] | | colspan="2" align="center" | [[Image:Compound14.jpg]] | ||
|- | |- | ||
| colspan="2" | In this last picture (early development), the general concept is there but the ceiling layout (slope, girders) is different and the room size is larger overall. At this distance, it is hard to tell if the set of windows in the far corner is a room hanging from the ceiling (like the booths in Airport Cargo Hangars) or simply attached to the far wall as part of an 'L' configuration with the hallway | | colspan="2" | In this last picture (early development), the general concept is there but the ceiling layout (slope, girders) is different and the room size is larger overall. At this distance, it is hard to tell if the set of windows in the far corner is a room hanging from the ceiling (like the booths in Airport Cargo Hangars) or simply attached to the far wall as part of an 'L' configuration with the hallway that runs to our right. | ||
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===Airport Part Deux=== | ===Airport Part Deux=== | ||
The presence of the '''Airport_II''' IGMD folder in some versions of Oni explains why retail Oni contains an '''Airport''' and '''Airport_III''' folder but no "Airport_II". The scripts in this folder are very short, so little about the level can be inferred from them. However, a mention of the animation "KONOKOlev5_outro_run" corroborates the ONLD evidence that the missing level 5 in the sequence of levelx_Final files was an intermediate airport space between two other airport levels, which are in level4_Final and level6_Final. The quote above by Chris Butcher tells us that it was an underground portion of the airport which was removed. | The presence of the '''Airport_II''' IGMD folder in some versions of Oni explains why retail Oni contains an '''Airport''' and '''Airport_III''' folder but no "Airport_II". The scripts in this folder are very short, so little about the level can be inferred from them. However, a mention of the animation "KONOKOlev5_outro_run" corroborates the ONLD evidence that the missing level 5 in the sequence of levelx_Final files was an intermediate airport space between two other airport levels, which are in level4_Final and level6_Final. The quote above by Chris Butcher tells us that it was an underground portion of the airport which was removed. | ||
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===Obsolete=== | ===Obsolete=== | ||
This level, which would have been level7_Final, represents the gap between the end of the airport levels and the first TCTF HQ level. Since Bungie West removed its name, we can only speculate that this level is the one which was renamed and moved | This level, which would have been level7_Final, represents the gap between the end of the airport levels and the first TCTF HQ level. Since Bungie West removed its name, we can only speculate that this level is the one which [[#Cut levels|Hardy told us]] was renamed and moved – thus it is still present in the game. Intriguingly, names of various animations indicate that Syndicate Mountain Compound, which is now level19, was once numbered level7. What that says for the original flow of the story is difficult to say, but it allows us to fairly confidently say that the level which is now labeled "Obsolete" was the Mountain Compound. | ||
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===BGI HQ=== | ===BGI HQ=== | ||
Below are the only four screenshots we have for the level. Similarities to the architecture in TCTF HQ have been noted, with this explanation: | |||
{{Quotebox|align=none|width=850px|source=--[http://oni.bungie.org/forum/viewtopic.php?pid=52737#p52737 Hardy LeBel]|quote=The BGI level turned into TCTF HQ. [...] [A]ll of the levels in the game ultimately ended up being composites of architectural details that were stripped from various other pieces that the architects had made. The screenshots that you have of BGI were part of [an earlier, unused] building, as were a lot of the pieces of TCTF HQ.}} | |||
See the [[BGI]] page for more info about this canceled level. | |||
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===Arena of Pain=== | ===Arena of Pain=== | ||
{| style="width:650px;" | {| style="width:650px;" | ||
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| colspan="2" | The arena Steve Abeyta played in when he demoed multiplayer in 2000 (see [[Multiplayer]] for a video of this demonstration). These shots do not depict the same side of the same room; probably opposite sides of that room. The ramp briefly flattens out before continuing to ascend halfway through the room, which in these screenshots can be easily mistaken for some kind of distortion or modeling error. | | colspan="2" | The arena Steve Abeyta played in when he demoed multiplayer in 2000 (see [[Multiplayer]] for a video of this demonstration). These shots do not depict the same side of the same room; probably opposite sides of that room. The ramp briefly flattens out before continuing to ascend halfway through the room, which in these screenshots can be easily mistaken for some kind of distortion or modeling error. | ||
|} | |} | ||
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===Crossing Zone?=== | ===Crossing Zone?=== | ||
{| style="width:650px;" | {| style="width:650px;" | ||
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|A region of The Pit, identifiable by the shared wall texture. Lumber is stacked in the background (this is a construction zone, after all). This is possibly our only screenshot showing an over-the-shoulder weapon animation variant which we no longer have. The yellow blob in the distant top-left corner is probably a relic flame particle that's still in the game, but drawn incorrectly due to a graphics bug. | |A region of The Pit, identifiable by the shared wall texture. Lumber is stacked in the background (this is a construction zone, after all). This is possibly our only screenshot showing an over-the-shoulder weapon animation variant which we no longer have. The yellow blob in the distant top-left corner is probably a relic flame particle that's still in the game, but drawn incorrectly due to a graphics bug. | ||
|} | |} | ||
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==Cut weapons== | ==Cut weapons== | ||
{| style="width:650px; border-style:solid; border-width:0px 0px 1px 0px;" | {| style="width:650px; border-style:solid; border-width:0px 0px 1px 0px;" | ||
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==Iron Demon== | ==Iron Demon== | ||
See [[Iron Demon]] to learn about the mech that Konoko was supposed to fight, which did not make it into the final game. | See [[Iron Demon]] to learn about the mech that Konoko was supposed to fight, which did not make it into the final game. | ||
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==Video footage== | ==Video footage== | ||
See {{SectionLink|Videos|Public & TV footage}}. | See {{SectionLink|Videos|Public & TV footage}}. | ||
[[Category:Oni history]] | [[Category:Oni history]] |