Pre-beta content: Difference between revisions
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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). | ||
{| | {| | ||
|+4 extra doors can be seen on the left picture | |+4 extra doors can be seen on the left picture; on the right, the current appearance of the level from this angle | ||
|[[Image:CHAPTER_01_._TRIAL_RUN.png|320px]] | |[[Image:CHAPTER_01_._TRIAL_RUN.png|320px]] | ||
|[[Image:Warehouse from splashscreen angle.jpg|320px]] | |||
|} | |} | ||
The level changed after Bungie West took a screenshot as a basis for their chapter's title screen. Many crates were added, the doors re-textured... and the forklift is higher now. | |||
---- | ---- | ||
===Manufacturing Plant (Musashi Manufacturing)=== | ===Manufacturing Plant (Musashi Manufacturing)=== | ||
This one has evolved quite a lot : | This one has evolved quite a lot : |
Revision as of 02:04, 31 August 2011
This page's content overlaps with information found on the Mac betas page. |
Almost all available shots of pre-beta content are here, compared to final content when applicable. Most pictures are half-sized (click to enlarge).
Final levels
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).
The level changed after Bungie West took a screenshot as a basis for their chapter's title screen. Many crates were added, the doors re-textured... and the forklift is higher now.
Manufacturing Plant (Musashi Manufacturing)
This one has evolved quite a lot :
File:Genesis Level2 8.jpg | |
Note the door from the foyer (last pic) : there was a corridor running through the middle of the building.
File:Genesis Level2 7.jpg |
Since there was a passage running through the middle of the building (see foyer, pic 3), the right of the inner flyway may have looked like pic 1 at that point.
The corridor that runs under the flyway in pic 1 is rather wide and two floors tall. Where does it end?
At the gallery where the alarm console is now (pic 4). With stairs leading to the upper half of that gallery.
I think those were in the back of the building, on both floors, with doors and "windows" onto the "alarm console gallery" (also split in two floors).
But, very early on... First 4 pics : lower floor, the empty dark wall on the first is where the stairs in pic 4 above are.
Last pics : upper floor, to the left of pic 4 above. Note the stuff on the desk.
Bio-Research Lab
This one has kept the same basic layout, but there were a few changes
The interior is only done in one half of the lab, and it's the other one (the one on the right).
Looks like the level was flipped horizontally at some point (and the surrounding buildings weren't there).
In the second picture, there are buildings in the distance, but the level is still not final :
pillars and foyer doors missing, extra ledges along the sides of the aisle...
Wonder what she's shooting at...
The stairs in the foyer run the other way now. Like this \\ not like this //. So this is still the flipped version.
There were stools for the scientists... Apart from that that wing is pretty much final.
SLD-growing machines are more varied, though.
The final ones are much thinner, and the layout of the stairs and catwalks is different.
Vansam Regional Airport
This can be the "Arrivals" section (which is now completely empty).
TCTF Regional Headquarters
A longer car. Different transition from the parking lot to the main building. A place for Konoko's bike. Different stuff outside the parking's gates.
File:Genesis Level8 8.jpg |
The room is more than 2 times wider now. There are windows on the right and catwalks running across the far side. The entrance door changed a lot, but the van didn't change much...
File:Genesis Level8 7.jpg | |
The elevator was between the two sets of ramps. Solid floors had a tiling pattern, and ramps were transparent.
The ramps had really nice railings (I wish they'd kept them), overall the room was much lighter (there's a light wall on the far side). Same "V" structures at the ceiling as above : they're gone now. The layout of the rooms on either side is different, too.
File:Genesis Level8 11.jpg |
The model didn't change at all, but now it's placed at the center (floor 2/3) of a really tall room rather than in that rather small one.
As for the terminals, there are primitives with similar looks, around Damocles and elsewhere.
Note the Marathon logo on Damocles's hull (an Easter egg).
Regional State Building
Slightly different textures, smaller windows. It also looks like there used to be doors between the two parts of the building on the ground floor. The only connections now are on the top floor and in the basement.
TCTF Science Prison
New wall textures. Looks like the scanner's textures are actually higher-res than what we have now.
Syndicate Mountain Compound
Old versus new :
The basic layout of the room is the same, but :
- it was much more crowded with "computers"
- there were catwalks (and rooms) missing
- the existing catwalks were aligned differently
- the lowest level is close to final on picture 4; on picture 2, it's clearly lacking a lot of connections
Pre-beta levels
The names of the missing levels
Level names in Oni are stored in the global resource file known as "level0_Final", so that the out-of-game loading dialog can display them. Somewhat surprisingly, the names of missing levels are present even in the public versions of Oni. Here they are:
- 05. The Airport Part Deux
- 07. Obsolete
- 16. BGI HQ
- 30. The Arena of Pain
- 31. Crossing Zone
- 32. Pit
- 33. Crossing Zone Too
- 34. Capture
- 35. Territories
- 36. Test_Stuff
- 55. AlexTestSite
- 66. Experimental_II
- 68. MARTY'S SOUND CORRIDOR
- 71. FiringRange
- 77. One Room
- 88. One Room 2
- 99. Test Barn II
For some of those levels, there are rudimentary scripts, which can be found in the Big Blue Box Beta release. There is little information in these scripts, except in the case of BGI HQ, where parallels can be drawn between the script and some unused resources found in level0_Final (Iron Demon sounds, bomb-planting animation).
2000 demo level
The arena Steve Abeyta played in when he demoed MP in 2000 (see Multiplayer for a video of this demonstration). Possibly this is "BGI HQ".
This is not the same side of the same room; probably both sides of that room. It is unknown what other rooms there are and where the overhead ramps are going.
The ramp has a horizontal platform halfway through the room, which in these still frames can be easily mistaken for some kind of distortion or modeling error.
Small arena
A very simple arena level, at various stages of development, or in various flavors. Possibly "The Arena of Pain".
File:1999 Trailer - MP arena 1-8.jpg |
Sandbox level
A giant testing ground where most of the 1999 trailer gameplay was recorded. Possibly "Crossing Zone" and/or "Crossing Zone Too", because of all those big crosses.
- I talked to Alex Okita who said this level was most likely The Pit. --Jon God
Screenshots
The first three pictures show some basic elements of the level's architecture (most notably, very steep stairs). The third picture shows Konoko knocking down an early Tanker, with what looks like a collision glitch.
The last two pictures focus less on environment and more on other elements. We can see: the Iron Demon; early versions of an Elite Striker and Ninja; some blood decals on the ground and walls; an early handgun, with less subtle wall impacts and an appearance different both from the Campbell Equalizer and Black Adder.
At some point after the last screenshot above was taken, and before the E3 of May 2000, blood was removed from publicly demoed builds. Matt Soell said that this was in order to re-work the effect. "Along with the marks left by bullets, blood will look much better than it used to." Both the blood on the floor and the burn effects on the wall are quite blocky in this screenshot, and apparently could "stack", as seen where the burn effects are darker where Konoko continues to shoot the wall, as well as in shots of the blood such as here, so likely Bungie West was attempting to use some sort of real-time shading trick and couldn't pull it off at a high-enough resolution. The system also seemed to have trouble crossing polygon boundaries, as seen on the floors of these two shots. The same dynamic shading system appears to have been used at one time to render character shadows, such as in these two shots, although the shadows in the screenshot above are the round semi-transparent textures used in retail Oni.
Trailer shapshots
File:1999 Trailer - MP arena 2-5.jpg | File:1999 Trailer - MP arena 2-6.jpg |
File:1999 Trailer - MP arena 2-7.jpg | File:1999 Trailer - MP arena 2-8.jpg |
File:1999 Trailer - MP arena 2-9.jpg | |
Another arena
Jon God: I asked Alex about this too, it was made by Dave Dunn. Described as "Just a bunch of tubes" and "It was pretty big, lots of falling and dying, from what I remember"
Peculiar levels
Both have furniture and the architecture looks sufficiently complex for single-player missions. However, neither of these can be seen in Oni.
The first one does not look quite at home in Oni, and perhaps it was borrowed from a parallel project like Halo. Maybe the decals in the background could be a hint as for its origin.
The second one looks not unlike the Syndicate Warehouse (CHAPTER 01 . TRIAL RUN) or Atmospheric Conversion Center (interior) (CHAPTER 08 . AN INNOCENT LIFE), but doesn't match with the current versions of either.
- Alex said the first screen was from Manufacturing Plant, but "was cut out later since there wasn't any need to go in there". --Jon God