Pre-beta content: Difference between revisions

added more info and quotes about the gaps in the level numbering and made the Obsolete=Compound connection more explicit
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(added more info and quotes about the gaps in the level numbering and made the Obsolete=Compound connection more explicit)
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==Released levels==
==Released levels==
===Decline in appearance===
===Decline in appearance===
Fans have sometimes observed that earlier versions of Oni's levels as seen in pre-release screenshots and the [[Trailers#1999|1999 trailer]] looked sharper or more detailed than the release versions. The reasons for these differences are given in these three posts by Hardy LeBel, Oni's Design Lead:
Fans have sometimes observed that earlier versions of Oni's levels as seen in pre-release screenshots and the [[Trailers#1999|1999 trailer]] looked sharper or more detailed than the release versions. The reasons for these differences are given in these three posts by the game's Design Lead:


{{Quotebox|align=none|width=850px|source=--[http://carnage.bungie.org/oniforum/oni.forum.pl?read=19648 source]|quote=There was no conflict between anybody. It was just that early versions of the story called for certain locations and (before they knew any better) the architects went ahead and modelled them as "real" spaces (you shoulda seen the fully modelled toilets...very impresisve!). We basically had to go back into every level of the game and completely rip it apart to support the gameplay we were going for or else build them new from scratch.}}
{{Quotebox|align=none|width=850px|source=--[http://carnage.bungie.org/oniforum/oni.forum.pl?read=19648 Hardy LeBel]|quote=There was no conflict between anybody. It was just that early versions of the story called for certain locations and (before they knew any better) the architects went ahead and modelled them as "real" spaces (you shoulda seen the fully modelled toilets...very impresisve!). We basically had to go back into every level of the game and completely rip it apart to support the gameplay we were going for or else build them new from scratch.}}


{{Quotebox|align=none|width=850px|source=--[http://carnage.bungie.org/oniforum/oni.forum.pl?read=19669 source]|quote=All of the levels were remodelled in a short period of time. Higher detail environments were typically the ones that needed less changing. [...] I do remember that there was discussion at one point about the fact that every level started to get the bluish tint because they were all "high-tech". Perhaps that led to the new palette.}}
{{Quotebox|align=none|width=850px|source=--[http://carnage.bungie.org/oniforum/oni.forum.pl?read=19669 Hardy LeBel]|quote=All of the levels were remodelled in a short period of time. Higher detail environments were typically the ones that needed less changing. [...] I do remember that there was discussion at one point about the fact that every level started to get the bluish tint because they were all "high-tech". Perhaps that led to the new palette.}}


{{Quotebox|align=none|width=850px|source=--[http://carnage.bungie.org/oniforum/oni.forum.pl?read=19695 source]|quote=As I said, glass (and the glass-breaking effects) was often stripped out of the levels for performance reasons. That particular iteration of the TCTF lobby was reduced to a crawl because of all the glass. Also the glass retaining walls and bannisters didn't provide any cover for gunfights from one ledge to the other, so they were replaced by the low walls.}}
{{Quotebox|align=none|width=850px|source=--[http://carnage.bungie.org/oniforum/oni.forum.pl?read=19695 Hardy LeBel]|quote=As I said, glass (and the glass-breaking effects) was often stripped out of the levels for performance reasons. That particular iteration of the TCTF lobby was reduced to a crawl because of all the glass. Also the glass retaining walls and bannisters didn't provide any cover for gunfights from one ledge to the other, so they were replaced by the low walls.}}


===Combat Training===
===Combat Training===
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==Cut levels==
==Cut levels==
When Oni first shipped, players poking around the [[GDF|game data folder]] immediately noticed something odd: some of the levels were missing! At least, that's how it seemed based on the gaps in the numbering of the *_Final.dat/.raw(/.sep) files: there was no level5, level7, and no level15, level16 or level17 either. These gaps were explained simply by Hardy LeBel (Design Lead) and Chris Butcher (AI programmer):
{{Quotebox|align=none|width=850px|source=--[http://carnage.bungie.org/oniforum/oni.forum.pl?read=19648 Hardy LeBel]|quote=The change in the level numbering came because the story completely changed from the old stuff into the form that you now know. After the changes one level was out of sequence in the story. It was easier to simply rename that one level in the data and leave a gap rather than rename all the levels to support the new story sequence.}}
{{Quotebox|align=none|width=850px|source=--[http://carnage.bungie.org/oniforum/oni.forum.pl?read=14227 Chris Butcher]|quote=the term "removed" is a little misleading... it's not as if oni had 19 complete levels, and we just decided to leave five of them off the CD. levels 7, 15 and 16 were never more than a name and number. the other two (5: airport underground, and 17: bgi hq) were only partly modelled before being discarded in favor of reworking the existing environments to include those elements. with few exceptions, all of the cool stuff that we created made it into the game.}}
===Names of these levels===
===Names of these 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 retail versions of Oni.
Speaking of names and numbers, this information for a level is stored in a resource called [[ONLD]] in the global level file level0_Final so that the Load Game screen can display all the levels. Somewhat surprisingly, the ONLDs for some missing levels are present even in retail versions of Oni.


It appears that levels below 20 were intended as single-player levels, 30-35 were multiplayer maps, and the rest were test levels. For some of those levels, there are fragmentary scripts which can be found in the [[European Mac releases]] of Oni. If there was any info to be gleaned from those scripts, it is described in that level's section. Here are the missing levels alongside their presumed BSL folder names. Click the name to jump to that section below:
It appears that levels below 20 were intended as single-player levels, 30-35 were multiplayer maps, and the rest were test levels. For some of those levels there are fragmentary scripts which can be found in the [[European Mac releases]] of Oni, though we have to infer which script folders were connected with which levels based on the folders' abbreviated names. If there is any info to be gleaned from those scripts, it is described in that level's section. Here are the missing levels alongside their presumed script folder names. Click the name to jump to that section below:
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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 and little of the level can be gleaned from them. However, a mention of the animation "KONOKOlev5_outro_run" allows us to pin down '''Airport_II''' as the missing level 5 in the sequence of levelx_Final folders in GameDataFolder. This is consistent with '''Airport''' being linked to level4_Final and '''Airport_III''' being linked to level6_Final. [http://carnage.bungie.org/oniforum/oni.forum.pl?read=14227 This post] by Chris Butcher indicates that there was an underground portion to 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, etc.===
===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 blanked the name of this level, we can only speculate on this level and the unnamed levels 15 and 17 (for 16, see "BGI HQ"). However, Chris Butcher's comment above and Hardy's comment [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19648 here] indicate that levels were originally ordered in line with an earlier version of the story.
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 per Hardy – 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.
 
Hence, the gaps in numbering are mostly indicative of a change in plans rather than content being cut. When the game was taking its final form during an intense crunch period, closing the gaps in the level numbering would have required renumbering levels that didn't otherwise need to be moved. Names of various animations indicate that the Mountain Compound level which is now level19 was once numbered level7. What that says for the original flow of the story is difficult to say, but it illustrates how much content may have been shuffled around.




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===BGI HQ===
===BGI HQ===
This level was likely intended as Konoko's final confrontation with the shadowy [[BGI]], which was later excised from the story as Oni's development ran out of time. Fragments of a script for this level can be found in [[European Mac releases]] and the [[Oni (PlayStation 2)|PS2 port]]. The scripts contain two cutscenes, one of which describes Konoko setting a bomb and taking cover, and the resulting explosion, and the other cutscene introduces the [[Iron Demon]] that would end up getting cut from the game. The number of the level indicates that these events would take place before Konoko returns to the TCTF to confront Griffin and after meeting with Kerr in the Science Prison.
This level was likely intended as Konoko's final confrontation with the shadowy [[BGI]], which was later excised from the story as Oni's development ran out of time. Fragments of a script for this level can be found in [[European Mac releases]] and the [[Oni (PlayStation 2)|PS2 port]]. The scripts contain two cutscenes. The first describes Konoko setting a bomb and taking cover, and the resulting explosion. The other cutscene introduces the [[Iron Demon]] that would end up getting cut from the game. The number of the level indicates that these events would take place before Konoko returns to the TCTF to confront Griffin and after meeting with Kerr in the Science Prison, but only if the current story was in place at the time.


Below are the only four screenshots we have for the level. Similarities to the architecture in TCTF HQ have been noted, and were explained by Hardy LeBel:
Below are the only four screenshots we have for the level. Similarities to the architecture in TCTF HQ have been noted, and were explained by Hardy LeBel: