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edits
(moved "2000 demo level" to Arena of Pain since the walkways match so closely; adjusted various AoP layouts) |
m (added supporting link for RSB being a testbed level) |
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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 | 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 | {{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 | {{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 | {{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=== | ||
{| style="width:650px;" | {| style="width:650px;" | ||
|+'''Firing range''' | |+'''Firing range''' | ||
!Pre-beta | |||
!Now | |||
|- | |||
|[[Image:CHAPTER 00 . COMBAT TRAINING.png|320px]] | |[[Image:CHAPTER 00 . COMBAT TRAINING.png|320px]] | ||
|[[Image:Combat Training firing range.jpg|320px]] | |[[Image:Combat Training firing range.jpg|320px]] | ||
Line 21: | Line 24: | ||
|} | |} | ||
---- | |||
===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). | ||
{| style="width:650px;" | {| style="width:650px;" | ||
| | !Pre-beta | ||
|[[Image: | !Now | ||
|- | |||
|[[Image:CHAPTER 01 . TRIAL RUN.png|320px]] | |||
|[[Image:Warehouse from splashscreen angle.jpg|320px]] | |[[Image:Warehouse from splashscreen angle.jpg|320px]] | ||
|- | |- | ||
Line 52: | Line 59: | ||
|+'''The foyer''' | |+'''The foyer''' | ||
|align="center" | [[Image:Genesis Level2 10.jpg|320px]] | |align="center" | [[Image:Genesis Level2 10.jpg|320px]] | ||
|align="center" |[[Image:Genesis Level2 1.jpg|320px | |align="center" | [[Image:Genesis Level2 1.jpg|320px]] | ||
|[[Image:Genesis Level2 2.jpg|320px]] | |[[Image:Genesis Level2 2.jpg|320px]] | ||
|- | |- | ||
|[[Image:Genesis Level2 3.jpg|320px]] | |[[Image:Genesis Level2 3.jpg|320px]] | ||
|[[Image:Genesis Level2 4.jpg|320px]] | |[[Image:Genesis Level2 4.jpg|320px]] | ||
|[[Image:Genesis Level2 5.jpg|320px]] | |||
|- | |- | ||
|[[Image:Genesis Level2 6.jpg|320px]] | |[[Image:Genesis Level2 6.jpg|320px]] | ||
| align="center" | [[Image:Pre-beta ManPlant 1.jpg]]<br>[[Image:Pre-beta ManPlant 2.jpg]] | |||
| | |||
|- | |- | ||
| colspan=" | | colspan="3" | Note the door leading off the center of the foyer: there was a corridor running through the middle of the building. The catwalk in the foyer has an interesting texture to the sides of its railings that isn't seen in other pre-beta shots of the level. | ||
|} | |} | ||
Line 75: | Line 82: | ||
| [[Image:ManPlant14.jpg|320px]] | | [[Image:ManPlant14.jpg|320px]] | ||
|- | |- | ||
| colspan="2" | The last picture has a very provisional-looking health bar; these are some early screenshots. Nevertheless they include an extravagant amount of lightmapping, discussed in the | | colspan="2" | The last picture has a very provisional-looking health bar; these are some early screenshots. Nevertheless they include an extravagant amount of lightmapping, discussed in the [[Pre-beta features]] article. (Light sources are actually visible in the first picture, hidden in the other three.)<br>This room may in fact be unrelated to Musashi, despite similar-looking stairs. | ||
|} | |} | ||
Line 82: | Line 89: | ||
|+'''Inner flyway and back of the building''' | |+'''Inner flyway and back of the building''' | ||
|- | |- | ||
| align="center" |[[Image:Pre- | | align="center" | [[Image:Pre-beta ManPlant 3.jpg]] | ||
|[[Image:ManPlant4.jpg|320px]] | |[[Image:ManPlant4.jpg|320px]] | ||
| align="center" | [[Image:Genesis Level2 11.jpg|320px]] | |||
|- | |- | ||
|[[Image:ManPlant15.jpg|320px]] | |[[Image:ManPlant15.jpg|320px]] | ||
|[[Image:Genesis Level2 12.jpg|320px]] | |[[Image:Genesis Level2 12.jpg|320px]] | ||
|[[Image:ManPlant5.jpg|320px]] | |[[Image:ManPlant5.jpg|320px]] | ||
Line 93: | Line 99: | ||
|[[Image:ManPlant6.jpg|320px]] | |[[Image:ManPlant6.jpg|320px]] | ||
|[[Image:ManPlant7.jpg|320px]] | |[[Image:ManPlant7.jpg|320px]] | ||
|[[Image:ManPlant8.jpg|320px]] | |||
|- | |- | ||
| | | colspan="3" | [[Image:ManPlant9.jpg|320px]] | ||
|[[Image:ManPlant9.jpg|320px]] | |||
|- | |- | ||
| colspan=" | | colspan="3" | The stairs lead up to the offices. More lightmapping here, adding volume to the barely-textured level. | ||
|} | |} | ||
Line 105: | Line 111: | ||
|[[Image:Genesis Level2 13.jpg|320px]] | |[[Image:Genesis Level2 13.jpg|320px]] | ||
|[[Image:Pre-beta Office 3.jpg]] | |[[Image:Pre-beta Office 3.jpg]] | ||
| align="center" | [[Image:Pre-beta Office 4.jpg]] | |||
|- | |- | ||
|[[Image:Pre-beta Office 5.jpg]] | |[[Image:Pre-beta Office 5.jpg]] | ||
| align="center" | [[Image:Pre-beta Office 1.jpg]] | | align="center" | [[Image:Pre-beta Office 1.jpg]] | ||
|[[Image:Pre-beta Office 2.jpg]] | |[[Image:Pre-beta Office 2.jpg]] | ||
|- | |- | ||
| colspan=" | | colspan="3" | The offices seem to be in the back of the building, on both floors, with doors and "windows" onto the "alarm console gallery". First 4 pics: lower floor, the empty dark wall on the first is where the stairs are. Last 2 pics: upper floor. | ||
|} | |} | ||
---- | ---- | ||
===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. | ||
Line 134: | Line 138: | ||
|[[Image:Genesis Level3 6.jpg|320px]] | |[[Image:Genesis Level3 6.jpg|320px]] | ||
|[[Image:Genesis Level3 7.jpg|320px]] | |[[Image:Genesis Level3 7.jpg|320px]] | ||
|[[Image:Vago18.jpg|320px]] | |||
|- | |- | ||
|[[Image:Vago17.jpg|320px]] | |||
|[[Image:Vago3.jpg|320px]] | |[[Image:Vago3.jpg|320px]] | ||
|[[Image:Genesis Level3 11.jpg|320px]] | |[[Image:Genesis Level3 11.jpg|320px]] | ||
Line 140: | Line 146: | ||
|[[Image:Pre-beta Vago Lab.png|320px]] | |[[Image:Pre-beta Vago Lab.png|320px]] | ||
|[[Image:Vago11.jpg|320px]] | |[[Image:Vago11.jpg|320px]] | ||
| | |||
|- | |- | ||
| colspan=" | | colspan="3" | The interior is only done in one half of the lab. There are also pillars and foyer doors missing, and extra ledges along the sides of the area where you fight Barabas. | ||
|} | |} | ||
Line 149: | Line 156: | ||
|[[Image:Genesis Level3 8.jpg|320px]] | |[[Image:Genesis Level3 8.jpg|320px]] | ||
|[[Image:Genesis Level3 1.jpg|320px]] | |[[Image:Genesis Level3 1.jpg|320px]] | ||
|[[Image:Genesis Level3 2.jpg|320px]] | |||
|- | |- | ||
|[[Image:Genesis Level3 3.jpg|320px]] | |[[Image:Genesis Level3 3.jpg|320px]] | ||
|[[Image:Genesis Level3 4.jpg|320px]] | |||
|[[Image:Genesis Level3 5.jpg|320px]] | |||
|- | |- | ||
|[[Image:Genesis Level3 12.jpg|320px]] | |[[Image:Genesis Level3 12.jpg|320px]] | ||
|[[Image:Genesis Level3 9.jpg|320px]] | |[[Image:Genesis Level3 9.jpg|320px]] | ||
|[[Image:Genesis Level3 10.jpg|320px]] | |[[Image:Genesis Level3 10.jpg|320px]] | ||
|- | |- | ||
| colspan=" | | colspan="3" | There were stools for the scientists... apart from that, this wing is pretty much final. | ||
|} | |} | ||
Line 167: | Line 173: | ||
|+'''Machines in the acid room''' | |+'''Machines in the acid room''' | ||
|[[Image:Genesis Level3 13.jpg|320px]] | |[[Image:Genesis Level3 13.jpg|320px]] | ||
|[[Image: | |[[Image:Vago Lab acid machine.jpg]] | ||
|- | |- | ||
| colspan="2" | The final ones are much thinner, and the layout of the stairs and catwalks is different. | | colspan="2" | The final ones are much thinner, and the layout of the stairs and catwalks is different. | ||
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{| style="width:650px;" | {| style="width:650px;" | ||
|+The airport's entrance | |+The airport's entrance | ||
|[[Image:Pre- | |[[Image:Pre-beta Airport.jpg]] | ||
|- | |- | ||
|This could be the "Arrivals" section (which is now completely empty). | |This could be the "Arrivals" section (which is now completely empty). | ||
Line 229: | Line 235: | ||
|[[Image:Genesis Level8 9.jpg|320px]] | |[[Image:Genesis Level8 9.jpg|320px]] | ||
|[[Image:Genesis Level8 3.jpg|320px]] | |[[Image:Genesis Level8 3.jpg|320px]] | ||
|[[Image:TCTF13.jpg|320px]] | |||
|- | |- | ||
|[[Image:TCTF14.jpg|320px]] | |[[Image:TCTF14.jpg|320px]] | ||
|[[Image:TCTF15.jpg|320px]] | |[[Image:TCTF15.jpg|320px]] | ||
|[[Image:TCTF17.jpg|320px]] | |[[Image:TCTF17.jpg|320px]] | ||
|- | |- | ||
| colspan="2" | The ramps had really nice railings | | colspan="2" | The ramps had really nice railings. 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. | ||
|} | |} | ||
Line 245: | Line 250: | ||
|[[Image:TCTF11.jpg|320px]] | |[[Image:TCTF11.jpg|320px]] | ||
|- | |- | ||
| colspan="2" | The model didn't change at all, but now it's placed at the center (floor 2/3) of a really tall, open room. As for the terminals, there are primitive ones with similar looks around Damocles and elsewhere. | |||
| colspan="2" | The model didn't change at all, but now it's placed at the center (floor 2/3) of a really tall, open room. As for the terminals, there are primitive ones with similar looks around Damocles and elsewhere | |||
|} | |} | ||
Line 269: | Line 272: | ||
|[[Image:TCTF5.jpg|320px]] | |[[Image:TCTF5.jpg|320px]] | ||
|[[Image:TCTF19.jpg|320px]] | |[[Image:TCTF19.jpg|320px]] | ||
|[[Image:TCTF20.jpg|320px]] | |||
|} | |} | ||
---- | ---- | ||
===Atmospheric Conversion Center=== | ===Atmospheric Conversion Center=== | ||
{| style="width:650px;" | {| style="width:650px;" | ||
|[[Image:Turbitt - ACC 1.jpg|320px]] | |[[Image:Turbitt - ACC 1.jpg|320px]] | ||
|[[Image:Turbitt - ACC 2.jpg|320px]] | |[[Image:Turbitt - ACC 2.jpg|320px]] | ||
|[[Image:Turbitt - ACC 3.jpg|320px]] | |||
|- | |- | ||
|[[Image:Turbitt - ACC 4.jpg|320px]] | |[[Image:Turbitt - ACC 4.jpg|320px]] | ||
|[[Image:Turbitt - ACC 5.jpg|320px]] | |[[Image:Turbitt - ACC 5.jpg|320px]] | ||
|[[Image:Turbitt - ACC 6.jpg|320px]] | |[[Image:Turbitt - ACC 6.jpg|320px]] | ||
|- | |- | ||
| colspan=" | | colspan="3" | These shots are probably from the time when [[Oni/Early Story|this was an electric plant]]. Note that the giant tube that serves as the end of the level (seen in the first pic) has a floor to walk on, in place of the electrified beam suspended in the middle, which Konoko runs down while being pursued by the TCTF. The pipe is also connected directly to the building, rather than being at the top of an elevator shaft. In the current version of the level, the mid-air beam is also the shaft for the giant fan; adding the fan was probably a hasty improvisation to make the level seem more like an ACC and less like an electric plant... but the fan shaft is still electrified! | ||
|} | |} | ||
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{| style="width:650px;" | {| style="width:650px;" | ||
|+'''The foyer and lobby''' | |+'''The foyer and lobby''' | ||
|[[Image: | |[[Image:RegionalState5.jpg|320px]] | ||
| | |[[Image:RegionalState26.jpg|320px]] | ||
|[[Image:RegionalState25.jpg|320px]] | |||
|- | |- | ||
|[[Image:RegionalState4.jpg|320px]] | |||
|[[Image:RegionalState1.jpg|320px]] | |||
|[[Image:RegionalState23.jpg|320px]] | |[[Image:RegionalState23.jpg|320px]] | ||
|- | |- | ||
|[[Image: | | align="center" | [[Image:1999 Trailer ID fight.jpg]] | ||
|[[Image: | |[[Image:Pre-beta RSB 1.jpg|320px]] | ||
| | |||
|} | |} | ||
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|[[Image:Pre-beta enigma 4c.jpg|320px]] | |[[Image:Pre-beta enigma 4c.jpg|320px]] | ||
|- | |- | ||
| colspan="2" | These stills are from a long-lost show floor trailer | | colspan="2" | These stills are from a long-lost show floor trailer. It can be seen playing in the background of the video Harry made at Macworld NY in 2000 (see {{SectionLink||Video footage}}), and was also described textually [http://carnage.bungie.org/oniforum/oni.forum.pl?read=3165 on the forum]. An energy effect no longer used in Oni can be seen emanating from two points in image 1; we might think these are the impact locations of the Plasma Rifle's shots, however we can see the pre-beta impact effect of the Plasma Rifle at 10 seconds into the video mentioned earlier, and it's quite different: it breaks up into smaller plasma balls flying in different directions. | ||
Images 2–4 show a sequence from multiple angles in which an Elite Striker dives to the floor to dodge enemy gunfire, then gets up and uses his Cannonball Roll on the Security Guard. In images 3 and 4, there is a different mystery effect emanating from the floor, either the result of the Security Guard's PSP stream impacting the Striker or a particle formerly attached to the Cannonball Roll. | Images 2–4 show a sequence from multiple angles in which an Elite Striker dives to the floor to dodge enemy gunfire, then gets up and uses his Cannonball Roll on the Security Guard. In images 3 and 4, there is a different mystery effect emanating from the floor, either the result of the Security Guard's PSP stream impacting the Striker or a particle formerly attached to the Cannonball Roll. | ||
|} | |||
{| style="width:650px;" | |||
|+'''More upper floors''' | |||
|[[Image:RegionalState18.jpg|320px]] | |||
|[[Image:RegionalState19.jpg|320px]] | |||
|} | |||
{| style="width:650px;" | |||
|+'''Back hallways''' | |||
|[[Image:RegionalState12.jpg|320px]] | |||
|[[Image:RegionalState13.jpg|320px]] | |||
|[[Image:RegionalState14.jpg|320px]] | |||
|} | |||
{| style="width:650px;" | |||
|+'''Basement''' | |||
|[[Image:RegionalState20.jpg|320px]] | |||
|[[Image:RegionalState21.jpg|320px]] | |||
|[[Image:RegionalState22.jpg|320px]] | |||
|} | |} | ||
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{| style="width:650px;" | {| style="width:650px;" | ||
|+'''Outside''' | |+'''Outside''' | ||
| align="center" | [[Image: | | align="center" | [[Image:Konoko runs from Iron Demon.jpg|320px]] | ||
|[[Image:RegionalState10.jpg|320px]] | |[[Image:RegionalState10.jpg|320px]] | ||
|[[Image:RegionalState9.jpg|320px]] | |||
|- | |- | ||
|[[Image:RegionalState11.jpg|320px]] | |[[Image:RegionalState11.jpg|320px]] | ||
||[[Image:RegionalState24.jpg|320px]] | |||
|[[Image:RegionalState2.jpg|320px]] | |[[Image:RegionalState2.jpg|320px]] | ||
|- | |- | ||
|[[Image:RegionalState3.jpg|320px]] | |||
|[[Image:RegionalState8.jpg|320px]] | |||
|[[Image:RegionalState7.jpg|320px]] | |[[Image:RegionalState7.jpg|320px]] | ||
|- | |- | ||
| colspan=" | |[[Image:RegionalState6.jpg|320px]] | ||
|[[Image:RegionalState16.jpg|320px]] | |||
|[[Image:RegionalState17.jpg|320px]] | |||
|- | |||
| colspan="3" | 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 giant robot was only shown in this level because [https://carnage.bungie.org/oniforum/oni.forum.pl?read=19078 it was their "testbed" level], since the mech 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. | |||
|} | |} | ||
---- | ---- | ||
===Rooftops=== | ===Rooftops=== | ||
{| style="width:650px;" | {| style="width:650px;" | ||
!Pre-beta | |||
!Now | |||
|- | |||
|[[Image:CHAPTER 10 . CAT AND MOUSE.png|320px]] | |[[Image:CHAPTER 10 . CAT AND MOUSE.png|320px]] | ||
|[[Image:Rooftops towers.jpg|320px]] | |[[Image:Rooftops towers.jpg|320px]] | ||
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{| style="width:650px;" | {| style="width:650px;" | ||
|+'''The scanner''' | |+'''The scanner''' | ||
|[[Image:Pre- | |[[Image:Pre-beta Science Prison scanner.jpg]] | ||
|- | |- | ||
|New wall textures. Looks like the scanner's textures are actually higher-res than what we have now. | |New wall textures. Looks like the scanner's textures are actually higher-res than what we have now. | ||
Line 366: | Line 401: | ||
{| style="width:650px;" | {| style="width:650px;" | ||
|+'''Security tower''' | |+'''Security tower''' | ||
|[[Image: | |[[Image:Turbitt - Science Prison 1.jpg|320px]] | ||
|[[Image: | |[[Image:Turbitt - Science Prison 2.jpg|320px]] | ||
|[[Image:Turbitt - Science Prison 3.jpg|320px]] | |||
|- | |- | ||
|[[Image: | |[[Image:Turbitt - Science Prison 4.jpg|320px]] | ||
|[[Image: | |[[Image:Turbitt - Science Prison 5.jpg|320px]] | ||
| | |||
|- | |- | ||
| colspan=" | | colspan="3" | There used to be some very interesting lit walkways leading in and out of the security tower. They were replaced on all three sides by corridors with laser obstacles. The last picture shows an interesting area that was apparently removed, which is roughly in the same position as the acid vat complex in the final model. | ||
|} | |} | ||
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!Now | !Now | ||
|- | |- | ||
|[[Image:Pre- | |[[Image:Pre-beta Compound 1.jpg|320px]] | ||
|[[Image: | |[[Image:Compound 1.jpg|320px]] | ||
|- | |- | ||
|[[Image:Pre- | |[[Image:Pre-beta Compound 2.jpg|320px]] | ||
|[[Image: | |[[Image:Compound 2.jpg|320px]] | ||
|- | |- | ||
| align="center" | [[Image: | | align="center" | [[Image:1999 Trailer - Compound 1.jpg]] | ||
|[[Image: | |[[Image:Compound 3.jpg|320px]] | ||
|- | |- | ||
| align="center" | [[Image: | | align="center" | [[Image:1999 Trailer - Compound 2.jpg]] | ||
|[[Image: | |[[Image:Compound 4.jpg|320px]] | ||
|} | |||
{| style="width:975px;" | |||
|+'''Additional pics''' | |||
|- | |- | ||
|[[Image:Compound3.jpg|320px]] | |[[Image:Compound3.jpg|320px]] | ||
|[[Image:Compound4.jpg|320px]] | |[[Image:Compound4.jpg|320px]] | ||
|[[Image:Compound8.jpg|320px]] | |||
|- | |||
|[[Image:Compound9.jpg|320px]] | |||
|[[Image:Compound10.jpg|320px]] | |||
|[[Image:Compound11.jpg|320px]] | |||
|- | |- | ||
| | |[[Image:Compound12.jpg|320px]] | ||
|[[Image:Compound15.jpg|320px]] | |||
| | |||
|- | |- | ||
| colspan=" | | colspan="3" | The basic layout of the room is the same, but it was much more crowded with "computers" and the existing catwalks were aligned differently. In the last picture (early development?) there are no computers at all, the bottom floor is missing, and the set of catwalks/stairs is minimal. | ||
In the last picture (early development?) there are no computers at all, the bottom floor is missing, and the set of catwalks/stairs is minimal. | |||
|} | |} | ||
Line 415: | Line 461: | ||
("Blam" was a [[Blam (meme)|Bungie in-joke]] as well as Oni's [[Blam|unexpected quit dialog]] in Windows.) | ("Blam" was a [[Blam (meme)|Bungie in-joke]] as well as Oni's [[Blam|unexpected quit dialog]] in Windows.) | ||
|- | |- | ||
| | |[[Image:Compound14.jpg|320px]] | ||
|[[Image:Compound13.jpg|320px]] | |||
|- | |- | ||
| colspan="2" |In | | colspan="2" align="center" | [[Image:Compound16.jpg]] | ||
|- | |||
| colspan="2" | In these pictures from early development, the general concept is in place but the ceiling layout (slope, girders) is different and the room size is larger overall. | |||
|} | |} | ||
Line 423: | Line 472: | ||
---- | ---- | ||
==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=== | ||
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 | 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: | ||
{|class="wikitable" | {|class="wikitable" | ||
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|- | |- | ||
|07 | |07 | ||
|[[#Obsolete | |[[#Obsolete|Obsolete]] | ||
| | | | ||
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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 | 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 | 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=== | |||
This was an arena with an industrial center area and much cleaner/brighter outlying areas connected by walkways, seen at various stages of development or in various flavors. This level also featured heavily in mid-development video footage (see {{SectionLink||Video footage}}). | |||
{| style="width:650px;" | {| style="width:650px;" | ||
|[[Image: | |+'''Industrial area''' | ||
|[[Image: | |[[Image:MP arena 1-1.jpg|320px]] | ||
|[[Image:MP arena 1-2.jpg|320px]] | |||
|[[Image:MP arena 1-7.jpg|320px]] | |||
|- | |- | ||
|[[Image: | |[[Image:MP arena 1-3.jpg|320px]] | ||
|[[Image: | |[[Image:MP arena 1-4.jpg|320px]] | ||
|[[Image:MP arena 1-5.jpg|320px]] | |||
|- | |- | ||
|[[Image: | |[[Image:1999 Trailer - MP arena 1-7.jpg]] | ||
| | |||
| | |||
| | |||
| | |||
|} | |} | ||
{| | {| style="width:650px;" | ||
|+'''Clean area''' | |||
|[[Image:Arena of Pain 1.jpg]] | |[[Image:Arena of Pain 1.jpg]] | ||
|[[Image:Arena of Pain 2.jpg]] | |[[Image:Arena of Pain 2.jpg]] | ||
|[[Image:Arena of Pain 3.jpg]] | |[[Image:Arena of Pain 3.jpg]] | ||
|- | |- | ||
|[[Image:MP arena 1-6.jpg|320px]] | |||
|[[Image:Arena of Pain 4.jpg|320px]] | |||
| | |||
|- | |- | ||
| colspan="3" | In | | colspan="3" | In the first three shots, the wall seen on the left appears to say "[DA]VES [AR]ENA of PAiN", which if true would refer to Dave Dunn the level modeler. | ||
|} | |} | ||
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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;" | ||
|[[Image:Pre-beta Muro vs. Konoko.jpg|320px]] | |[[Image:Pre-beta Muro vs. Konoko.jpg|320px]] | ||
|[[Image:Pre-beta Muro vs. Konoko 2.jpg|320px]] | |[[Image:Pre-beta Muro vs. Konoko 2.jpg|320px]] | ||
|[[Image:Pre-beta Muro vs. Konoko 3.jpg|320px]] | |||
|- | |- | ||
| colspan=" | | colspan="3" | Alex Okita remembered this as "Just a bunch of tubes"; "It was pretty big, lots of falling and dying, from what I remember". The cross-beams are also reminiscent of Construction Pit. | ||
|} | |} | ||
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|[[Image:Pit1.jpg|320px]] | |[[Image:Pit1.jpg|320px]] | ||
|[[Image:Pit2.jpg|320px]] | |[[Image:Pit2.jpg|320px]] | ||
|[[Image:Pit3.jpg|320px]] | |||
|} | |} | ||
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|[[Image:MP arena 2-1.jpg|320px]] | |[[Image:MP arena 2-1.jpg|320px]] | ||
|[[Image:MP arena 2-2.jpg|320px]] | |[[Image:MP arena 2-2.jpg|320px]] | ||
|[[Image:MP arena 2-3.jpg|320px]] | |||
|- | |- | ||
|[[Image:MP arena 2-4 with Iron Demon.jpg|320px]] | |[[Image:MP arena 2-4 with Iron Demon.jpg|320px]] | ||
|[[Image:Pit4.jpg|320px]] | |[[Image:Pit4.jpg|320px]] | ||
|[[Image:Pre-beta blood.jpg|320px]] | |[[Image:Pre-beta blood.jpg|320px]] | ||
|- | |- | ||
| colspan=" | | colspan="3" | 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 fourth picture is a rare glimpse at the [[Iron Demon]]. | ||
|} | |} | ||
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|[[Image:1999 Trailer - MP arena 2-05.jpg]] | |[[Image:1999 Trailer - MP arena 2-05.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-06.jpg]] | |[[Image:1999 Trailer - MP arena 2-06.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-07.jpg]] | |||
|- | |- | ||
|[[Image:1999 Trailer - MP arena 2-08.jpg]] | |[[Image:1999 Trailer - MP arena 2-08.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-09.jpg]] | |[[Image:1999 Trailer - MP arena 2-09.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-10.jpg]] | |[[Image:1999 Trailer - MP arena 2-10.jpg]] | ||
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|[[Image:1999 Trailer - MP arena 2-11.jpg]] | |[[Image:1999 Trailer - MP arena 2-11.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-12.jpg]] | |[[Image:1999 Trailer - MP arena 2-12.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-13.jpg]] | |||
|- | |- | ||
|[[Image:1999 Trailer - MP arena 2-14.jpg]] | |[[Image:1999 Trailer - MP arena 2-14.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-15.jpg]] | |[[Image:1999 Trailer - MP arena 2-15.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-16.jpg]] | |[[Image:1999 Trailer - MP arena 2-16.jpg]] | ||
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|[[Image:1999 Trailer - MP arena 2-17.jpg]] | |[[Image:1999 Trailer - MP arena 2-17.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-18.jpg]] | |[[Image:1999 Trailer - MP arena 2-18.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-19.jpg]] | |||
|- | |- | ||
|[[Image:1999 Trailer - MP arena 2-20.jpg]] | |[[Image:1999 Trailer - MP arena 2-20.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-21.jpg]] | |[[Image:1999 Trailer - MP arena 2-21.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-22.jpg]] | |[[Image:1999 Trailer - MP arena 2-22.jpg]] | ||
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|[[Image:1999 Trailer - MP arena 2-23.jpg]] | |[[Image:1999 Trailer - MP arena 2-23.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-24.jpg]] | |[[Image:1999 Trailer - MP arena 2-24.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-25.jpg]] | |||
|- | |- | ||
| | | colspan="3" | [[Image:1999 Trailer - MP arena 2-26.jpg]] | ||
|[[Image:1999 Trailer - MP arena 2-26.jpg]] | |||
|} | |} | ||
{| style="width:650px;" | {| style="width:650px;" | ||
|+''' | |+'''Wood rack''' | ||
|align="center"|[[Image:Pre-beta enigma 5 cropped.jpg]] | |align="center"|[[Image:Pre-beta enigma 5 cropped.jpg]] | ||
|- | |- | ||
| | |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 camo Strikers are also a notably pre-beta-only variant. 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 | ===Shibume auto-pistol=== | ||
| colspan="2" align="center" | [[Image: | {| style="width:650px;" | ||
| colspan="2" align="center" | [[Image:Genesis Level3 8.jpg]] | |||
|- | |- | ||
| colspan="2" | This now-extinct pistol was seen all over the place back when Bungie was taking pre-beta screenshots. This was the [[ | | colspan="2" | This now-extinct pistol was seen all over the place back when Bungie was taking pre-beta screenshots. This was the [[Konoko's gun#Shibume SH-40|Shibume SH-40]], a fully-automatic pistol that fired 10 rounds/sec. | ||
|} | |} | ||
===Belt-fed SMG=== | |||
{| style="width:650px | {| style="width:650px;" | ||
|[[Image:Compound4.jpg|320px]] | |[[Image:Compound4.jpg|320px]] | ||
|[[Image:Vago8.jpg|320px]] | |[[Image:Vago8.jpg|320px]] | ||
|- | |- | ||
| colspan="2" | An unnamed machine gun with a visible clip of ammunition. Note the laser sight emanating from an odd place on the weapon. Unique aiming reticles for the weapons were added in the final month of development according to Hardy, but they were experimenting much earlier with the use of a laser sight to help the player see where they were aiming. The laser-plus-dot system can be seen in use with the Shibume SH-40 [[:Image: | | colspan="2" | An unnamed machine gun with a visible clip of ammunition. Note the laser sight emanating from an odd place on the weapon. Unique aiming reticles for the weapons were added in the final month of development according to Hardy, but they were experimenting much earlier with the use of a laser sight to help the player see where they were aiming. The laser-plus-dot system can be seen in use with the Shibume SH-40 [[:Image:Genesis Level8 5.jpg|HERE]], and a dot-only system can be seen in use [[:Image:TCTF5.jpg|HERE]]. | ||
|} | |} | ||
===Multi-rocket launcher=== | |||
{| style="width:650px; | {| style="width:650px;" | ||
|[[Image: | |[[Image:Early scram cannon 1.jpg]] | ||
|[[Image: | |[[Image:Early scram cannon 2.jpg]] | ||
|- | |||
| colspan="2" | [[Image:MP arena 1-5.jpg]] | |||
|- | |- | ||
| colspan="2" | The Iron Demon can be seen firing this weapon in the trailer at 1:25; [http://oni.bungie.org/special/part1/alex.html apparently] Konoko would salvage the gun from the ID after destroying it. Although fans were impressed by its size, some also wanted to know how petite Konoko could even hold the thing. Okita joked that it was filled with anti-gravity. This was probably the basis for the (much smaller) [[Quotes/Weapons#scramble|Scram Cannon]]. | | colspan="2" | The Iron Demon can be seen firing this weapon in the trailer at 1:25; [http://oni.bungie.org/special/part1/alex.html apparently] Konoko would salvage the gun from the ID after destroying it. Although fans were impressed by its size, some also wanted to know how petite Konoko could even hold the thing. Okita joked that it was filled with anti-gravity. This was probably the basis for the (much smaller) [[Quotes/Weapons#scramble|Scram Cannon]]. | ||
|} | |} | ||
===Energy pistol=== | |||
{| style="width:650px;" | {| style="width:650px;" | ||
|[[Image:Pre-beta Airport 2.jpg]] | |[[Image:Pre-beta Airport 2.jpg]] | ||
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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]] |