Pre-beta content: Difference between revisions

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:''This article focuses on aesthetic differences in pre-beta vs. retail Oni. See the [[Pre-beta features]] article for features removed from Oni during development.''
{{Hatnote|This article focuses on differences in the assets of pre-beta Oni. See the [[Pre-beta features]] article for features removed from Oni during development.}}
Almost all available shots of pre-beta content are here, compared to final content when applicable. Most pictures are half-sized (click to enlarge).
Almost all available shots of pre-beta content are here, compared to final content when applicable. Most pictures are half-sized (click to enlarge).


==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===
{| style="width:650px;"
|+'''Firing range'''
!Pre-beta
!Now
|-
|[[Image:CHAPTER 00 . COMBAT TRAINING.png|320px]]
|[[Image:Combat Training firing range.jpg|320px]]
|-
| colspan="2" | The training level was added in the final month of development. Apparently they took the screenshot for the splashscreen before the level was finished, because the plasma rifle and both types of ammunition are dumped unceremoniously on the floor instead of materializing on the desk (which does not appear to have been added yet).
|}
----
===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"
 
|+4 extra doors can be seen in the left picture; on the right, the current appearance of the level from this angle
{| style="width:650px;"
|[[Image:CHAPTER_01_._TRIAL_RUN.png|320px]]
!Pre-beta
!Now
|-
|[[Image:CHAPTER 01 . TRIAL RUN.png|320px]]
|[[Image:Warehouse from splashscreen angle.jpg|320px]]
|[[Image:Warehouse from splashscreen angle.jpg|320px]]
|-
|-
| colspan="2" | 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.
| colspan="2" | The level changed after Bungie West took a screenshot as a basis for their chapter's title screen. 4 doors were removed, the others re-textured, many crates were added to the floor and upper side levels, and the forklift is higher now.
|}
|}


Line 27: Line 44:
This one has evolved quite a lot.
This one has evolved quite a lot.


{| style="width:650px"
{| style="width:650px;"
|+'''The room with the "engines of evil"'''
|+'''The room with the "engines of evil"'''
|[[Image:ManPlant11.JPG|320px]]
|[[Image:ManPlant11.jpg|320px]]
|[[Image:ManPlant12.JPG|320px]]
|[[Image:ManPlant12.jpg|320px]]
|-
|-
|[[Image:ManPlant10.JPG|320px]]
|[[Image:ManPlant10.jpg|320px]]
|[[Image:ManPlant13.jpg|320px]]
|[[Image:ManPlant13.jpg|320px]]
|-
|-
| colspan="2" | There was more conventional warehouse machinery in here back then.
| colspan="2" | There was more conventional warehouse machinery in here back then. "Balor" is a reference to [[Myth]], still seen in Chapter 1 of the final game.
|}
|}




{| style="width:650px"
{| style="width:650px;"
|+'''The foyer'''
|+'''The foyer'''
| colspan="2" 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:Pre-beta_ManPlant_1.jpg]]
| align="center" | [[Image:Pre-beta ManPlant 1.jpg]]<br> [[Image:Pre-beta ManPlant 2.jpg]]
| align="center" | [[Image:Pre-beta_ManPlant_2.jpg]]
|-
|[[Image:Genesis Level2 1.jpg|320px]]
|[[Image:Genesis Level2 2.jpg|320px]]
|[[Image:Genesis Level2 2.jpg|320px]]
|-
|-
Line 55: Line 70:
|[[Image:Genesis Level2 6.jpg|320px]]
|[[Image:Genesis Level2 6.jpg|320px]]
|-
|-
| colspan="2" | Note the door leading off the center of the foyer: there was a corridor running through the middle of the building.
| colspan="2" | 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.
|}
|}




{| style="width:650px"
{| style="width:650px;"
|+'''An unknown area'''<br>(with lightmapping, discussed in the "Pre-beta features" article)
|+'''An unknown area'''
|[[Image:ManPlant3.JPG|320px]]
|[[Image:ManPlant3.jpg|320px]]
|[[Image:Genesis Level2 9.jpg|320px]]
|[[Image:Genesis Level2 9.jpg|320px]]
|-
|-
|[[Image:ManPlant1.JPG|320px]]
|[[Image:ManPlant1.jpg|320px]]
|[[Image:Genesis Level2 12.jpg|320px]]
| [[Image:ManPlant14.jpg|320px]]
|-
| colspan="2" align="center" | [[Image:ManPlant14.jpg|320px]]
|-
|-
| colspan="2" | The last picture has a very provisional-looking health bar; these are some early screenshots.
| 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.
|}
|}




{| style="width:650px"
{| style="width:650px;"
|+'''Inner flyway and back of the building'''
|+'''Inner flyway and back of the building'''
| colspan="2" align="center" | [[Image:Genesis Level2 11.jpg|320px]]
|-
|-
| align="center" | [[Image:Pre-beta_ManPlant_3.jpg]]
| align="center" |[[Image:Pre-beta ManPlant 3.jpg]]
|[[Image:ManPlant5.JPG|320px]]
|[[Image:ManPlant4.jpg|320px]]
|-
|align="center" | [[Image:Genesis Level2 11.jpg|320px]]
|[[Image:ManPlant15.jpg|320px]]
|-
|[[Image:Genesis Level2 12.jpg|320px]]
|[[Image:ManPlant5.jpg|320px]]
|-
|-
|[[Image:ManPlant6.JPG|320px]]
|[[Image:ManPlant6.jpg|320px]]
|[[Image:ManPlant7.JPG|320px]]
|[[Image:ManPlant7.jpg|320px]]
|-
|-
|[[Image:ManPlant8.JPG|320px]]
|[[Image:ManPlant8.jpg|320px]]
|[[Image:ManPlant9.JPG|320px]]
|[[Image:ManPlant9.jpg|320px]]
|-
|-
| colspan="2" | The stairs lead up to the offices.
| colspan="2" | The stairs lead up to the offices. More lightmapping here, adding volume to the barely-textured level.
|}
|}




{| style="width:650px"
{| style="width:650px;"
|+'''The offices'''
|+'''The offices'''
|[[Image:Genesis Level2 13.jpg|320px]]
|[[Image:Genesis Level2 13.jpg|320px]]
Line 109: Line 127:
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.


{| style="width:650px"
{| style="width:650px;"
|+'''Front gate'''
|[[Image:CHAPTER 03 . PUZZLE PIECES.png|320px]]
|[[Image:Vago Biotech front gate.jpg|320px]]
|-
| colspan="2" | The barriers around the police vehicles have been removed since the screenshot for the splashscreen was taken. This might have been in order to give Konoko room to ride her bike, but it seems like she had room to fit through anyway….
|}
 
 
{| style="width:650px;"
|+'''Lab at night-time'''
|+'''Lab at night-time'''
|[[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:Vago3.JPG|320px]]
|[[Image:Vago18.jpg|320px]]
|[[Image:Vago17.jpg|320px]]
|-
|[[Image:Vago3.jpg|320px]]
|[[Image:Genesis Level3 11.jpg|320px]]
|[[Image:Genesis Level3 11.jpg|320px]]
|-
|-
|[[Image:Pre-beta Vago Lab.png|320px]]
|[[Image:Pre-beta Vago Lab.png|320px]]
|[[Image:Vago11.JPG|320px]]
|[[Image:Vago11.jpg|320px]]
|-
|-
| colspan="2" | 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.
| colspan="2" | 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 124: Line 154:




{| style="width:650px"
{| style="width:650px;"
|+'''Foyer and SLD wing'''
|+'''Foyer and SLD wing'''
|[[Image:Genesis Level3 8.jpg|320px]]
|[[Image:Genesis Level3 8.jpg|320px]]
Line 132: Line 162:
|[[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 5.jpg|320px]]
|-
|[[Image:Vago19.jpg|320px]]
|[[Image:Genesis Level3 12.jpg|320px]]
|[[Image:Genesis Level3 12.jpg|320px]]
|-
|-
Line 142: Line 169:
|-
|-
| colspan="2" | There were stools for the scientists... apart from that, this wing is pretty much final.
| colspan="2" | There were stools for the scientists... apart from that, this wing is pretty much final.
([[:Image:Genesis Level3 4.jpg|HERE]] is a redundant image that doesn't show much apart from floor tiles.)
|}
|}




{| style="width:650px"
{| style="width:650px;"
|+'''Machines in the acid room'''
|+'''Machines in the acid room'''
|[[Image:Genesis Level3 13.jpg|320px]]
|[[Image:Genesis Level3 13.jpg|320px]]
|[[Image:Vago_Lab_acid_machine.jpg]]
|[[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.
Line 156: Line 184:
----
----
===Vansam Regional Airport===
===Vansam Regional Airport===
{| style="width:650px"
{| style="width:650px;"
|+The airport's entrance
|+The airport's entrance
|[[Image:Pre-beta_Airport.jpg]]
|[[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 166: Line 194:
----
----
===TCTF Regional Headquarters===
===TCTF Regional Headquarters===
{| style="width:650px"
{| style="width:650px;"
|+'''Parking lot'''
|+'''Parking lot'''
| colspan="2" | [[Image:TCTF van.jpg]]
|-
|[[Image:Genesis Level8 2.jpg|320px]]
|[[Image:Genesis Level8 2.jpg|320px]]
|[[Image:Genesis Level8 4.jpg|320px]]
|[[Image:Genesis Level8 4.jpg|320px]]
|-
|-
|[[Image:Genesis Level8 1.jpg|320px]]
|[[Image:Genesis Level8 1.jpg|320px]]
|[[Image:TCTF8.JPG|320px]]
|[[Image:TCTF8.jpg|320px]]
|-
|-
| colspan="2" | A longer car. Different transition from the parking lot to the main building. Konoko's bike is parked nicely in that first shot, instead of laying on the floor.
| colspan="2" | Some different vehicles. Different transition from the parking lot to the main building. Konoko's bike is parked nicely in the second shot, instead of laying on the floor.
|}
|}




{| style="width:650px"
{| style="width:650px;"
|+'''Main entrance'''
|+'''Main entrance'''
| colspan="2" | [[Image:TCTF2.jpg]]
|-
|[[Image:Genesis Level8 5.jpg|320px]]
|[[Image:Genesis Level8 5.jpg|320px]]
|[[Image:TCTF3.JPG|320px]]
|[[Image:TCTF3.jpg|320px]]
|-
|-
|[[Image:TCTF7.JPG|320px]]
|[[Image:TCTF7.jpg|320px]]
|[[Image:TCTF12.JPG|320px]]
|[[Image:TCTF12.jpg|320px]]
|-
|-
| colspan="2" | 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...
| colspan="2" | 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...
Line 190: Line 222:




{| style="width:650px"
{| style="width:650px;"
|+'''The "atrium" rendered in an editor'''
|+'''The "atrium" rendered in an editor'''
|[[Image:Pre-beta TCTF HQ.jpg|320px]]
|[[Image:Pre-beta TCTF HQ.jpg|320px]]
Line 202: Line 234:




{| style="width:650px"
{| style="width:650px;"
|+'''The atrium''', another version
|+'''The atrium''', another version
|[[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: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 (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.
| colspan="2" | 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.
Line 217: Line 249:




{| style="width:650px"
{| style="width:650px;"
|+'''Damocles'''
|+'''Damocles'''
|[[Image:Genesis Level8 10.jpg|320px]]
|[[Image:Genesis Level8 10.jpg|320px]]
|[[Image:TCTF11.JPG|320px]]
|[[Image:TCTF11.jpg|320px]]
|-
|-
| colspan="2" align="center" | [[Image:Genesis Level8 11.jpg|320px]]
| colspan="2" align="center" | [[Image:Damocles 1.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. Note the [[Marathon]] logo on Damocles' chassis (an [[Easter eggs|Easter egg]]).
| 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. Note the [[Marathon]] logo on Damocles' chassis (an [[Easter eggs|Easter egg]]).
Line 228: Line 260:




{| style="width:650px"
{| style="width:650px;"
|+'''Outdoors'''
|+'''Outdoors'''
|[[Image:TCTF1.JPG|320px]]
|[[Image:TCTF1.jpg|320px]]
|[[Image:TCTF10.JPG|320px]]
|[[Image:TCTF10.jpg|320px]]
|-
|-
|[[Image:TCTF4.JPG|320px]]
|[[Image:TCTF9.jpg|320px]]
|[[Image:TCTF9.JPG|320px]]
|[[Image:TCTF4.jpg|320px]]
|-
|-
| colspan="2" | The parking lot was more lushly lit on the outside. Now there's no light on the sidewalks. There used to be a lot more cars in the garage, too.
| colspan="2" align="center" | [[Image:TCTF HQ from magazine scan.jpg|320px]]
|-
| colspan="2" | The parking lot was more lushly lit on the outside. Now there's no light on the sidewalks. There used to be a lot more cars in the garage, too. The building used to have lettering on the outside reading "TCTF", which is clearest in the brightly-lit version of the level depicted in the above scan from an unknown magazine. You can also see the back end of the Syndicate van that crashed into the building; it also seems to be visible in the screenshot immediately before that one. (The design of the building was obviously in flux since some of the textures differ between those two screenshots.)
|}
|}




{| style="width:650px"
{| style="width:650px;"
|+'''Misc.'''
|+'''Misc.'''
|[[Image:TCTF5.JPG|320px]]
|[[Image:TCTF5.jpg|320px]]
|[[Image:TCTF19.JPG|320px]]
|[[Image:TCTF19.jpg|320px]]
|-
|-
| colspan="2" align="center" | [[Image:TCTF20.JPG|320px]]
| colspan="2" align="center" | [[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]]
Line 270: Line 303:
Hardy [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19078 once stated] that RSB was the first building that Bungie completed. Apparently that is also why it's been through so many changes.
Hardy [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19078 once stated] that RSB was the first building that Bungie completed. Apparently that is also why it's been through so many changes.


{| style="width:650px"
{| style="width:650px;"
|+'''The foyer and lobby'''
|+'''The foyer and lobby'''
|[[Image:Pre-beta_RSB_1.jpg|320px]]
|[[Image:Pre-beta RSB 1.jpg|320px]]
| align="center" | [[Image:1999_Trailer_ID_fight.jpg]]
| align="center" | [[Image:1999 Trailer ID fight.jpg]]
|-
|[[Image:RegionalState23.jpg|320px]]
|[[Image:RegionalState1.jpg|320px]]
|-
|[[Image:RegionalState4.jpg|320px]]
|[[Image:RegionalState25.jpg|320px]]
|-
|-
|[[Image:RegionalState23.JPG|320px]]
|[[Image:RegionalState26.jpg|320px]]
|[[Image:RegionalState1.JPG|320px]]
|[[Image:RegionalState5.jpg|320px]]
|-
|-
|[[Image:RegionalState4.JPG|320px]]
|
|[[Image:RegionalState6.JPG|320px]]
|
|}
|}




{| style="width:650px"
{| style="width:650px;"
|+'''Upper floors'''
|+'''Upper floors'''
|[[Image:Pre-beta enigma 4a.jpg|320px]]
|[[Image:Pre-beta enigma 4a.jpg|320px]]
Line 291: Line 330:
|[[Image:Pre-beta enigma 4c.jpg|320px]]
|[[Image:Pre-beta enigma 4c.jpg|320px]]
|-
|-
| colspan="2" | These screenshots are taken from a long-lost show floor trailer that can be seen playing in its entirety in the background of a video posted in the "[[#Video footage|Video footage]]" section below. The last three images show a sequence that uses multiple camera angles, in which a Tanker dives to the floor to dodge enemy gunfire, then gets up and knocks down the Cop with his Cannonball Roll. An unusual energy effect can be seen emanating from the pre-beta form of either a weapon or the Cannonball Roll attack.
| 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.
|}
 
 
{| 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]]
|-
| align="center" colspan="2" | [[Image:RegionalState14.jpg|320px]]
|}
 
 
{| style="width:650px;"
|+'''Basement'''
|[[Image:RegionalState20.jpg|320px]]
|[[Image:RegionalState21.jpg|320px]]
|-
| align="center" colspan="2" | [[Image:RegionalState22.jpg]]
|}
|}




{| style="width:650px"
{| style="width:650px;"
|+'''Outside'''
|+'''Outside'''
| align="center" | [[Image:Konoko_runs_from_Iron_Demon.jpg]]
| align="center" | [[Image:Konoko runs from Iron Demon.jpg]]
|[[Image:RegionalState10.JPG|320px]]
|[[Image:RegionalState10.jpg|320px]]
|[[Image:RegionalState9.jpg|320px]]
|-
|[[Image:RegionalState11.jpg|320px]]
||[[Image:RegionalState24.jpg|320px]]
|[[Image:RegionalState2.jpg|320px]]
|-
|-
|[[Image:RegionalState11.JPG|320px]]
|[[Image:RegionalState3.jpg|320px]]
|[[Image:RegionalState2.JPG|320px]]
|[[Image:RegionalState8.jpg|320px]]
|[[Image:RegionalState7.jpg|320px]]
|-
|-
|[[Image:RegionalState7.JPG|320px]]
|[[Image:RegionalState6.jpg|320px]]
|[[Image:RegionalState8.JPG|320px]]
|[[Image:RegionalState16.jpg|320px]]
|[[Image:RegionalState17.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 "test-bed" 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.
| 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 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.
|}
|}




----
----
===Rooftops===
{| style="width:650px;"
!Pre-beta
!Now
|-
|[[Image:CHAPTER 10 . CAT AND MOUSE.png|320px]]
|[[Image:Rooftops towers.jpg|320px]]
|-
| colspan="2" | There used to be a set of stairs on the right tower which led down from what is now basically a sniper's nest, possibly connecting to the roof that Konoko comes from before she climbs the stairs that lead up to the left tower.
|}


===Rooftops===
{| style="width:650px;"
{| style="width:650px"
|[[Image:Turbitt - Rooftops 1.jpg]]
|[[Image:Turbitt - Rooftops 1.jpg]]
|-
|-
Line 322: Line 404:
----
----
===TCTF Science Prison===
===TCTF Science Prison===
{| style="width:650px"
{| style="width:650px;"
|+'''The scanner'''
|+'''The scanner'''
|[[Image:Pre-beta_Science_Prison_scanner.jpg]]
|[[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 330: Line 412:




{| style="width:650px"
{| style="width:650px;"
|+'''Security tower'''
|+'''Security tower'''
|[[Image:Turbitt_-_Science_Prison_1.jpg|320px]]
|[[Image:Turbitt - Science Prison 1.jpg|320px]]
|[[Image:Turbitt_-_Science_Prison_2.jpg|320px]]
|[[Image:Turbitt - Science Prison 2.jpg|320px]]
|-
|-
|[[Image:Turbitt_-_Science_Prison_3.jpg|320px]]
|[[Image:Turbitt - Science Prison 3.jpg|320px]]
|[[Image:Turbitt_-_Science_Prison_4.jpg|320px]]
|[[Image:Turbitt - Science Prison 4.jpg|320px]]
|-
|-
| colspan="2" align="center" | [[Image:Turbitt - Science_Prison_5.jpg|320px]]
| colspan="2" align="center" | [[Image:Turbitt - Science Prison 5.jpg|320px]]
|-
|-
| colspan="2" | 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.
| colspan="2" | 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.
Line 346: Line 428:
----
----
===Syndicate Mountain Compound===
===Syndicate Mountain Compound===
{| style="width:650px"
{| style="width:650px;"
|+'''Heart of the Sturmanderung Megacomputer'''
|+'''Heart of the Sturmanderung Megacomputer'''
!Pre-beta
!Pre-beta
!Now
!Now
|-
|-
|[[Image:Pre-beta_Compound_1.jpg|320px]]
|[[Image:Pre-beta Compound 1.jpg|320px]]
|[[Image:Compound_1.jpg|320px]]
|[[Image:Compound 1.jpg|320px]]
|-
|[[Image:Pre-beta Compound 2.jpg|320px]]
|[[Image:Compound 2.jpg|320px]]
|-
| align="center" | [[Image:1999 Trailer - Compound 1.jpg]]
|[[Image:Compound 3.jpg|320px]]
|-
| align="center" | [[Image:1999 Trailer - Compound 2.jpg]]
|[[Image:Compound 4.jpg|320px]]
|}
 
 
{| style="width:975px;"
|+'''Additional pics'''
|-
|[[Image:Compound3.jpg|320px]]
|[[Image:Compound4.jpg|320px]]
|
|-
|-
|[[Image:Pre-beta_Compound_2.jpg|320px]]
|[[Image:Compound8.jpg|320px]]
|[[Image:Compound_2.jpg|320px]]
|[[Image:Compound9.jpg|320px]]
|
|-
|-
| align="center" | [[Image:1999_Trailer_-_Compound_1.jpg]]
|[[Image:Compound10.jpg|320px]]
|[[Image:Compound_3.jpg|320px]]
|[[Image:Compound11.jpg|320px]]
|[[Image:Compound12.jpg|320px]]
|-
|-
| align="center" | [[Image:1999_Trailer_-_Compound_2.jpg]]
| 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.
|[[Image:Compound_4.jpg|320px]]
|-
|-
|[[Image:Compound3.JPG|320px]]
| colspan="3" align="center" | [[Image:Compound15.jpg]]
|[[Image:Compound4.JPG|320px]]
|-
|-
| colspan="2" | The basic layout of the room is the same, but it was much more crowded with "computers" and the existing catwalks were aligned differently.
| colspan="3" | 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.
|}
|}




{| style="width:650px"
{| style="width:650px;"
|+'''Somewhere else'''
|+'''The cargo bay with the Red/Blue tunnels and the hijacked truck'''
|[[Image:Compound5.JPG|320px]]
|[[Image:Compound7.jpg|320px]]
|[[Image:Compound6.JPG|320px]]
|[[Image:Compound6.jpg|320px]]
|-
| colspan="2" | Apparently the Syndicate is also in league with BLAM Transport Inc.! Another BGI front?
("Blam" was a [[Blam (meme)|Bungie in-joke]] as well as Oni's [[Blam|unexpected quit dialog]] in Windows.)
|-
|-
|[[Image:Compound7.JPG|320px]]
|[[Image:Compound14.jpg|320px]]
|[[Image:Compound14.JPG|320px]]
|[[Image:Compound13.jpg|320px]]
|-
|-
| colspan="2" align="center" | [[Image:Compound15.JPG|320px]]
| colspan="2" align="center" | [[Image:Compound16.jpg]]
|-
|-
| colspan="2" | Apparently the Syndicate is also in league with BLAM Transport Inc.! Another BGI front?
| 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 386: Line 489:
----
----
==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 [[Big Blue Box]] release 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:
{|class="wikitable"
{|class="wikitable"
|-
|-
Line 401: Line 510:
|-
|-
|07
|07
|[[#Obsolete, etc.|Obsolete]]
|[[#Obsolete|Obsolete]]
|
|
|-
|-
Line 409: Line 518:
|-
|-
|30
|30
|[[#Arena of Pain?|The Arena of Pain]]
|[[#Arena of Pain|The Arena of Pain]]
|aop
|aop
|-
|-
Line 468: Line 577:
----
----
===Airport Part Deux===
===Airport Part Deux===
The presence of the '''Airport_II''' IGMD folder in [[Big Blue Box|BBB]] 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.




----
----
===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 below). 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 planned according to an earlier version of the story, hence the gaps in numbering are mostly indicative of a change in plans, rather than of content actually being created and then cut.
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.
 


----
----
===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 [[Big Blue Box|BBB]] Oni. 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.
Below are the only four screenshots we have for the level. Similarities to the architecture in TCTF HQ have been noted, with this explanation:


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:
{{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.}}


{{Quotebox|align=none|width=850px|source=--[http://oni.bungie.org/forum/viewtopic.php?pid=52737#p52737 source]|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.




{|
{|
||[[Image:BGI1.JPG|320px]]
||[[Image:BGI1.jpg|320px]]
||[[Image:BGI2.JPG|320px]]
||[[Image:BGI2.jpg|320px]]
|-
|-
||[[Image:BGI3.JPG|320px]]
||[[Image:BGI3.jpg|320px]]
||[[Image:BGI4.JPG|320px]]
||[[Image:BGI4.jpg|320px]]
|}
|}




----
----
===Arena of Pain===
{| style="width:650px;"
|[[Image:MP arena 1-1.jpg|320px]]
|[[Image:MP arena 1-2.jpg|320px]]
|-
|[[Image:MP arena 1-7.jpg|320px]]
|[[Image:MP arena 1-3.jpg|320px]]
|-
|[[Image:MP arena 1-4.jpg|320px]]
|[[Image:MP arena 1-5.jpg|320px]]
|-
| align="center" colspan="2" | [[Image:1999 Trailer - MP arena 1-7.jpg]]
|-
| colspan="2" | 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}}).
|}


===Arena of Pain===
A very simple arena level, at various stages of development, or in various flavors. This level also featured heavily in mid-development footage, found in the "Video footage" section below.
{|
{|
|[[Image:MP_arena_1-1.jpg|320px]]
|[[Image:Arena of Pain 1.jpg]]
|[[Image:MP_arena_1-2.jpg|320px]]
|[[Image:Arena of Pain 2.jpg]]
|[[Image:Arena of Pain 3.jpg]]
|-
|-
|[[Image:MP_arena_1-7.jpg|320px]]
| colspan="3" align="center" | [[Image:MP arena 1-6.jpg|320px]]
|[[Image:MP_arena_1-3.jpg|320px]]
|-
|-
|[[Image:MP_arena_1-4.jpg|320px]]
| colspan="3" | In this area, 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.
|[[Image:MP_arena_1-5.jpg|320px]]
|}
 
 
{| style="width:650px;"
|+'''2000 multiplayer demo'''
|[[Image:MP arena 3-1.jpg|320px]]
|[[Image:MP arena 3-2.jpg|320px]]
|-
|-
| align="center" | [[Image:1999_Trailer_-_MP_arena_1-8.jpg]]
| 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.
| align="center" | [[Image:1999_Trailer_-_MP_arena_1-7.jpg]]
|-
| colspan="2" align="center" | [[Image:MP_arena_1-6.jpg|320px]]
|}
|}


----
----
===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]]
Line 531: Line 656:
{|
{|
|+'''Up top'''
|+'''Up top'''
|[[Image:Pit1.JPG|320px]]
|[[Image:Pit1.jpg|320px]]
|[[Image:Pit2.JPG|320px]]
|[[Image:Pit2.jpg|320px]]
|-
|-
| colspan="2" align="center" | [[Image:Pit3.jpg|320px]]
| colspan="2" align="center" | [[Image:Pit3.jpg|320px]]
Line 538: Line 663:




{| style="width:650px"
{| style="width:650px;"
|+'''Down below'''
|+'''Down below'''
|[[Image:MP arena 2-1.jpg|320px]]
|[[Image:MP arena 2-1.jpg|320px]]
Line 555: Line 680:
{|
{|
|+'''1999 Trailer'''
|+'''1999 Trailer'''
|[[Image:1999 Trailer - MP arena 2-5.jpg]]
|[[Image:1999 Trailer - MP arena 2-05.jpg]]
|[[Image:1999 Trailer - MP arena 2-6.jpg]]
|[[Image:1999 Trailer - MP arena 2-06.jpg]]
|-
|-
|[[Image:1999 Trailer - MP arena 2-7.jpg]]
|[[Image:1999 Trailer - MP arena 2-07.jpg]]
|[[Image:1999 Trailer - MP arena 2-8.jpg]]
|[[Image:1999 Trailer - MP arena 2-08.jpg]]
|-
|-
|[[Image:1999 Trailer - MP arena 2-9.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]]
|-
|-
Line 590: Line 715:




----
{| style="width:650px;"
===AlexTestSite===
|+'''Wood rack'''
The script for this level, found in the '''ats''' folder in [[Big Blue Box|BBB]] Oni's IGMD, shows that this was a test level for Mukade's teleportation (with a comment referencing the "[[wikipedia:Bamf|bamf]]" sound effect of comic book fame).
|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 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.
|}




----
----
===2000 demo level===
===AlexTestSite===
The arena [[Credits|Steve Abeyta]] played in when he demoed netplay in 2000 (see [[Multiplayer]] for a video of this demonstration). Looks like it could be BGI HQ, except that there's no similarities with the four screenshots in the BGI section above.
We don't have any images that we can link to this level. The script for the level, found in the '''ats''' folder in [[European Mac releases|some versions]] of Oni's IGMD, shows that this was a test level for Mukade's teleportation (with a comment referencing the "[[wp:Bamf|bamf]]" sound effect of comic book fame).
 
{| style="width:650px"
|[[Image:MP arena 3-1.jpg|320px]]
|[[Image:MP arena 3-2.jpg|320px]]
|-
| colspan="2" | 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 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.
|}




----
----
===Miscellaneous mysteries===
===Miscellaneous mysteries===
{| style="width:325px"
{| style="width:640px;"
| align="center" | [[Image:Pre-beta enigma 3.jpg|320px]]
|[[Image:Pre-beta enigma 3.jpg|320px]]
|[[Image:Compound5.jpg|320px]]
|-
|-
|According to Okita, this was part of Manufacturing Plant, but "was cut out later since there wasn't any need to go in there".
|colspan="2"|According to Alex Okita, the picture on the left was part of Manufacturing Plant, but "was cut out later since there wasn't any need to go in there".
The picture on the right has been attributed to Compound, but doesn't resemble anything in Compound or elsewhere.
|}
|}
 
{| style="width:640px;"
 
{| style="width:525px"
|[[Image:Pre-beta enigma 1.jpg]]
|[[Image:Pre-beta enigma 1.jpg]]
|[[Image:Pre-beta enigma 2.jpg]]
|[[Image:Pre-beta enigma 2.jpg]]
|-
|-
| colspan="2" | This looks like the Syndicate Warehouse or Atmospheric Conversion Center (interior), but doesn't match with the current versions of either.
|colspan="2"|This looks like the Syndicate Warehouse or Atmospheric Conversion Center (interior), but doesn't match with the current versions of either.
|}
|}


----
----
==Cut weapons==
==Cut weapons==
{| style="width:650px"
{| style="width:650px; border-style:solid; border-width:0px 0px 1px 0px;"
| colspan="2" align="center" | [[Image:Genesis_Level3_8.jpg]]
| 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 [[:Image:Gun_smg_06.JPG|Shibume SH-40]], a fully-automatic pistol that fired 10 rounds/sec.
| colspan="2" | This now-extinct pistol was seen all over the place back when Bungie was taking pre-beta screenshots. This was the [[:Image:Gun smg 06.jpg|Shibume SH-40]], a fully-automatic pistol that fired 10 rounds/sec.
|}
 
 
{| style="width:650px; border-style:solid; border-width:0px 0px 1px 0px;"
|[[Image:Compound4.jpg|320px]]
|[[Image:Vago8.jpg|320px]]
|-
|-
| colspan="2" align="center" | [[Image:Compound4.JPG]]
| 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]].
|-
|}
| colspan="2" | An earlier machine gun with a visible clip of ammunition.
 
|-
 
|[[Image:Early_scram_cannon_1.jpg]]
{| style="width:650px; border-style:solid; border-width:0px 0px 1px 0px;"
|[[Image:Early_scram_cannon_2.jpg]]
|[[Image:Early scram cannon 1.jpg]]
|[[Image:Early scram cannon 2.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]].
|}
{| style="width:650px;"
|[[Image:Pre-beta Airport 2.jpg]]
|[[Image:MP arena 3-2.jpg|320px]]
|-
|-
| colspan="2" align="center" | [[Image:Pre-beta enigma 5.jpg]]
| colspan="2" align="center" | [[Image:Pre-beta enigma 6.jpg]]
|-
|-
| colspan="2" align="center" | Some sort of energy weapon?
| colspan="2" | This was some sort of energy weapon, firing small shots resembling lens flares which rotated as they flew. Note that the enemy is firing this gun in the last shot; Konoko merely wields an SMG.
|}
|}


Line 649: Line 782:
==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.


----
----
Line 669: Line 803:
----
----
==Cut animated textures==
==Cut animated textures==
The 1999 trailer also reveals that computer screens were going to be animated. The engine still allows [[TXAN|animated textures]], but Oni only seems to use this feature once, for the 15-frame news broadcast on the giant screen in Rooftops. Animated textures would have brought more life to the environment, but at the cost of added memory -- especially for the smooth screen animations that the trailer displays at 0:16, 0:28, and 1:17, which each appear to be 30 frames long. Here's the first one:
The 1999 trailer also reveals that computer screens were going to be animated. The engine still allows [[TXAN|animated textures]] but, besides special effects such as fire, Oni only seems to use this feature once in the environment – for the [[:Image:TXMPNEWSGUY02.gif|15-frame news broadcast]] on the giant screen in Rooftops. Animated textures would have brought more life to the environment, but at the cost of added memory, especially for the smooth computer screen animations seen in the trailer, which appear to be 30 frames long. Here are all three of them, though the third appears to be a fuller view of the second:


[[Image:Animated computer screen 1 1999.gif]]
[[Image:Animated computer screen 1 1999.gif]] [[Image:Animated computer screen 2 1999.gif]] [[Image:Animated computer screen 3 1999.gif]]


----
----
==Video footage==
==Video footage==
*[https://www.youtube.com/watch?v=3vKJAZZWIxI Multiplayer at E3, May 1999]
See {{SectionLink|Videos|Public & TV footage}}.
*[https://www.youtube.com/watch?v=iiBE8N1auuo Multiplayer at Macworld NY, July 1999]
*[https://www.youtube.com/watch?v=HOmKXhZJ3b8 Multiplayer at Macworld SF, Jan. 2000]
*Multiplayer at E3, May 2000: [https://www.youtube.com/watch?v=yFQNu-r4TOc], [https://www.youtube.com/watch?v=Sc8crcxjfgM], [https://www.youtube.com/watch?v=8Wp3xqAD4xw]
*[https://www.youtube.com/watch?v=TaRjTYbUFNY Oni teaser video at Macworld NY, July 2000]
*Mid-development footage: [https://www.youtube.com/watch?v=FldpMSLhjIg], [https://www.youtube.com/watch?v=yFQNu-r4TOc]
 


[[Category:Oni history]]
[[Category:Oni history]]

Latest revision as of 20:15, 19 December 2023

This article focuses on differences in the assets of pre-beta Oni. See the Pre-beta features article for features removed from Oni during development.

Almost all available shots of pre-beta content are here, compared to final content when applicable. Most pictures are half-sized (click to enlarge).

Released levels

Decline in appearance

Fans have sometimes observed that earlier versions of Oni's levels as seen in pre-release screenshots and the 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:

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.

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.

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

Firing range
Pre-beta Now
CHAPTER 00 . COMBAT TRAINING.png Combat Training firing range.jpg
The training level was added in the final month of development. Apparently they took the screenshot for the splashscreen before the level was finished, because the plasma rifle and both types of ammunition are dumped unceremoniously on the floor instead of materializing on the desk (which does not appear to have been added yet).



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).

Pre-beta Now
CHAPTER 01 . TRIAL RUN.png Warehouse from splashscreen angle.jpg
The level changed after Bungie West took a screenshot as a basis for their chapter's title screen. 4 doors were removed, the others re-textured, many crates were added to the floor and upper side levels, and the forklift is higher now.



Musashi Manufacturing Plant

This one has evolved quite a lot.

The room with the "engines of evil"
ManPlant11.jpg ManPlant12.jpg
ManPlant10.jpg ManPlant13.jpg
There was more conventional warehouse machinery in here back then. "Balor" is a reference to Myth, still seen in Chapter 1 of the final game.


The foyer
Genesis Level2 10.jpg Genesis Level2 1.jpg
Pre-beta ManPlant 1.jpg
Pre-beta ManPlant 2.jpg
Genesis Level2 2.jpg
Genesis Level2 3.jpg Genesis Level2 4.jpg
Genesis Level2 5.jpg Genesis Level2 6.jpg
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.


An unknown area
ManPlant3.jpg Genesis Level2 9.jpg
ManPlant1.jpg ManPlant14.jpg
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.)
This room may in fact be unrelated to Musashi, despite similar-looking stairs.


Inner flyway and back of the building
Pre-beta ManPlant 3.jpg ManPlant4.jpg
Genesis Level2 11.jpg ManPlant15.jpg
Genesis Level2 12.jpg ManPlant5.jpg
ManPlant6.jpg ManPlant7.jpg
ManPlant8.jpg ManPlant9.jpg
The stairs lead up to the offices. More lightmapping here, adding volume to the barely-textured level.


The offices
Genesis Level2 13.jpg Pre-beta Office 3.jpg
Pre-beta Office 4.jpg Pre-beta Office 5.jpg
Pre-beta Office 1.jpg Pre-beta Office 2.jpg
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

This one has kept the same basic layout, but there were a few changes. The most distinct difference is the night-time setting.

Front gate
CHAPTER 03 . PUZZLE PIECES.png Vago Biotech front gate.jpg
The barriers around the police vehicles have been removed since the screenshot for the splashscreen was taken. This might have been in order to give Konoko room to ride her bike, but it seems like she had room to fit through anyway….


Lab at night-time
Genesis Level3 6.jpg Genesis Level3 7.jpg
Vago18.jpg Vago17.jpg
Vago3.jpg Genesis Level3 11.jpg
Pre-beta Vago Lab.png Vago11.jpg
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.


Foyer and SLD wing
Genesis Level3 8.jpg Genesis Level3 1.jpg
Genesis Level3 2.jpg Genesis Level3 3.jpg
Genesis Level3 5.jpg Genesis Level3 12.jpg
Genesis Level3 9.jpg Genesis Level3 10.jpg
There were stools for the scientists... apart from that, this wing is pretty much final.

(HERE is a redundant image that doesn't show much apart from floor tiles.)


Machines in the acid room
Genesis Level3 13.jpg Vago Lab acid machine.jpg
The final ones are much thinner, and the layout of the stairs and catwalks is different.



Vansam Regional Airport

The airport's entrance
Pre-beta Airport.jpg
This could be the "Arrivals" section (which is now completely empty).



TCTF Regional Headquarters

Parking lot
TCTF van.jpg
Genesis Level8 2.jpg Genesis Level8 4.jpg
Genesis Level8 1.jpg TCTF8.jpg
Some different vehicles. Different transition from the parking lot to the main building. Konoko's bike is parked nicely in the second shot, instead of laying on the floor.


Main entrance
TCTF2.jpg
Genesis Level8 5.jpg TCTF3.jpg
TCTF7.jpg TCTF12.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...


The "atrium" rendered in an editor
Pre-beta TCTF HQ.jpg TCTF0.jpg
Genesis Level8 6.jpg Genesis Level8 6-2.png
The elevator was between the two sets of ramps. Solid floors had a tiling pattern, and ramps were transparent.


The atrium, another version
Genesis Level8 9.jpg Genesis Level8 3.jpg
TCTF13.jpg TCTF14.jpg
TCTF15.jpg TCTF17.jpg
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.


Damocles
Genesis Level8 10.jpg TCTF11.jpg
Damocles 1.jpg
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. Note the Marathon logo on Damocles' chassis (an Easter egg).


Outdoors
TCTF1.jpg TCTF10.jpg
TCTF9.jpg TCTF4.jpg
TCTF HQ from magazine scan.jpg
The parking lot was more lushly lit on the outside. Now there's no light on the sidewalks. There used to be a lot more cars in the garage, too. The building used to have lettering on the outside reading "TCTF", which is clearest in the brightly-lit version of the level depicted in the above scan from an unknown magazine. You can also see the back end of the Syndicate van that crashed into the building; it also seems to be visible in the screenshot immediately before that one. (The design of the building was obviously in flux since some of the textures differ between those two screenshots.)


Misc.
TCTF5.jpg TCTF19.jpg
TCTF20.jpg



Atmospheric Conversion Center

Turbitt - ACC 1.jpg Turbitt - ACC 2.jpg
Turbitt - ACC 3.jpg Turbitt - ACC 4.jpg
Turbitt - ACC 5.jpg Turbitt - ACC 6.jpg
These shots are probably from the time when 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!



Regional State Building

Hardy once stated that RSB was the first building that Bungie completed. Apparently that is also why it's been through so many changes.

The foyer and lobby
Pre-beta RSB 1.jpg 1999 Trailer ID fight.jpg
RegionalState23.jpg RegionalState1.jpg
RegionalState4.jpg RegionalState25.jpg
RegionalState26.jpg RegionalState5.jpg


Upper floors
Pre-beta enigma 4a.jpg Pre-beta enigma 4d.jpg
Pre-beta enigma 4b.jpg Pre-beta enigma 4c.jpg
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 § Video footage), and was also described textually 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.


More upper floors
RegionalState18.jpg RegionalState19.jpg


Back hallways
RegionalState12.jpg RegionalState13.jpg
RegionalState14.jpg


Basement
RegionalState20.jpg RegionalState21.jpg
RegionalState22.jpg


Outside
Konoko runs from Iron Demon.jpg RegionalState10.jpg RegionalState9.jpg
RegionalState11.jpg RegionalState24.jpg RegionalState2.jpg
RegionalState3.jpg RegionalState8.jpg RegionalState7.jpg
RegionalState6.jpg RegionalState16.jpg RegionalState17.jpg
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.



Rooftops

Pre-beta Now
CHAPTER 10 . CAT AND MOUSE.png Rooftops towers.jpg
There used to be a set of stairs on the right tower which led down from what is now basically a sniper's nest, possibly connecting to the roof that Konoko comes from before she climbs the stairs that lead up to the left tower.
Turbitt - Rooftops 1.jpg
If this is the area that leads up to the roof where Konoko fights Mukade, it looks like the original plan called for a staircase, not an elevator. The overall flow of the level must have been different too, as the blocks that Konoko jumps up are missing from the area to the right of the floor that the staircase starts on. The buildings with the rounded and steepled roofs in the background are now in a different position with respect to the Mukade building. Perhaps a block of buildings was rotated for the final model.



TCTF Science Prison

The scanner
Pre-beta Science Prison scanner.jpg
New wall textures. Looks like the scanner's textures are actually higher-res than what we have now.


Security tower
Turbitt - Science Prison 1.jpg Turbitt - Science Prison 2.jpg
Turbitt - Science Prison 3.jpg Turbitt - Science Prison 4.jpg
Turbitt - Science Prison 5.jpg
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.



Syndicate Mountain Compound

Heart of the Sturmanderung Megacomputer
Pre-beta Now
Pre-beta Compound 1.jpg Compound 1.jpg
Pre-beta Compound 2.jpg Compound 2.jpg
1999 Trailer - Compound 1.jpg Compound 3.jpg
1999 Trailer - Compound 2.jpg Compound 4.jpg


Additional pics
Compound3.jpg Compound4.jpg
Compound8.jpg Compound9.jpg
Compound10.jpg Compound11.jpg Compound12.jpg
The basic layout of the room is the same, but it was much more crowded with "computers" and the existing catwalks were aligned differently.
Compound15.jpg
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.


The cargo bay with the Red/Blue tunnels and the hijacked truck
Compound7.jpg Compound6.jpg
Apparently the Syndicate is also in league with BLAM Transport Inc.! Another BGI front?

("Blam" was a Bungie in-joke as well as Oni's unexpected quit dialog in Windows.)

Compound14.jpg Compound13.jpg
Compound16.jpg
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.



Cut levels

When Oni first shipped, players poking around the 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):

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.

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

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, 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:

# Name BSL
05 The Airport Part Deux Airport_II
07 Obsolete
16 BGI HQ BGI
30 The Arena of Pain aop
31 Crossing Zone CZ
32 Pit pit
33 Crossing Zone Too CZ_II
34 Capture cap
35 Territories
36 Test_Stuff
55 AlexTestSite ats
66 Experimental_II
68 MARTY'S SOUND CORRIDOR
71 FiringRange SR
77 One Room
88 One Room 2
99 Test Barn II



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.



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 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.


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:

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.


BGI1.jpg BGI2.jpg
BGI3.jpg BGI4.jpg



Arena of Pain

MP arena 1-1.jpg MP arena 1-2.jpg
MP arena 1-7.jpg MP arena 1-3.jpg
MP arena 1-4.jpg MP arena 1-5.jpg
1999 Trailer - MP arena 1-7.jpg
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 § Video footage).


Arena of Pain 1.jpg Arena of Pain 2.jpg Arena of Pain 3.jpg
MP arena 1-6.jpg
In this area, 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.


2000 multiplayer demo
MP arena 3-1.jpg MP arena 3-2.jpg
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.



Crossing Zone?

Pre-beta Muro vs. Konoko.jpg Pre-beta Muro vs. Konoko 2.jpg
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.



Construction Pit (The Pit)

A giant playground where most of the 1999 trailer gameplay was recorded.

Up top
Pit1.jpg Pit2.jpg
Pit3.jpg


Down below
MP arena 2-1.jpg MP arena 2-2.jpg
MP arena 2-3.jpg MP arena 2-4 with Iron Demon.jpg
Pit4.jpg Pre-beta blood.jpg
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.


1999 Trailer
1999 Trailer - MP arena 2-05.jpg 1999 Trailer - MP arena 2-06.jpg
1999 Trailer - MP arena 2-07.jpg 1999 Trailer - MP arena 2-08.jpg
1999 Trailer - MP arena 2-09.jpg 1999 Trailer - MP arena 2-10.jpg
1999 Trailer - MP arena 2-11.jpg 1999 Trailer - MP arena 2-12.jpg
1999 Trailer - MP arena 2-13.jpg 1999 Trailer - MP arena 2-14.jpg
1999 Trailer - MP arena 2-15.jpg 1999 Trailer - MP arena 2-16.jpg
1999 Trailer - MP arena 2-17.jpg 1999 Trailer - MP arena 2-18.jpg
1999 Trailer - MP arena 2-19.jpg 1999 Trailer - MP arena 2-20.jpg
1999 Trailer - MP arena 2-21.jpg 1999 Trailer - MP arena 2-22.jpg
1999 Trailer - MP arena 2-23.jpg 1999 Trailer - MP arena 2-24.jpg
1999 Trailer - MP arena 2-25.jpg 1999 Trailer - MP arena 2-26.jpg


Wood rack
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 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.



AlexTestSite

We don't have any images that we can link to this level. The script for the level, found in the ats folder in some versions of Oni's IGMD, shows that this was a test level for Mukade's teleportation (with a comment referencing the "bamf" sound effect of comic book fame).



Miscellaneous mysteries

Pre-beta enigma 3.jpg Compound5.jpg
According to Alex Okita, the picture on the left was part of Manufacturing Plant, but "was cut out later since there wasn't any need to go in there".

The picture on the right has been attributed to Compound, but doesn't resemble anything in Compound or elsewhere.

Pre-beta enigma 1.jpg Pre-beta enigma 2.jpg
This looks like the Syndicate Warehouse or Atmospheric Conversion Center (interior), but doesn't match with the current versions of either.

Cut weapons

Genesis Level3 8.jpg
This now-extinct pistol was seen all over the place back when Bungie was taking pre-beta screenshots. This was the Shibume SH-40, a fully-automatic pistol that fired 10 rounds/sec.


Compound4.jpg Vago8.jpg
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 HERE, and a dot-only system can be seen in use HERE.


Early scram cannon 1.jpg Early scram cannon 2.jpg
The Iron Demon can be seen firing this weapon in the trailer at 1:25; 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) Scram Cannon.


Pre-beta Airport 2.jpg MP arena 3-2.jpg
Pre-beta enigma 6.jpg
This was some sort of energy weapon, firing small shots resembling lens flares which rotated as they flew. Note that the enemy is firing this gun in the last shot; Konoko merely wields an SMG.



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.



Altered characters

Some characters are considered to have declined in appearance since the 1999 trailer that was cut during Oni's development, particularly Muro:

1999 2001
Muro 1999.jpg Muro 2001.png

Besides the wardrobe change, his facial structure has been altered to make him, well, coyote ugly. When asked about Muro's redesign shortly after Oni's release, Hardy stated:

There were some issues with a few of the original characters, specifically the way they were modelled and textured. When Chris Hug[h]es got around to redoing them to remove sorting issues and correct their "physiques" (which is an 3D animation term relating to the way the vertices interact during animation) he often changed their clothes from the outfits Alex Okita originally gave 'em. Chris and Alex had what you might call a "friendly rivalry" in the art department ;^>



Cut animated textures

The 1999 trailer also reveals that computer screens were going to be animated. The engine still allows animated textures but, besides special effects such as fire, Oni only seems to use this feature once in the environment – for the 15-frame news broadcast on the giant screen in Rooftops. Animated textures would have brought more life to the environment, but at the cost of added memory, especially for the smooth computer screen animations seen in the trailer, which appear to be 30 frames long. Here are all three of them, though the third appears to be a fuller view of the second:

Animated computer screen 1 1999.gif Animated computer screen 2 1999.gif Animated computer screen 3 1999.gif


Video footage

See Videos § Public & TV footage.