Halo 2: Uncut Episode 3 (Cut Content Restoration Mod)

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ah salutations and Welcome to our third installment of Halo 2 uncut our next chapter takes us to Delta Halo and the many Secrets hidden within it that were lost to time the missions that will be covered today will include Delta Halo regret sacred icon quarantine Zone grave mind and finally uprising this will also include brand new content across the whole mod such as new weapons and vehicles which I'll cover in this video as well with all that said let's begin [Music] update 0.8 of Halo 2 uncut introduces a brand new set of content with a noticeable new addition being the HUD it's styled off of one of the multiplayer builds shown off at E3 2004 with the HUD and a Halo 1 style layout and a unique design for the shield bar big shout out to alt Sierra 117 for Designing the HUD from the ground up make sure to subscribe to them their pre-release mods are some of my favorite mods of all time another asset from alt Sierra is the new brood shot this rendition of the weapon is a culmination of its E3 2003 demo appearance and used many of the weapon stats seen in the Halo 2 private multiplayer Alpha in the E3 demo The Brute shot appeared to fire non-explosive almost electrical bolts at their targets which has been fantastically recreated by Alt Sierra as for the stats from the alpha The Brute shot holds a staggering 60 spare ammunition with a small caveat being a noticeably slower fiery the most significant sandbox change however comes with the inclusion of three brand new Sentinel weapons keep in mind that a lot of how these weapons work are speculative due to the lack of existing tag data but the existence of these weapons can be proven in a few ways the first is the Sentinel Needler which is based off of The Sentinel enforcer's needle weapon it can track like the Covenant Needler but it doesn't have the ability to cause super combined explosions that being said the extremely high volume of fire makes up for it there's actually existing HUD assets for the Sentinel Needler consisting of a pickup string a weapon schematic and a Crosshair in a halo.bungie.org forum thread there's a comment string talking about the one Sentinel on quarantine Zone that uses a covenant Needler David canland or evil Auto as he's called online is a former bungee employee known for his user interface and user experience work and he responded to this HBO Forum thread revealing some interesting facts about the Sentinel Needler initially confusing the quarantine Zone Needler Sentinel with the cut variant he talks about how there used to be a variant of Sentinel that fired red needles at their targets and the weapon it used was a sentinel beam that shot out the aforementioned projectiles I opted to recreate this variant of Sentinel for Halo 2 uncut using the same colors that I gave to the Sentinel Needler weapon now allow me to clarify something The Sentinel Needler that I've been talking about has absolutely zero correlation to the Needler using Sentinel in quarantine Zone the latter is the result of an oversight when a mission designer accidentally gave the Sentinel a Needler when it should have had The Eliminator beam or the blue Sentinel beam variant meanwhile the former is once again a cut Sentinel variant that didn't make it into the final game moving on we have the Sentinel grenade launcher it too has its own Crosshair pickup string a weapon schematic in the HUD but there's no other data that we have access to or any other interviews relating to it so I had to do some guesswork for this one I assumed that the Sentinel grenade launcher if the weapon ever existed in tag form used a projectile similar to The Sentinel enforcer's Rockets so it made another Sentinel beam variant that shot these Rockets the last new Sentinel weapon is the Sentinel enforcer's charged Bolt before I continue with this weapon though I'm going to take a bit of a detour to send no enforcer along with its Needler and Rocket weapons has a pretty obscure third weapon called The Enforcer beam which can only appear once the enforcer's other weapons have been shot off it's essentially an invisible Sentinel beam but the charged bolt has nothing to do with this weapon unlike the Sentinel Needler and grenade launcher the charge bolt does not have a pickup string associated with it but there's one bit of evidence that proves this weapon's existence in the AI generic character tag in both the weapons and firing pattern properties box exists an invalid weapon tag reference that would have pointed to the Sentinel enforcer charged Bolt other than that there's absolutely nothing else to go off of regarding how the charge bolt would have performed so I took creative Liberties here it uses a charge up trigger Behavior which then shoots out a highly concussive blast it can be used to both Rocket Jump and launch objects with considerable Force the charging and firing sound effects were made by Neo tiika which were used for the CE plus gravity rifle please check his stuff out he's a phenomenal musician that deserves a lot more recognition foreign the charge bolt replaces The Sentinel enforcer beam coming its new fallback tool once a needlers and Rockets are destroyed while the new Sentinel aggressor variant wields a sentinel Needler the other two new Sentinel weapons can be found by killing Sentinel enforcers if you shoot off the enforcer's weapons the actual modified Sentinel beams themselves fall off of the unit and can be used by the player although you need to kill the enforcer to gain access to the chargeable which is internally built in moving away from weapons the new vehicle introduced in update 3 is the Specter it's akin to its beta counterpart in terms of performance it has a turret that's noticeably less accurate than its final counterpart with a maximum spread of 2 degrees as opposed to the final game zero however there's one other difference with a specter that I only just found out recently turns out that the Specter was planned to have a window shield on the vehicle's hatch fun fact if you ever wondered why this area of the Specter blocks off projectiles in the retail game it's because this region was meant to be covered with the window shield you just don't see the source of the hitbox because the shaders aren't visible the last new piece of content I want to cover for this chapter is a variant of the flood carrier form with a jackal Shield slapped onto its face these act as the major rank for flood carriers starting with sacred icon in Halo 2 uncut killing shielded carriers will reveal a brand new pickup a usable Jackal Shield what you're seeing is actually an unused first-person model for the Jackal shield and this pickup was meant to only be usable through dual wielding meaning left hand usage only a unique aspect of the Jackal Shield is a usable weapon is its ability to block incoming projectiles although getting it to work can be pretty tricky considering most weapons have spread if enough damage is taken for the shield The Shield will eventually break deleting itself from your inventory Mr Monopoly pointed out some unused content that I missed on Metropolis in the Park area near the catch skull there's a dead Marine next to a sniper rifle in rocket launcher a little further up when the Scarab appears again there's a stack of crates that narrowly avoid getting stomped on by said Scarab lastly on outskirts user OK set up the medic marines that are going to appear at Hotel Zanzibar [Music] we have arrived to Delta Halo and we're ready to uncover its secrets like with the past couple of missions there's a script document depicting an older version of this setting named Delta Temple however the events that transpire in this rendition of Delta Halo scripts are so different from what we have in the final game that I'm convinced that it's for a completely different level entirely a level that uses the Delta Halo theme but is built nothing at all like what we have for the levels Delta Halo and regret for instance this mission was meant to play like a stealth sequence with the chief dodging as many of the Covenant as possible in an attempt to get to the prophet there's even a specific Communications Grant That'll sound an alarm to alert the profit which would supposedly make it harder for the player to reach the profit later other notable events include a second profit showing up followed by the player escaping in what seems to be a phantom Dropship nothing within the script document is remotely possible to recreate in the versions of Delta Halo and regret that we have in fact in the 2018 pre-release live stream the 343 was hosting they briefly played what could likely have been the original Delta Temple Mission and the level geometry present does not exist in the final game so for the pieces of cut content that I'll cover for this level it'll be from the main script document immediately upon Landing with your ODST allies there's a bunch of extra Elites that spawn right on top of you there's two that come from the Rocks immediately in front of you and two more that approach from The Temple at the drawbridge area quite a lot of things were cut here for starters there's some extra enemies in this area two grunts on the roof one that spawned next to one of the shade turrets at the front of the building an elite towards the front a trio of groins that follow the jaggles to the split rocks and a squad of an elite Grunts and jackals at the rear of the building if that wasn't enough after clearing out the ghosts that spawn here a phantom comes in to drop off another pair of ghosts there are two possible spawn points for this Phantom followed by two possible Landing sites that the Phantom can choose which would have made a lot of playthroughs in this area unique experiences after flipping the switch inside the Pelican that drops off your scorpion arrives but it's being chased by a pair of banshees we won't see more cut content until we get closer to the entrance of the Temple at the end of this Gorge there's a pair of Jetpack Elites followed by a squad of buggers that attack you from above shortly after that a pair of banshees swoop down to attack you as well a funny thing that I discovered is that two of the spawn points for the buggers are completely blocked off by this large tree meaning they were likely placed here before the tree was modeled in in the next area there's an unused voice line from Cortana that triggers when driving underneath the temple entrance the trigger volume associated with this line is kind of strangely placed it's in the correct spot since Cortana is referring to the wreckage here underneath the temple entrance but it's possible to skip that area entirely and continue through the interior section up until you hit the trigger now her line makes even less sense looks like a landslide has blocked the main Passage at the waterfall section there's a cut grunt that charges through the small cave here and at the edge of the cliff there's a cut sleeping grunt there's also an extra Jackal sniper placed in this area as well the biggest change here however is the inclusion of a fandom that drops off more Elites and jackals and there's even dialogue associated with it Phantom stay out of sight Phantom at the end of this section there's two extra Jackal squads that appear here O2 is a squad that spawns normally in retail but 01 and O3 are the cut squads there's a small grunt Squad further down the crevice as well finally inside their room with a regrets hologram there's an unused Squad of grunts that accompany the honor guards next up is regret and our first difference is actually an oversight fix which is something I don't normally do with this mod keen-eyed players will notice that during the opening cutscene the player's biped is still barely visible towards the left corner of the beginning scene this is actually a legacy oversight happening on the original Xbox version as well however there's an unused pair of flags in the scenario that were supposed to serve as markers for the biped to teleport to during the opening cut scene the issue is that the mission designers forgot to write out the script to have the bipeds go there so me fixing this oversight is actually within the realm of re-adding unused content into Halo 2. we won't see a change until we board the first gondola a phantom does a flyby on top of our Gondola and drops off troops at the elevator Cortana has an unused line of dialogue unless you'd prefer to swim there should be an elevator followed by another shortly after the ride out there look more ruins inside this room two extra Honor Guard sword Elites followed by a whopping four extra Jackal snipers spawn in here there's also a new variant of hunters specific to this one room the energy shielded Hunter a whiteboard drawing of the Delta Halo missions showcases a planned encounter for shielded hunters in the underwater section of the level not only that in the Hunter's model tag exists unused Shield parameters such as a custom impact tag and even Shield hit point values for the biped I doubt 20 Shield hit points would have been the final value since Shield points on the model tag usually differ from those scene in character tags but consider we don't have any Haunter character tags with Shield values I'm sticking with the 20 points for now until new discoveries are made in the next hallway a squad of buggers were placed to appear here alongside the invisible Covenant troops and more bugger reinforcements would appear across the hall after killing the initial Squad you can actually see this cut Squad of buggers in the Halo 2 behind the scenes documentary at the second gondola right before boarding it a squad of Jetpack Elites and buggers show up to harass you nothing exists of the squad besides a small footnote in the mission script saying the aforementioned enemies were planned to appear here so the encounter itself is speculative the final boss encounter offers some unused dialogue from Cortana declare that beam I don't think you'll survive a direct hit the same technology to monitor use the password saved the best toys for themselves the ending to regret plays out much differently instead of immediately transitioning to the cutscene after killing regret the player has to exit the temple themselves fighting other Covenant troops that are either fleeing the scene or attempting to make it into the building once you step outside the cutscene will trigger [Music] the next batch of arbiter missions have their own fair share of cut content starting with secret icon the first change is the introduction of a brute Ally we're earning into the grunts and jackals there wasn't any evidence of this to happen but the reason I did this was due to the existence of unused friendly brute dialogue that you never hear in a normal playthrough of Halo 2. if you wish to remain in the pack stop everyone eat chocolate milk approaching the first enforcer reveals a cut squat of jackals fighting the large Sentinel there was originally going to be eight locks holding the gondola in place as opposed to four while there's no real way to recreate that without remodeling the entire room there's still a leftover line of dialogue from Tartarus relating to it four locks to go at the end of the gondola there's an extra Sentinel emitter placed near the top of the room in the corridors where you hear Marines on the radio there's a group of human combat forms attempting to climb up these walls but they're launching high up into the air this is actually not the intended effect and it would have worked properly had this mod been played on the original Xbox version did this Deport introduced a bug with both the human combat forms and indirectly the cut flood Juggernaut that prevents them from properly climbing over a Cliffside after passing the exterior section and making your way back to the darker Bridge area in the second room there's a damaged enforcer that's trapped between some columns right before falling into the slide there's a cut squat of five Sentinels that fly in to attack you outside the elite drop pods that arrive spawn in a slightly different manner instead of four pods dropping at the same time the two right in front of you dropped first as you get near the Sniper Tower the other two drop in along with an extra pod that goes unused in the base game the final firefight sequence is mostly the same with one notable exception the flood juggernaut there's lines of dialogue between one of the spec Ops Elite allies and the commander leaders while there's no unused Squad entry for the Juggernaut there's a leftover AI order that would have commanded a flood Juggernaut to move past these white spaces on the floor these spaces are firing positions that AI used a Pathfinder on a given space and attack nearby Targets quarantine Zone immediately starts off with a rather strange cut line of dialogue forward Warriors that fear not pain or dead or those who fell before us I'll follow when I reinforcements arrived remember in the opening of The Arbiter level with a spec ops Commander would say something to raise morale then the elites under him would follow up by saying something in unison the blood of our fathers on the blood of our sons we swore to uphold the covenants this was going to be sort of a stick for him and his Elites going through the first set of doors reveals two turret flood that engage both you and the surrounding Sentinels there's three possible locations for these turret flood to spawn randomizing this encounter each time it's triggered one of your Elites has a cut line of dialogue here's a piece of cut content that I've been saving for quarantine Zone Halo 2's mongoose since the elite animation set is the only one in the game that actually pertained to the Mongoose driver animations I opted to throw a couple of these on the level so players can zoom through the stage with them going to the first exterior section reveals a pair of juggernauts climbing out of a hole with accompanying Ally dialogue no spotted prepare yourself it's when we get to the three wraith section that we experience a piece of cut content that I found to be one of the most interesting for this Mission looking through some old whiteboard drawings for quarantine Zone there was going to be chunks of flood crust that would act as spawning areas for flood juggernauts the crust themselves were supposed to not only be randomly placed but also have multiple conditions be met besides just passing trigger volumes so I wrote a bunch of scripts down that randomly picks between two pilots of flood goop and it can either be manually destroyed by the player or the enemies that spawn near the crust have to be destroyed which will then detonate the crust on their own at the Sentinel Factory's crash site two flood turret users as well as an extra Rave are placed in this area a pair of juggernauts spawn in the next exterior section while another Juggernaut comes out of a large vent in the Next Room the post Factory section has a juggernaut finding a squad of Marines and the spec ops Commander has a comment about this where the commander arrives with the Specter the Phantom was planned to also come with two ghosts as well another one of those Commander schtick lines plays too this ring has been defiled but we will wipe the fleet going back to the Whiteboard for a second the flood cross that I mentioned earlier were also meant to serve as roadblocks for the player to shoot through so at the entrance to the next area I placed two crusts that need to be destroyed in order to progress the hallway towards the gondola was going to have an enemy encounter here with a bunch of flood forms charging at you from the gondola itself any Elite Ally still present would join the fight alongside you to take them on during the gondola ride carrier forms were also meant to take part of the assault on your platform right before the part where the gondola begins moving upwards there's an extra Squad of flood forms that were meant to jump onto your platform problem is your Gondola is moving so fast that a lot of them don't make it on hence why they were cut during the platform's ascent a bunch of flood forms are planned to attack you from above including two squads of unarmed Elite combat forms and even a juggernaut one of your Allied Elites comments on this parasite intends to attack from above prepare yourselves yeah a juggernaut take cover at the rim of the elevator another Squad of combat forms jumps on and once you reach the top floor and make your way to the library a bunch of carrier forms drop down from the ceiling and explode on impact [Music] grave mind is admittedly pretty light uncut content but what is here is interesting nonetheless during the initial Skirmish in the council chamber an extra brute will spawn on the pedway on easy normal and heroic this extra brute was meant to serve as the non-legendary replacement for the brute captain that appears here once the battle is over a nav Point activates on one of the pedestals near the door put me down on that camera those prophets truth and mercy they have the index and are definitely planning to use it you've got to stop them let me get those doors go it'll be easier to track the index if I stay in the network after rescuing the Marines from their cells and going back up the lift two brutes will flank you and your allies with one on each side this next part with a light Bridge plays entirely differently Cortana has some moral takes for her lines of dialogue here the Covenant just destroyed two of their own ships and I'm hearing reports of small arms fire throughout their Fleet right before the bridge a squad of buggers will attack you from above and two brutes will travel along the light bridge to attack you as well the bridge itself becomes disabled by the Broods and Cortana has to turn it back on well I bring it back online slip space rupture it's in Amber clad Chief there were no humans on board it was filled with flood whatever that flood creature was it had damn good aim power restored go ahead chief we won't see any more changes until the final battle in the mausoleum there's a shade turret that spawns inside this room choosing between two different spawn points there's also a squad of buggers that descend from the ceiling to engage the elites funnily enough these buggers actually do spawn in the base game problem is they're spawning inside of a kill box placed at the top of the map so they die instantly if you're quick enough you can actually see these buggers falling to their debts in the normal version of this encounter the last part of this Skirmish ends a bit differently after the last three Elites show up there's two more waves of both brutes and buggers that you have to fight before proceeding to the ending cutscene the last level that we'll be going over today is Uprising and the first thing you'll notice upon entering this mission is a damn Scarab beneath you in one of the storyboard revisions for the Delta control room segment of Halo 2 it depicts two scarabs guarding the entrance to the control room there actually is a leftover scenery object version of the Scarab that was pre-placed by Bungie near the control room entrance which would have been used for the ending cut scene most likely its object name is mentioned one time in the Cinematic script document but there's no calls for it to spawn or play any specific animations there's a couple of cut brute lines that are spoken here doing things fruits have betrayed us the counselors idiots the elites that come to your 8 here were originally meant to be stealth Elites rather than spec ops there's alternate variants of dialogue from the two Elite voice actors for the lines spoken in this scene tell it so much for a stealthy events there are more boots to kill long have I waited for this a little while later in the room with a big drop a squad of buggers would ascend from below and attack you it's the outdoor portion where things get really interesting instead of the jackals that spun alongside the brutes here it's a squad of buggers that fly over the ridge to reinforce them after the brutes and buggers are killed one of your Elites notice the scarabs below and says this let's not make ourselves a phantom then flies in and drops off a squad of brutes and a jackal sniper shortly after killing a few of the Covenant troops a shadow drives up and drops off even more reinforcements showcasing that brutes too have animations for this vehicle as the Covenant forces get thinned out two Speck obsoletes on top of the cliffs provide ranged fire support then drop down once the area is clear When approaching the last area of the mission a surprising enemy comes out a brute with a rocket launcher yeah it's right here in the script document a brute with a rocket launcher two extra Elite insertion pods come alongside the original two totaling four Elites coming down to Aid you on the other side of this area a phantom flies into a gauge the player if you happen to kill the two raids before the Phantom showed up it'll be carrying two ghosts I'll conclude this chapter with this modified ending cut scene all right and that wraps up this installment of Halo 2 uncut stay tuned for the next chapter of The Saga which will cover the final two missions of the campaign this is going to take a considerable amount of time to make so stay tuned for updates if and only if you enjoy this video hit the like button leave a comment about your thoughts on all this pre-release content subscribe for more Halo content from this Channel and make sure to hit the Bell icon to never miss an upload I like to thank I sanghilizo it to your Patron Tomi slav as well as counselor tier patrons Andy basic toast konor Daytona C3 Sabertooth ghost Slayer Joshua Fisher just larm Kyle diehlman rad Mayan Scatman Sean T synonymous hooligan the cave potato tombach's and UNSC shooter this is the ventral of Adam always remember that you matter more than you think you do and I'll see you on the great journey [Music] [Music]
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Channel: The Vengeful 'Vadam
Views: 49,847
Rating: undefined out of 5
Keywords: halo, halo 2 cut content, halo 2 beta, the vengeful vadam, halo 2 artifacts, halo 2 mod tools, 343, halo 2, halo infinite, halo mcc mods, halo mcc, halo mcc pc, halo mod, halo cut content, halo 2 mod, halo 2 uncut, halo 2 uncut mod, halo two scarabs, two scarabs, two scarabs i repeat two scarabs, i count two scarabs repeat two scarabs, i count two scarabs
Id: 6IRw1S5DO1c
Channel Id: undefined
Length: 30min 1sec (1801 seconds)
Published: Tue Oct 25 2022
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