Turns out I learned something important about the Pimps Assault Rifle. It actually IS more accurate because of one value that I missed: the Error Deceleration Rate. It's at a value of 0.1 seconds in Pimps and the March build, then 0.5 in Beta and Retail. I'll explain what this means. The Assault Rifle in H3 has a spread ranging from 0.1 to 3 degrees; very tight initially, then wide as hell. This weapons has an Error Acceleration Value of 0.5, meaning it takes half a second for the spread to go from min to max. With the retail AR also having an Error Deceleration Value of 0.5, it takes just as much time (half a second) for the weapon to go back to minimum spread when you stop firing. Since the Pimps value is 0.1, it takes a tenth of a second for the AR to go back to initial spread, making it way more accurate between bursts than in later builds. Ugh, I wish I knew this beforehand, kicking myself rn lmao
Damn, all the little tweaks bungie did are so fascinating, I really hope one day we can see you interview one of the OG devs or something, I’d pay to watch that.
It's okay, most nerds like me came to the comments 30 seconds into the video and read this. Thanks for all your hard work. You got yourself a subscriber and I want to see more on this series especially in Halo 1 and 2.
"Massively Multiplayer Pimp Simulation " isn't something I knew I wanted until I heard it. Any game that does that would be a shoe in for Game of the Year.
For those wondering why the High Ground rockets and shotgun were removed from and placed outside of the supply pods, the pods use an attachment system to spawn with those weapons inside them, and since the pods don't despawn/respawn, neither do the weapons once taken. This is also true for covenant and human weapon crates you see in campaign. They work there because campaign objects don't have to respawn the way MP stuff does. So as cool as it looks, weapon respawning would not have functioned properly which is why they changed it for retail.
I'm still biting my nails over the Digsite release (I'd prefer the actual Halo 2 build, but this will do). However, I'd love to see everything else as well, especially the other Earth segments from Halo 2 that we only got a glimpse of in 343's E3 demo stream.
we love halo so much and the community couldn’t be more happy this alpha build came out all these years later and who better to show it off then you this video will go down in history just like this series
My primary school Principal found out I was into Halo and started hyping me up for Bungie's new pirate game and I'm just now connecting the dots that she probably meant "Pimps at Sea" and didn't know the context. Excellent work as always!
These analysis vids really show how much detail, care, thought, and passion Bungie put into their games before release, and makes me appreciate their games more.
You've added a whole new meaning to "Stupid fucking Snowbound" by exposing that duplicate light glitch. Tbf the fact pretty much nobody had noticed that for 15 years until now gives Bungie a pass for not noticing themselves.
I remember playing the public beta and there's something about seeing Snowbound how it was then that brings back such a warmth glow of nostalgia. The early 360 days were special. I'd love to go back to a Halo 3 matchmaking lobby
Honestly, with some of this content, considering how much was taken from H2 (especially in weapon animations), I'd love to see a comparison with that game for some of this stuff in H3. This was really illuminating in demonstrating just how much of H3's sandbox was originally ripped from H2.
1:00:20 Something else I noticed, when you deploy the bubble in beta the generator is seen as an 'enemy' with red reticule. In final your own equipment will show green.
The scrapped third support weapon in Halo 3 is probably where Bungie will later get its inspiration from when making Heavy Weapons for Destiny and introduce its iconic three-weapon loadout. It's fascinating to find out the seeds to Destiny were planted this early and we are just discovering more information about Halo 3's development by the day. Imagine how different of a game Halo 3 would have played if sprint and the support weapons made it into the final release.
@@jasonbondar3yep because originally around the time of the Halo 3 ODST came out they were going to announce Destiny as their next game they were going to work on but it got pushed back and it ended up being reach during the development of Destiny 1 the placeholder models of the Guardians were reach models and some of the melee weapons were the golf ball gravity hammer
Anyone else notice 343i gave significant buffs to the H3 brute shot in the MCC? Its a 2-3 shot kill now with a slow/stun effect instead of 4-5 like it used to be.
You always put so much effort into these videos and they're always a really good watch. This deserves many more views and thanks for making my day with this upload.
Another fine analysis. I really liked how you extensively compared aspects of this build to later ones and detailed how they changed over time. I actually wouldn't mind if you did vids taking a weapon/vehicle and showing how they changed not just across games but across builds as well.
They might of done less detail for performance but also changed styles. The h3 Spartans are clean and sleek rather than ruff military in this build. The trailer and early mcfarlane figures had the paint detail you would see on painted military equipment.
This is why I love the Halo community because even though currently we don't have the best game creators us as a community decided to come back together and make some of the most beautiful mods , with a beautiful community , full of variety of decently beautiful personalities, also thank you vengeful vadam for good quality content , and thank you to anybody else reading hope you all have a good day, good luck, and may you all find peace in your domains
I adore in-depth analysis like this, so great job! It might be me, but I also noticed that player ragdolls appear to be weightier in some of the pre-release builds, or at least they behaved differently than they do now
I never noticed the thing with the Territories, but it makes a lot of sense that they changed it considering Forge would allow you to make your own Territories locations
Awesome video, still watching through it bit by bit, but i love seeing these pre release builds and all the love and time that bungie put into their games ❤️
You can find Dave’s binary in MCC in a specific spot on a map, I’m not sure what exactly does it but in 3 and Reach you can get random Binary on the corner that shows up and only in that spot, looking a specific way. Forge World in Reach on the Peninsula, iirc, and in 3 it’s on High Ground
You didn't mention it when going over the bubble shield, but the version of the bubble shield seen in the March 2007 build looks much more like the bubble shield seen in the December 2006 Starry Night TV spot. It's not a perfect match, but I'd theorize the CG version seen in Starry Night is from late-2006 concept art that was slightly altered by the time it was modeled in early 2007. I'd be curious to know if what inspired the final redesign in early-to-mid 2007, considering it takes a more Forerunner appearance and has massive ground spikes that justify why it can no longer move.
To me, the starry night design looked like the final design but without the tripod. I will say that I forgot to mention that the bubble shield in retail had an active animation 💀
@@TheVengefulVadam Ah, fair enough. Still, they certainly seemed to be uncertain with a lot of the specifics of the equipment. I believe I recall it being mentioned that they were ultimately unhappy with how equipment worked in Halo 3, hence the iterative changes with Reach -- I get the feeling many of the equipment changes weren't equally agreed upon and represent compromises. Great video by the way, I definitely see the love put into it!
Thank you vegetable vadam for coving the pimps of sea build. I was waiting for this video for a very long time. You said that you will make a video on march build too?(or as its called delta build )
1:33:50 IVE ALWAYS WONDERED THE STORY OF THAT. I would watch et tu brute that came pre installed on my xbox and would always wonder what that gun was and if it was a cut weapon or something
I had wondered why then talking about the bubble shield model from the March 8th build at 59:33, the Starry Night trailer [ ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MapTlW80f6Y.html ] wasn't brought up if comparisons were being drawn for the model used in the Pimps at Sea build. Upon further observation however, I realised that the models, while similarly pill-shaped, are ultimately very much not the same. A little bummed out to make that realisation lol, but it's still cool to see an alternative model that could have been used instead.
I have a hard for you! Can you find the Halo 3 announcement trailer tech demo that can be seen in the Halo 3 making of vidoc? The visuals were nuts. Totally could see UE5 pulling it off.
I recall staring far too long at retail's Snowbound while trying to do... something in Forge (I think remaking it?). Those duped light fixtures cased me so many headaches.
I haven’t even started the video yet, but it’s awesome that the prototype spnkr in the thumbnail looks like the gjallrhorn. (I don’t play destiny, I don’t know if I spelled it right)
@@strangegaming3060too bright, game devs likely wanted to replicate the sensation known as snowblind where your vision is greatly affected by sunlight reflecting off snow into your eyes. They just put a bunch of lights into sky box apparently. I'd say they succeeded since being snowblind in real life is just as annoying.
I think I and a lot of others would appreciate a guide on how to actually play Pimps at Sea as well as other Halo prototype builds. I’m a complete noob when it comes to modding, especially with Xbox consoles, so it might help if you could show people like me how to try out these early prototypes ourselves.
Back then, I had a friend that worked for microsoft. i was downstairs at his place playing games (often) on an xbox (always), he was in his office (usually). I kept seeing his tag pop with "pimps at sea" for almost a week. I kept going upstairs and asking him what the heck, and he never had a clue what I was talking about. Stopped asking, and about a week later he calls me up. Turns out, they sent him a copy due to his multi-player stats on halo 2. He handed it to his son, and 10y.o. kid went ham, amd dad didnt know it had the working title. Diabolical if you ask me. The stats were because the kid was playing in dad's account the while time. Handing him the alpha was handing it directly to the perfect tester. I can't remember what dad sent back up the line, they were not huge obvious changes, but they were indeed implemented into the real game, amd were mostly multi-player related.
It’s honestly a conundrum. Tag values were the same as retail AR’s, but it FELT better to use in Pimps. Might have been hit reg or the tracers being more visible in the older build.
Ok yeah, it is more accurate. I missed a value; error deceleration rate. It was 0.1 in Pimps and March build, 0.5 in Beta and Retail. Basically means it stays closer to its minimum spread value for longer when burst firing than in final.