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User:Teflon/hl1page
This is a sub-page of User:Teflon.
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Contents
E1M1
E1M1 is one of the two Episode 1 levels that can be selected in the "New Game" menu.
The first two levels contain mostly minor differences, but the enemy layout in the third level diverges heavily from the final game. Compared to the final game, the third level is almost devoid of enemies. Two architecture changes can also be found in the third level; one minor, one major.
The CamBot enemy appears far fewer times than he does in the final E1M1 as well.
E1M1a
| Prototype | Final |
|---|---|
A CamBot was added to the starting area.
| Prototype | Final |
|---|---|
Toshiro Ebihara's body is missing in in this prototype.
| Prototype | Final |
|---|---|
The body near the Ion Blaster was moved to be away from it and the Ion Blaster itself was moved further right in the final game.
| Prototype | Final |
|---|---|
The truck in the intro is absent and a rock dividing the bridge was added to the final game, presumably for performance purposes.
| Prototype | Final |
|---|---|
The particles near the tree were changed to be round green sparkles and a Cambot was added.
| Prototype | Final |
|---|---|
A Protopod was added near the tight hallway.
| Prototype | Final |
|---|---|
A Froginator was added to the top of the split waterfall.
| Prototype | Final |
|---|---|
The secret area containing the Chromatic Armor was changed so that the armor is at the end of a small cave system instead of being right past the waterfall. The armor's position was also changed so that it isn't clipping into the cave.
| Prototype | Final |
|---|---|
The damaged sign is where the last Protopods are in the October 1999 build, but was moved to the right of the split waterfall in the final game.
| Prototype | Final |
|---|---|
A strange floating rock can be found on the opposite side of the Chromatic Armor secret in this prototype. It was removed in the final game.
| Prototype | Final |
|---|---|
The last Protopods are missing in the October 1999 prototype.
E1M1b
The Thunderskeet sequence does not work properly in the prototype. The alarm will sound and the bridge will be damaged, but no enemies will come out. This isn't a problem, as the bars that prevent the player from proceeding until the Thunderskeet is killed do not exist in this prototype.
| Prototype | Final |
|---|---|
The Froginator was replaced with a Goldensoul.
| Prototype | Final |
|---|---|
Just past the first RockGat is a second one. It appears to be slightly bugged, as it rises up, but cannot fire. It, along with two Medkits to the right of it, were removed in the final game.
| Prototype | Final |
|---|---|
The gate that closes when the alarm is triggered in the Thunderskeet arena does not exist.
| Prototype | Final |
|---|---|
Another Cambot was added to the Thunderskeet arena.
| Prototype | Final |
|---|---|
The bars that lock the player out of leaving E1M1b until the Thunderskeet is killed are not in this prototype.
| Prototype | Final |
|---|---|
Fruit and a Froginator were added to the left side of E1M1b's last room in the final game.
| Prototype | Final |
|---|---|
The area past the exit trigger has enemies in this prototype, but not in the final game.
| Prototype | Final |
|---|---|
There is a Froginator at the corner to the Goldensoul in this prototype. He was removed in the final game.
E1M1c
The entrance to the Thunderskeet room will not close once the player goes through it in the prototype.
| Prototype | Final |
|---|---|
Three frogs were added near the power box. Of note is that the power box does not open the door when destroyed, forcing the player to use noclip to proceed.
| Prototype | Final |
|---|---|
Four Roboskeets were added.
| Prototype | Final |
|---|---|
Two Froginators were added near the start.
| Prototype | Final |
|---|---|
The Froginators past the door are absent in the prototype.
| Prototype | Final |
|---|---|
Almost all of the Roboskeets in the final game's hallway are missing in the prototype.
| Prototype | Final |
|---|---|
The Roboskeets in front of the door do not exist in the October 1999 build.
| Prototype | Final |
|---|---|
The secret area to the right of the door is missing in this prototype.
| Prototype | Final |
|---|---|
The base area is completely devoid of enemies in the October 1999 build.
| Prototype | Final |
|---|---|
Two Froginators were added just past the door to the elevator. The floor where the Froginators would be was changed from a mesh floor in the October 1999 build to a concrete floor in the final game.
| Prototype | Final |
|---|---|
Two Cambots were added in the final game.
| Prototype | Final |
|---|---|
A Robocrox was added just in front of the door in the final game.
| Prototype | Final |
|---|---|
The Thunderskeet room is almost completely devoid of Protopods in this prototype.
| Prototype | Final |
|---|---|
More missing Protopods.
| Prototype | Final |
|---|---|
The Protopod disappearance continues.
| Prototype | Final |
|---|---|
A Froginator in front of the curved area was removed in the final game.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
A Roboskeet was replaced with a lot of Protopods.
| Prototype | Final |
|---|---|
The elevator that leads out of the Thunderskeet is missing. This is because the entrance to the Thunderskeet room does not close in the October 1999 build, letting the player freely leave it at will. Since the final game closes off the entrance once the player enters it, an elevator was added to let the player get back into the main area.
| Prototype | Final |
|---|---|
A Froginator was removed in the path that lead to the secret Goldensoul in E1M1b.
| Prototype | Final |
|---|---|
The Froginator that was removed near the Goldensoul in the final E1M1b is also in the copy of the area seen in E1M1c. He, like his E1M1b counterpart, was removed in the final game.
E1M2
E1M2 exists in the prototype's files, but can only be accessed with a console command.
This version of E1M2 is all in a single level, unlike the final E1M2 and most of the levels in the prototype. It appears that the levels were broken up into smaller chunks late in development, and E1M2 was not given this treatment when the prototype was compiled.
The level design is much closer to the final E1M2 than in the previous prototype, but an element or two from the 0.10 E1M2 that were changed in the final game can still be seen in this version. The level lacks neutral NPCs as well. Enemy placement is much more sparse than it is in the final game.
| Prototype | Final |
|---|---|
Three Roboskeets were added near the start of the level.
| Prototype | Final |
|---|---|
The green pipe room is completely devoid of enemies and NPCs in the October 1999 prototype.
| Prototype | Final |
|---|---|
An extra piece of land was added near the Froginator past the door in order to give another Froginator some room.
| Prototype | Final |
|---|---|
Two Roboskeets were added to the final game.
| Prototype | Final |
|---|---|
The fan area above the entrance to the elevator lacks Roboskeets.
| Prototype | Final |
|---|---|
A strange barrier is in front of the raised land with the Sludgeminion in the October 1999 prototype. It was removed in the final game.
| Prototype | Final |
|---|---|
A wandering Sludgeminion was replaced with a Robocrox, two Froginators, and a Roboskeet.
| Prototype | Final |
|---|---|
Two Froginators were added to the water underneath the elevator.
| Prototype | Final |
|---|---|
The elevator's design is quite different in the prototype. The prototype elevator's wall is very low in the prototype, letting the player easily jump into the water below. The fianl game raises it so that the player can't bypass it so easily. A Roboskeet was also added into the elevator in the final game.
| Prototype | Final |
|---|---|
A Roboskeet was added above the end of the elevator path.
| Prototype | Final |
|---|---|
A Froginator was added to the small path that connects the water areas.
| Prototype | Final |
|---|---|
A Froginator in the water underneath the switch area was replaced with two Robocrox and some fruit.
| Prototype | Final |
|---|---|
The Skinnyworker NPC on the walkway to the switch is missing.
| Prototype | Final |
|---|---|
The only thing near the switch in the October 1999 prototype is a Froginator.
| Prototype | Final |
|---|---|
A Roboskeet was added to the secret shaft leading to the Goldensoul.
| Prototype | Final |
|---|---|
The hallway past the door that must be opened lacks enemies.
| Prototype | Final |
|---|---|
The sideroom containing the worker NPCs, the Hosportal, and the secret area underneath it are missing in the October 1999 prototype.
| Prototype | Final |
|---|---|
The Skinnyworker just past the door and the Sludgeminion in the water pipe room are not in the October 1999 prototype.
| Prototype | Final |
|---|---|
The second Froginator in the room was moved away from where it was in the October 1999 prototype, possibly to make room for the Sludgeminion.
| Prototype | Final |
|---|---|
The Protopods to the right of the switch room in the water pipe area are absent. A Medkit above the switch room is missing as well.
| Prototype | Final |
|---|---|
A Froginator was replaced with three worker NPCs in the switch room.
| Prototype | Final |
|---|---|
The two Froginators near the collapsing pipe section are missing.
| Prototype | Final |
|---|---|
The Ultimate Gashands to the side of the collapsed pipe is missing.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
The October 1999 prototype contains two Froginators that were moved to different areas in the final game.
| Prototype | Final |
|---|---|
Three Froginators were added to the pipe at the start of E1M2b in the final game.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
The secret room with the Shotcycler is almost devoid of Sludgeminions. There are only two Sludgeminions in the prototype; one moving and one stationary.
| Prototype | Final |
|---|---|
The Shotcycler in the secret Shotcycler is a Sidewinder in the prototype.
| Prototype | Final |
|---|---|
The Power boost item is missing in the Shotcycler room.
| Prototype | Final |
|---|---|
The Dopefish room is missing. There is no room for the Dopefish room either, as the elevator room to the first switch room occupies part of where the Dopefish room would be.
| Prototype | Final |
|---|---|
The Protopods in the pipe room are missing.
| Prototype | Final |
|---|---|
More absent Protopods in the pipe room.
| Prototype | Final |
|---|---|
Protopods: Have you seen me?
| Prototype | Final |
|---|---|
The Sludgeminion lacks his two Froginators and Protopod buddies in the October 1999 build. He was moved a little bit to the left in the final game to make room for the Froginators.
| Prototype | Final |
|---|---|
The Roboskeets are missing in the waterfall area past the pipe room.
| Prototype | Final |
|---|---|
The door past the waterfall area lacks Roboskeets as well. The door texture is a grate in the October 1999 build, but was swapped to a more appropriate texture in the final game.
| Prototype | Final |
|---|---|
Two Froginators were added at the start of the underwater portion in the final game.
| Prototype | Final |
|---|---|
The two Froginators near the spinning device are missing in the October 1999 prototype.
| Prototype | Final |
|---|---|
A box of C4 ammo was added in front of the grate in the spinning device room in the final game.
| Prototype | Final |
|---|---|
The room past the spinning device room is much closer to how it was in the 0.10 build. It even has the Sludgeminions that pop up.
| Prototype | Final |
|---|---|
The Roboskeets near the exit were removed in the final game.
| Prototype | Final |
|---|---|
A Roboskeet and Sludgeminion were added past the door.
| Prototype | Final |
|---|---|
A Sludgeminion was added past the corner in the final game.
| Prototype | Final |
|---|---|
A whopping four Sludgeminions and two Roboskeet were added to the long hallway in the final game.
| Prototype | Final |
|---|---|
Three Roboskeets and two Sludgeminions were added near the ramp.
| Prototype | Final |
|---|---|
Three more Sludgeminions were added near the entrance to the blue room.
| Prototype | Final |
|---|---|
Three Roboskeets were added near the two Froginators in the final game. (add the pic you dumbass)
| Prototype | Final |
|---|---|
The ladder secret near the end are missing.
| Prototype | Final |
|---|---|
Six Protopods and a Sludgeminion were added to the blue room.
| Prototype | Final |
|---|---|
A Sludgeminion near the elevator was added in the final version.
| Prototype | Final |
|---|---|
The area near the last elevator lacks two Roboskeets and the dripping water particle effects in the October 1999 build.
| Prototype | Final |
|---|---|
The skinnyworkers and the Protopods on the left side of the final room are absent in the October 1999 build.
| Prototype | Final |
|---|---|
The left screen on the console used to trigger the level's end is not grey in the October 1999 build.
E1M3
E1M3 is the second of the Episode 1 levels that can be selected with the "Start Menu" option.
Like E1M1, it is split into multiple levels, like in the final version. The level design is very close to how it is in the final, with only two major architectural changes made in the final game and a missing objective at the very end of the mission. The amount of enemies received a buff, but not as much as other levels have.
E1M3a
| Prototype | Final |
|---|---|
The area with the Skinnyworker at the start has a red light near it. It was removed in the final game.
| Prototype | Final |
|---|---|
A Guard was replaced with a Power boost.
| Prototype | Final |
|---|---|
A Guard in front of the door to Cellblock 1 was removed and the Ion Blaster to the right of the door was replaced with two boxes of ammo for the Ion Blaster and one box of C4 ammo.
| Prototype | Final |
|---|---|
An Inmater is right past the door to Cellblock 1 in the October 1999 build. He was removed in the final game.
| Prototype | Final |
|---|---|
The Inmater the farthest away from the player is stationary in the prototype. He was changed to move around in the final game.
| Prototype | Final |
|---|---|
The Shotcycler near the top of the spiral room is floating above the floor in the prototype.
| Prototype | Final |
|---|---|
The Plasteel Armor is floating above where it is in the final game, which makes it clip into the wall.
| Prototype | Final |
|---|---|
Two roaming Guards were added to the area before the Cellblock 2 door. An Inmater was moved to the right between the prototype and the final game to give the Guards more room to roam around in.
| Prototype | Final |
|---|---|
Three Skinnyworkers and a Medkit were added to the broken door area. The Innamer in the room had his direction switched to look at the broken door in the final game.
| Prototype | Final |
|---|---|
Three Inmaters were added to the prisoner torture room in Cellblock 2.
| Prototype | Final |
|---|---|
A Guard was removed in the guard post at the end of Cellblock 2's prisoner torture room in the final game.
| Prototype | Final |
|---|---|
In the October 1999 prototype, the switch to activate the bridge to the next section is the same type of switch used to open the door to Cellblock 1. The final game changes it to a computer console and moves it to the back of the room.
| Prototype | Final |
|---|---|
The small room with Guards and Skinnyworkers does not exist in this prototype.
| Prototype | Final |
|---|---|
Four Guards were added to the Mishima Corporation sign room in the final game.
| Prototype | Final |
|---|---|
The switch to open the door to Cellblock 3 on a wall near the final's switch and uses the same design the previous switches use. The final puts the switch in front of the monitor and turns it into a keyboard the player must use.
| Prototype | Final |
|---|---|
A Guard is floating over the edge near the door to Cellblock 3 in the prototype. This is fixed in the final game.
| Prototype | Final |
|---|---|
The end of E1M3a contains the first room in E1M3b in the prototype, includign the secret Wraithorb room and the semi-secret room found underneath the laser room. The final game removes it entirely.
E1M3b
| Prototype | Final |
|---|---|
Three Guards were added in front of the first door in E1M3b in the final game.
| Prototype | Final |
|---|---|
A second box of Shotcycler ammo takes the place of the secret Wraithorb in the October 1999 prototype.
| Prototype | Final |
|---|---|
In the laser room, there are lasers blocking the Mishma logo and the power box is on the side of the room instead of the back. The particles to show it is damaged are different as well.
| Prototype | Final |
|---|---|
Most of the blue room uses the same design that it does in the 0.10 prototype. The final game chunks it so that the player accesses the center of the blue room from the side in the final game.
| Prototype | Final |
|---|---|
The secret area underneath the central area in the blue room is missing in this prototype.
| Prototype | Final |
|---|---|
A Guard and two Inmaters are missing in the prototype.
| Prototype | Final |
|---|---|
The locked door the player must open with two switches contains far less Guards near it in the prototype. The final game adds two at the top and one at the bottom of the room.
| Prototype | Final |
|---|---|
There are no Guards past the door. In addition, the secret Megashield that is accessed with a Shotcycler jump is instead a Goldensoul.
| Prototype | Final |
|---|---|
An Inmater was added in front of the elevator in the final game.
| Prototype | Final |
|---|---|
An Inmater was added right where the elevator stops in the final game. To make room for him, the two Guards that were originally in front of where the elevator ended were moved to the left.
| Prototype | Final |
|---|---|
The inmaters in front of Superfly's cell are arranged differently in the October 1999 prototype. Three of them are facing a wall.
The lighting in the cell block is much ligher and the hidden keycard behind the Mishima logo does not exist.
| Prototype | Final |
|---|---|
Since the hidden keycard does not exist, the power box that needed to be destroyed in order to reveal it does not exist as well.
| Prototype | Final |
|---|---|
The window to the left of the opening to Superfly's cell room is much more elaborate in the prototype.
| Prototype | Final |
|---|---|
Superfly is roaming around his cell block when the level is loaded, even though a duplicate of him on the torture device can also be found. There are two doctor NPCs in Superfly's cell room that were removed in the final game as well.
| Prototype | Final |
|---|---|
An Inmater right past the door to Cellblock Skull was moved to be past a corner in the final game.
| Prototype | Final |
|---|---|
A random Prisoner is past the last two Inmaters.
| Prototype | Final |
|---|---|
The meat grinder's pipe texture is misplaces and the brushwork indicating the meat coming out of it does not exist.
E1M6
E1M6 is another "hidden" level found in the prototype's files that can only be played with
Interestingly, the levels' architecture is almost exactly the same as it is in the final game. The only difference is that the teleporter at the start of the level, which has a very different design in the prototype. The rest of the level's changescome from changed enemies and items.
The enemy layout changes in this prototype suggest that E1M6 was originally built to be more "realistic", with more Worker NPCs and what appears to be a bathroom. However, the final game scrubs several of the NPCs and fills the civilian areas, such as the bathroom, with enemies and gameplay-related items.
This level marks the appearance of the white suit Skinnyworker, which appears as an unused texture in the final game.
| Prototype | Final |
|---|---|
The design of the teleporter is completely different in the prototype.
| Prototype | Final |
|---|---|
There is a device on the right side of the first room that was removed in the final game.
| Prototype | Final |
|---|---|
The vents do not spew freezing cold air in the prototype.
The sequence to open the first door does not function in the prototype. No matter how many times the console to open the door is uses, it will never open. In additon, a large group of Guards will randomly spawn in from the teleport room after a while. In order to proceed, the player must use the noclip cheat.
| Prototype | Final |
|---|---|
The enemies past the door are completely different in the prototype. The prototype has two Skinnyworkers and a Cryotech past the door, while the final game beefs up opposition significantly by making the enemies a Ragemaster, two Guards, and a Deathsphere.
| Prototype | Final |
|---|---|
A Skinnyworker was removed.
| Prototype | Final |
|---|---|
A Battleboar was added to the first square room. the Deathsphere in the room had its direction changed and his elevation above the ground lowered.
| Prototype | Final |
|---|---|
The Blue Key room lacks the Blue key. The wires leading to the computer lack the coupling device seen in the final game. The Ion Blaster in the room was replaced with two boxes of Ion Blaster ammo as well.
| Prototype | Final |
|---|---|
The room past the square room had blue lighting added to it and the Skinnyworker in it was replaced with three Cryotechs and a Deathsphere.
| Prototype | Final |
|---|---|
A Deathspher hovering above an opening was replaced with two Cryotechs near the opening.
| Prototype | Final |
|---|---|
A Cryotech was added at the end of the ladder.
| Prototype | Final |
|---|---|
The windows overlooking the small coolant room have a much blocker design in the prototype. In addition, an extra Cryotech was added near the left window.
| Prototype | Final |
|---|---|
Like before, a Skinnyworker was replaced with three Cyrotechs. Two boxes of Shotcycler ammo were also added to the left of the Cyrotechs.
| Prototype | Final |
|---|---|
Two Deathspheres were added.
| Prototype | Final |
|---|---|
The lower Deathsphere was moved closer to the elevator at the end of the lower coolant area.
| Prototype | Final |
|---|---|
Three Skinnyworkers, two of which have a skin not used in the final game, were replaced with two Cryotechs.
| Prototype | Final |
|---|---|
Beams near the walkway were removed and a Skinnyworker using the same unused skin seen earlier was also cut.
| Prototype | Final |
|---|---|
The entrance to the Guard and ammo room at the start of E1M6b is covered in the prototype, but not in the final game.
| Prototype | Final |
|---|---|
The Guard and ammo room lacks Guards and ammo. There is a single Skinnyworker where the Guards should be. In fact, he takes the same space the leftmost Guard is in the final game.
| Prototype | Final |
|---|---|
The path to the Megashield contains a Skinnyworker on a pie and a Cryotech in the coolant to the left of him near the ladder.
| Prototype | Final |
|---|---|
The area containing the ladder and two Sidewinder rocket ammo boxes is not covered in the prototype.
| Prototype | Final |
|---|---|
the entrance to the small room with the Guards and Skinnyworker does not have a door that needs to be opened in the October 1999 build.
| Prototype | Final |
|---|---|
The Guards were moved closer to each other in the final game.
| Prototype | Final |
|---|---|
The break room lacks supplies. Instead, it has two Skinnyworkers on the left side and two on the right side. The left ones were eliminated entirely, while the right side only has one.
| Prototype | Final |
|---|---|
A Skinnyworker was replaced with a single Cryotech near the elevator room.
| Prototype | Final |
|---|---|
A Fatworker was replaced with a Guard.
| Prototype | Final |
|---|---|
The end of E1M6b has a very different enemy layout. The prototype has a single Guard, while the final game has two Inmaters and a Deathsphere.
| Prototype | Final |
|---|---|
Two Inmaters were added to the starting area in E1M6c. The Ragemaster was moved back by quite a bit to make room for the Inmaters.
| Prototype | Final |
|---|---|
A Ragemaster was replaced with an Inmater and Battleboar.
| Prototype | Final |
|---|---|
A Cryotech was changed to face the direction the player would approach him from in the final game.
| Prototype | Final |
|---|---|
A Deathsphere was added.
| Prototype | Final |
|---|---|
Two Medkits were replaced with a Hosportal.
| Prototype | Final |
|---|---|
Another Deathsphere was added.
| Prototype | Final |
|---|---|
A box of Shotcylcer ammo was added to the left of a Cryotech.
| Prototype | Final |
|---|---|
The prototype lacks a box of Shotcycler and Sidewinder ammo next to each other.
| Prototype | Final |
|---|---|
Surprisingly, a Deathsphere was removed from the area above the Hosportal in the final game.
| Prototype | Final |
|---|---|
A Guard near the end was replaced with an Inmater. The Inmater was also moved to the right of where the Guard was.
| Prototype | Final |
|---|---|
The hallway leading to Mikiko's cell was given two Inmaters in the final game.
| Prototype | Final |
|---|---|
There is a Guard in the room where the player frees Mikiko in the prototype. He was removed in the final game.
E1M7
E1M7 is the last of the "hidden" locations in the game's files. As with the other "hidden" levels, it can be played via the console.
Unlike E1M2 and E1M6, it is split into multiple levels, like in the final game.
E1M7a
E1M7a causes a "No free edicts" error when it loads, making it unplayable. however, there is a small chunk of E1M7a in E1M7b, which gives a glimpse as to what E1M7a would look like at one point.
| Prototype | Final |
|---|---|
The device with the green thing in the center was moved to the right in the final game. The room the device is in was widened to make room for this change.
| Prototype | Final |
|---|---|
The large Medkit uses as bait to lure the player into the jumping puzzle room is mostly underneath the vent it is in.
| Prototype | Final |
|---|---|
The Acro boost for the final stretch of the jumping puzzle is missing.
E1M7b
E1M7b contains the basics that make the final version of the level, but has several differences that show it needed a bit more work done before it could be released. The side entrance for the path to the vault doors is not in this prototype, which makes it impossible for the player to take the sidekicks past the first hallway (if they were available, which they aren't when loading E1M7b from the console). The boss fight/puzzle inside the Daikatana room has barely been started, with nothing functioning except the ability to destroy the jar in the center.
The most interesting of these changes is the final room, which lets the player access the Daikatana room from either the left or right side instead of just the left side, like in the final game. Why this was cut is unknown.
Oddly, the player is placed in a way that the first enemies in E1M7b will not attack the player as soon as the level is finished loading, unlike the final game.
| Prototype | Final |
|---|---|
A Battleboar was added to the first room.
| Prototype | Final |
|---|---|
A Hosportal was added to the first room in the final game.
| Prototype | Final |
|---|---|
Four Battleboars were added to the ammo room near the start of E1M7b. The lower right Battleboar is facing the left wall in the prototype, but the entrance to the room in the final version.
| Prototype | Final |
|---|---|
The sidepath to the hallway leading to the vault entrance is missing in the prototype. As a result, the player cannot take the sidekicks past the entrance to the vent leading to the elevator room.
| Prototype | Final |
|---|---|
The ladder uses a lighter texture in the final game.
| Prototype | Final |
|---|---|
The Goldensoul right before the start of the elevator room is missing in the prototype.
| Prototype | Final |
|---|---|
The two Deathspheres on the last leg of the elevator room are absent in the October 1999 build.
| Prototype | Final |
|---|---|
In the prototype, the Deathspheres are inside the cubby holes they're near in. The final game moves them away from them.
| Prototype | Final |
|---|---|
A Battleboar was placed in front of the door entrance in the final game.
| Prototype | Final |
|---|---|
As shown earlier, the alternate way to the path leading to the vault entrance is missing.
| Prototype | Final |
|---|---|
The door in the hallway is absent in the October 1999 prototype.
| Prototype | Final |
|---|---|
Three Battleboars, one in front of the Guards, and one on each side of the Guards, was added in the final game.
| Prototype | Final |
|---|---|
The upper Deathsphere at the end of the hallway was moved to the left, and a Battleboar was added for good measure.
| Prototype | Final |
|---|---|
The right side of the path to the Daikatana room leads to a proper path instead of a dead end.
| Prototype | Final |
|---|---|
The hallway, SciCo sign, and Battleboar on the left side of the path to the Daikatana room are missing.
The right side of area around brain tank area can be explored.
| Prototype | Final |
|---|---|
The area right before the entrance to the Daikatana room has no enemies and no glow effect around the green goop in the pipe in the prototype.
| Prototype | Final |
|---|---|
The Daikatana and the fire-like effects near it do not exist in the prototype.
| Prototype | Final |
|---|---|
The ammo and cubby holes for the Lasergats do not exist in this prototype. Instead, there is a Lasergat mounted between where the cubby holes would be in the final game.
| Prototype | Final |
|---|---|
The large brain jar in the center of the room does not have the brain in it and is exposed as soon as the level loads. When destroyed, nothing happens. The Lasergats are mounted on the far sides of the room the large brain jar is, not above the brain jar itself. The poles near the large brain jar do not move nor spew electricity. The weird chanting when the large brain jar is exposed does not play either.
| Prototype | Final |
|---|---|
The small brain jars and the connector pipes exposing them when destoryed do not exist. In addition, the slots for the small brain jars can be seen on both sides.
E2M2
E2M2 is fairly close to the final version, with the major changes being in enemy layout. Every Thief in the final game is a Skeleton in this prototype for some reason. Satyrs are also suspiciously absent, despite being in the prototype's E2M5.
Of note is that E2M2a is the only level that has a cutscene in the entire prototype.
E2M2a
| Prototype | Final |
|---|---|
The Discus of Daedalus at the start is not on its side in the prototype.
| Prototype | Final |
|---|---|
A Satyr was added in the hallway past the starting point in the final game.
| Prototype | Final |
|---|---|
A Small Spider and a Spider were added right before the start of the water area.
| Prototype | Final |
|---|---|
A Thief was added at the start of the path to the ruined entrance to E2M2b.
| Prototype | Final |
|---|---|
The Small Spider behind the Spider was moved in front of him in the final game.
| Prototype | Final |
|---|---|
The ruined entrance to E2M2b lacks enemies in front of it in the prototype.
There is a Small Spider embedded in the pile of sand that blocks the exit to E2M2b. He was removed in the final game.
| Prototype | Final |
|---|---|
A Discus of Daedalus was replaced with a Sunflare and the rightmost Life Vase was removed in the final game. A Small Spider was added in front of the items as well.
There is a Small Spider embedded in the pile of sand that blocks the exit to E2M2b. He was removed in the final game.
| Prototype | Final |
|---|---|
A Small Spider was added in front of the entrance to the water cave area.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
The path to the small water cave uses a completed different design in the October 1999 build.
| Prototype | Final |
|---|---|
The water cave lacks any sort of details or objects in it in the prototype.
| Prototype | Final |
|---|---|
A Skeleton and Life Vase were added to the top of the waterfall.
| Prototype | Final |
|---|---|
A Small Spider was added near the river.
| Prototype | Final |
|---|---|
A Thief and extra Skeleton were added at the river bend. The Skeleton was placed to the left of the one right at the bend itself.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
The small waterfall room is designed in a way so that the player must walk through the water in the prototype because the left path is blocked by a wall. The final game removes the wall and puts a Thief where the wall used to be.
| Prototype | Final |
|---|---|
A Goldensoul sits where the Megashield lurks in the prototype.
| Prototype | Final |
|---|---|
A Spider and Satyr were added in the dead forest-like area near the end of the level.
| Prototype | Final |
|---|---|
The Small Spider was moved from the sandpile to a bit of the ceiling to the right of the sandpile in the final game.
E2M2b
| Prototype | Final |
|---|---|
The Life Vase behind the first Skeleton was made to not float in the final game.
| Prototype | Final |
|---|---|
The second trap at the start contains a Skeleton and a Life Vase behind him in the prototype, just like the first trap. The final game replaces him with a Thief and removes the Life Vase.
| Prototype | Final |
|---|---|
A Thief was added to the water puddle room.
| Prototype | Final |
|---|---|
A Skeleton near the staircase leading to the water puddle room was removed in the final game.
| Prototype | Final |
|---|---|
A box of Venomous ammo was added in the room with the Skeleton on one side and two Small Spiders on the other side in the final game.
| Prototype | Final |
|---|---|
A Health Fountain was added.
| Prototype | Final |
|---|---|
A box of Venomous ammo was added underneath the ruins and the Small Spider on the right side of the small water flow was changed to be inside the water flow instead of on it's right bank.
| Prototype | Final |
|---|---|
A Skeleton was replaced with a Thief.
| Prototype | Final |
|---|---|
The Skeleton on the path heading downwards was replaced with a Thief.
| Prototype | Final |
|---|---|
The small waterfall contains nothing near it in the prototype.
| Prototype | Final |
|---|---|
The ruins underneath the damaged bridge has a Spider near it and a Small Spider past it. The fianl game removes both of them.
| Prototype | Final |
|---|---|
Two Small Spiders, a Thief, and a Discus of Daedalus were added to the end of the river in the final game.
| Prototype | Final |
|---|---|
The torch props in the upper path at the river were replaced with brush-based toches that have fire on top of them. A Life Vase was added near the first torch as well.
| Prototype | Final |
|---|---|
The Small Spider at the end of the upper path is much further away in the prototype. A Spider was replaced with a Thief as well.
| Prototype | Final |
|---|---|
A box of Venomous ammo was added near a Skeleton, possibly to entice the player to activate the trap near the Venomous.
| Prototype | Final |
|---|---|
A Health Fountain was added.
| Prototype | Final |
|---|---|
Another Skeleton was replaced with a Thief in the final game. The Thief was also moved rightwards compared to where the Skeleton is in the prototype.
| Prototype | Final |
|---|---|
A Life Vase near a Spider was replaced with a box of Venomous ammo in the final game.
| Prototype | Final |
|---|---|
Two Small Spiders near a Spider in the last ruined portion of E2M2b were moved to be much closer to the Spider. A Sunflare was added behind the Spider as well.
| Prototype | Final |
|---|---|
The rightmost Skeleton in the last ruined section was replaced with a Thief in the final game.
| Prototype | Final |
|---|---|
Two Skeletons near the path to the broken bridge were replaced with a Skeleton that has a Thief to his right in the final game.
| Prototype | Final |
|---|---|
A Thief occupies the spot where a Spider once stood near the end of the level.
| Prototype | Final |
|---|---|
The room for the Hades Hammer exists in E2M2c exists in the end hallway for the prototype's. It appears to have no lighting work done on it yet. The final game removes this room so that it only exists in E2M2c.
| Prototype | Final |
|---|---|
A Discus of Daedalus can be found on a pile of sand that makes up a chunk of E2M2c that can be seen from the end of E2M2b. It is deleted in the final game.
E2M2c
| Prototype | Final |
|---|---|
The secret with the Hades Hammer contains a Goldensoul instead. The Goldensoul is on the bench in the back of the room instead of in front of it, like the Hades Hammer is in the final game.
| Prototype | Final |
|---|---|
The gate that closes off access to previous parts of E2M2 does not exist.
| Prototype | Final |
|---|---|
The Satyr and Thief in front of the pool are absent in the prototype.
| Prototype | Final |
|---|---|
A Life Vase was put on the pile of sand at the start of the level in the final version.
| Prototype | Final |
|---|---|
The secret room with the Megashield instead contains two Life Vases, one on each side of the bench.
| Prototype | Final |
|---|---|
A Skeleton was added at the start of the mine section.
| Prototype | Final |
|---|---|
Two Small Spiders, a Thief, and a Sunflare were added to the mine area's main room. THe Skeleton in the room was swapped with a Thief as well.
| Prototype | Final |
|---|---|
A roaming Thief and a box of Venomous ammo were placed behind the Skeleton in the pool room.
| Prototype | Final |
|---|---|
The Skeleton guarding the gate to the underground city portion of the level gained reinforcements in the form of another Skeleton on his left and a Small Spider on his right in the final game.
| Prototype | Final |
|---|---|
The first Spider in the underground city portion of the level is on the right side of the area in the prototype, but on the left side in the final game. A Small Spider was added for him as a companion as well.
| Prototype | Final |
|---|---|
As stated earlier, the Spider in the prototype was moved to the left side in the final game. A Discus of Daedalus was placed to the right of the Small Spider as well.
| Prototype | Final |
|---|---|
The first "house" has a Life Vase where the Health Fountain would be in the final game. The Health Fountain's placement required that the center of the shelf in the back of the room be removed to make space for the fountain. A Thief was added in front of the Health Fountain as well.
| Prototype | Final |
|---|---|
There is no skeleton at the first corner in the underground city.
| Prototype | Final |
|---|---|
The Spider guarding the exit was moved left and was given a companion on his far right in the form of a Thief.
| Prototype | Final |
|---|---|
Enemy placement in the second "house" is different. A Thief replaces the first Skeleton, another Skeleton is added to the left of the rear Skeleton, and they are moved closer together. The pots in the building use different textures as well.
| Prototype | Final |
|---|---|
The pit in the chunk of E2M3a seen at the end of E2M2c is lighter and contains spikes and its bottom. The final game removes the lighting and makes it a generic bottomless pit.
| Prototype | Final |
|---|---|
Oddly, the bit of E2M3a in the prototype is less detailed than it is in the final game. The ladder room at the start of E2M3a is occupied by a wall in the prototype.
The wall textures are completely different as well, suggesting these textures are from an older version of E2M3a.
| Prototype | Final |
|---|---|
The area past the grate at the top is much more detailed in the final game than in the prototype. The ceiling texture for the area is different as well.
E2M5
E2M5, like most levels in the prototype, gained more enemies in the final game. Like in E2M2, several Skeletons were replaced with Thieves and Thieves were added to empty locations in the final game. This seems to suggest that the Thief was deliberately not being used when this prototype's levels were compiled for some reason.
The most interesting difference is that the prototype has E2M5d and E2M5e inside E2M5c. This shows off that several rooms were meant to be on top of each other, like the room containing the Attack boost in E2M5d being on top of Medusa's room. However, the prototype's E2M5c is has far fewer details than the levels it was split into does, suggesting the October 1999 E2M5c might've been split partially to add more enemies and detail the area without bogging down the target computers of the time.
Of note is that the poisonous water in the prototype does not harm the player nor are there are no Antidotes to counter the non-existent damaging water.
E2M5a
| Prototype | Final |
|---|---|
The Discus of Daedalus at the start was placed to be on its side in the final game.
| Prototype | Final |
|---|---|
A Centurion was added on the left side of the lower floor.
| Prototype | Final |
|---|---|
Two Centurions and a roaming Centurion were added on the right side of the lower floor.
| Prototype | Final |
|---|---|
Three Centurions were added on the top side of the upper floor.
| Prototype | Final |
|---|---|
Another roaming Centurion was added on the right side of the upper floor.
| Prototype | Final |
|---|---|
A vase stands where a box of Eye of Zeus ammo and two Life Vases flanking it exist in the final game.
| Prototype | Final |
|---|---|
The skybox and lighting for the Parthenon's roof suggest that it and E2M4 would take place in the middle of the day instead of near the end of it.
| Prototype | Final |
|---|---|
An extra Small Spider was added in the space underneath the Parthenon.
| Prototype | Final |
|---|---|
Two Harpies were added tot he left of the Harpy campsite and a box of Trident Tips were placed in front of the Harpy's campsite as well in the final game.
| Prototype | Final |
|---|---|
The Venomous was moved in the final game so that half of it isn't over the edge.
| Prototype | Final |
|---|---|
An extra Harpy was added facing the top of the waterfall.
| Prototype | Final |
|---|---|
Two Spiders were placed near the bottom of the waterfall.
| Prototype | Final |
|---|---|
A Spider on some rocks was replaced with two Skeletons on the man-made portions of the back of the waterfall room.
| Prototype | Final |
|---|---|
A Skeleton was placed to guard the entrance to the Goldensoul secret.
| Prototype | Final |
|---|---|
In the prototype, a Skeleton in a corner guarded the Goldensoul itself. The final game replaces him with a Spider and three Small Spiders behind him.
| Prototype | Final |
|---|---|
The Goldensoul was on the metal bars above where the waterfall exits in the prototype. It is moved to a walkway in the final game. This might be because of a detail seen in the next level, E2M5b.
| Prototype | Final |
|---|---|
Two Satyrs were added to the left side of the pool that has ammo for the Poseidon's Trident in it.
| Prototype | Final |
|---|---|
Speaking of the Poseidon's Trident ammo pool, the location where it is in the final game is taken up by a brush-based torch in the October 1999 build. The ammo is nowhere to be seen.
| Prototype | Final |
|---|---|
Two Harpies were added to the pool room.
| Prototype | Final |
|---|---|
The left entrance to the secret vase area gained two extra Skeletons and a Small Spider near it in the final game.
| Prototype | Final |
|---|---|
The left entrance to the secret vase area has an extra Satyr added to it in the final game.
| Prototype | Final |
|---|---|
A Skeleton was added to the lower right-hand corner of the secret vase area in the final game.
| Prototype | Final |
|---|---|
Another Skeleton was added to the upper right-hand corner of the secret vase area in the final game.
| Prototype | Final |
|---|---|
The Life Vase in the secret vase area do not exist in the prototype. As a result, the regular vases are closer to each other in the prototype.
| Prototype | Final |
|---|---|
The large vase containing a Spider does not exist in the prototype. In addition, the two vases to the right of the vase collection are missing.
E2M5b
| Prototype | Final |
|---|---|
AN extra Harpy was added at the start of E2M5a.
| Prototype | Final |
|---|---|
A Small Spider was added at the top of the ladder in the final game.
| Prototype | Final |
|---|---|
Another Small Spider was added at the shelf the opposite of where the ladder ends.
| Prototype | Final |
|---|---|
The Skeleton behind the ladder is missing in the October 1999 prototype. In addition, the ladder is sloped in the prototype, but is completely straight in the final game.
| Prototype | Final |
|---|---|
Another Skeleton near the end of the room is missing in the prototype.
| Prototype | Final |
|---|---|
Yet another Small Spider was added near a torch in the upper parts of the first room.
| Prototype | Final |
|---|---|
The hallway past the first room only has an Eye of Zeus near the end of it in the prototype. The final game stuff it full of ammo.
| Prototype | Final |
|---|---|
There is a Satyr past the curve in the final game, but he's absent in the prototype.
| Prototype | Final |
|---|---|
Two Skeletons were added to a corner in the first waterfall room.
| Prototype | Final |
|---|---|
Three Thieves near the top of the staircase and a roaming Satyr were added in the final game.
| Prototype | Final |
|---|---|
Three more Thieves were added in the middle point of the staircase.
| Prototype | Final |
|---|---|
Two more Harpies were added on the right side of the first waterfall room.
| Prototype | Final |
|---|---|
The empty upper portions of the left side of the first waterfall room were given two Harpies in the final game.
| Prototype | Final |
|---|---|
A "station" on the upper left side of the first waterfall room is missing three Skeletons in the prototype.
| Prototype | Final |
|---|---|
In the prototype, the Goldensoul's location in the prototype can be seen in both E2M5a and E2M5b.
| Prototype | Final |
|---|---|
A statue containing Poseidon's Trident ammo and a Health Fountain were added near the Satyr in the final game.
| Prototype | Final |
|---|---|
The waterfall lacks any particle effects and the Poseidon's Trident ammo near underneath it are both missing in the October 1999 build.
| Prototype | Final |
|---|---|
Another box of Poseidon's Trident ammo is absent in the prototype.
| Prototype | Final |
|---|---|
Two Thieves and a Harpy were added to one corner of the ruined water room.
| Prototype | Final |
|---|---|
Two Thieves were added near the exit of the ruined water room.
| Prototype | Final |
|---|---|
A Harpy was added near the Discus of Daedalus in the ruined water room.
| Prototype | Final |
|---|---|
Another corner of the ruined water room gained two Thieves and a Harpy as well in the final game.
| Prototype | Final |
|---|---|
The Megashield was a Silver Armor in the prototype.
| Prototype | Final |
|---|---|
The Skeleton to the right of the Silver Armor/Megashield gained several friends in the form of another Skeleton and four Small Spiders in the final game.
| Prototype | Final |
|---|---|
Another Skeleton and a Small Spider were added near the Skeleton to the left of the Silver Armor/Megashield.
| Prototype | Final |
|---|---|
Three Sunflares and a Health Fountain are missing in the prototype.
| Prototype | Final |
|---|---|
The stack of goodies near the start of the second waterfall room is missing entirely.
| Prototype | Final |
|---|---|
A Harpy was added to the left side of the upper part of the second waterfall room.
| Prototype | Final |
|---|---|
Two Small Spiders were placed on the right side of the waterfall in the final game.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
The walkway in front of the waterfall has no enemies in the prototype.
| Prototype | Final |
|---|---|
The Thieves and items at the bottom of the waterfall are missing in the prototype.
| Prototype | Final |
|---|---|
Two Life Vases were replaced with a Health Fountain.
E2M5c
This prototype's E2M5c consists of the final game's E2M5c, E2M5d, and E2M5e.
| Prototype | Final |
|---|---|
An evil face was added to a wall at the start of E2M5c.
| Prototype | Final |
|---|---|
The Mana Skull secret is a Goldensoul in the prototype.
| Prototype | Final |
|---|---|
A hidden Vitality boost was replaced with a Wraithorb in the final game.
| Prototype | Final |
|---|---|
The T hief near the left gate is missing.
| Prototype | Final |
|---|---|
The Harpies stuck in each other are missing in this prototype.
| Prototype | Final |
|---|---|
A Harpy was added to a corner near the right gate and a Thief was placed in front of the right gate in the final game.
| Prototype | Final |
|---|---|
A Skeleton and a Satyr, along with images in the walls, were added to a corner.
| Prototype | Final |
|---|---|
An image was placed above a gate opening on both sides.
| Prototype | Final |
|---|---|
Two Harpies were placed above a gate opening and a Skeleton was placed in front of it in the final game.
| Prototype | Final |
|---|---|
A detail and two boxes of Venomous ammo were added to a corner in the final game.
| Prototype | Final |
|---|---|
The room with the Attack boost gained two Small Spiders near the boost and lots of details in the final game.
| Prototype | Final |
|---|---|
More details added to the Attack boost room, along with a texture misalignment fix.
| Prototype | Final |
|---|---|
Yet again more details added.
| Prototype | Final |
|---|---|
A Small Spider was replaced with a Thief in the back of the room.
| Prototype | Final |
|---|---|
In the prototype E2M5c, the grate below the Attack boost leads directly to Medusa's lair. This detail was removed when Medusa's lair was split from E2M5c and made its own level.
| Prototype | Final |
|---|---|
Two reliefs were added near the Skeletons past the Attack boost room.
| Prototype | Final |
|---|---|
Two Skeletons were added near some Harpies.
| Prototype | Final |
|---|---|
Poseidon's Trident ammo was added near a Skeleton.
| Prototype | Final |
|---|---|
A spider image was placed near a Harpy and two Life Vases.
| Prototype | Final |
|---|---|
A Silver Armor was replaced with a Spider.
| Prototype | Final |
|---|---|
The poison waterfall area in the final game's E2M5d can be seen underneath the grate containing the Silver Armor. When E2M5d was split into its own level, this detail was removed.
| Prototype | Final |
|---|---|
More spider image detailing.
| Prototype | Final |
|---|---|
A Satyr and Small Spider were added near a staircase.
| Prototype | Final |
|---|---|
A Skeleton and a Spider were added in front of a gateway and details were added to the room they are in.
| Prototype | Final |
|---|---|
A Harpy and details are missing on the upper part of the room that has the campfire area in the prototype.
| Prototype | Final |
|---|---|
A Harpy and a detailed relief of Medusa with two torches surrounding it near the waterfall where the Mana Skull is were added to the final game.
| Prototype | Final |
|---|---|
The campfire area in the middle of E2M5c is missing in the prototype, along with the wall that would cover it. The Silver Armor is missing as well.
| Prototype | Final |
|---|---|
A single Harpy is where the campfire would be in the prototype.
| Prototype | Final |
|---|---|
A temporary model exists underneath the poisoned water waterfall. It does nothing when approached and was removed in the final game.
| Prototype | Final |
|---|---|
A Sayyr was added near a staircase in the campfire room in the final game.
| Prototype | Final |
|---|---|
Surprisingly, a Spider just passed the campfire room was cut from the final game.
| Prototype | Final |
|---|---|
A hallway marking the end of E2M5c in the final game lacks Skeletons and images of Medusa near them at the start of the hallway.
| Prototype | Final |
|---|---|
Two Small Spiders were added to ambush the player in the final game.
| Prototype | Final |
|---|---|
A Satyr and two Small Spiders were added as well.
| Prototype | Final |
|---|---|
The start of what would be E2M5d in the final game contains...nothing in the prototype. NO details, no lighting, no items, nothing.
| Prototype | Final |
|---|---|
A Satyr near the start of what would be E2M5d gained two Skeletons as backup in the final game.
| Prototype | Final |
|---|---|
Another corner is completely devoid of enemies, items, and details in the prototype.
| Prototype | Final |
|---|---|
The wall opposite the area containing the Gold Armor does not have any Sunflares in it in the prototype.
| Prototype | Final |
|---|---|
Speaking of Golden Armor, it is missing where it should be in the prototype, along with two of the three Skeletons guarding it and a carving of Medusa's face.
| Prototype | Final |
|---|---|
A Satyr was added to the center of the plus-shaped room in the final game.
| Prototype | Final |
|---|---|
The leftmost Harpy in the plus-shaped room was moved south, while another Harpy was added to the right side of the room in the final game.
| Prototype | Final |
|---|---|
The dead-end on the right side of the plus-shaped room lacks a Thief near the Skeleton and has a different texture for the wall that makes up the dead end.
| Prototype | Final |
|---|---|
A Thief was added to the right of the right waterfall in the plus-shaped room.
| Prototype | Final |
|---|---|
The Attack powerup is missing in the plus-shaped waterfall room. The textures for the area under the poision are different as well.
| Prototype | Final |
|---|---|
So is the Power boost.
| Prototype | Final |
|---|---|
A Skeleton and two Thieves were added near the exit of the plus-shaped room in the final game.
| Prototype | Final |
|---|---|
Two boxes of Venomous ammo are missing past the end of the plus-shaped room.
| Prototype | Final |
|---|---|
Instead of details being removed, they were changed this time around from a single image of Medusa to two images of snakes. A Spider and ammo for the Eye of Zeus were added to the area as well.
| Prototype | Final |
|---|---|
The Harpy in the upper part of the final waterfall room was much closer to the ground in the prototype. In addition the relief above the gate she is near is missing in the prototype as well.
| Prototype | Final |
|---|---|
The area that would let you see the room containing the Silver Armor in the prototype above the final waterfall room was replaced with a simple roof and a gaggle of three Harpies in the final game.
| Prototype | Final |
|---|---|
A Thief was added in front of a ladder.
| Prototype | Final |
|---|---|
Two Thieves were added behind the torch in the torch room. Two Life Vases were replaced with health Fountains in the final game as well.
| Prototype | Final |
|---|---|
The Eye of Zeus ammo at the bottom of the waterfall is missing in the October 1999 build.
| Prototype | Final |
|---|---|
The hallway to Medusa has no details and lacks the Life Jar and Silver Armor at the corner in the prototype.
| Prototype | Final |
|---|---|
The gateway that blocks the way back to E2M5d at the end of E2M5d does not exist in the prototype.
| Prototype | Final |
|---|---|
There is no Eye of Zeus ammo in the snake mouth at the start of what would be E2M5e.
| Prototype | Final |
|---|---|
The Spider statues in Medusa's lair are rendered with temporary models.
| Prototype | Final |
|---|---|
The base of Medusa's platform contains Harpy statues instead of Thief statues. The model for the Harpy statue is still in the final game, but goes unused in it.
| Prototype | Final |
|---|---|
More temporary Spider statues.
| Prototype | Final |
|---|---|
Yet more Harpy statues that would be replaced with Thief statues in the final game.
| Prototype | Final |
|---|---|
The co-op exit for Medusa's room does not exist in this prototype. Instead, the area it would occupy contains the same ladder seen on the upper left and right sides of the room.
| Prototype | Final |
|---|---|
The room containing the Superfly statue room lacks a Discus of Daedalus and Poseidon's Trident for Superfly when he awakens.
E3M1
Like most of the locations, E3M1's main differences can be found in enemy count and layout. However, it does contain an alternate path to E3M1c from E3M1c that was removed in the final game. The end of E3M1 is also quite similar to the gate used to end E3M1 all the way back in Milestone 2, not the design used in the final game.
The weapon order in the prototype is slightly different as well. It seems to put more emphasis on getting a Silverclaw before a Bolter, while the final game throws Bolters at the player and the sidekicks before a Silverclaw can be picked up.
E3M1a
| Prototype | Final |
|---|---|
Superfly and Mikiko start off with Bolters in the prototype, but don't in the final game.
| Prototype | Final |
|---|---|
The house with the Bolter in the final game contains a Silverclaw instead. The Silverclaw is underneath the table instead of on it, like in the final game. It also lacks the Plague Rats that infest it.
| Prototype | Final |
|---|---|
A Bolter was placed on the broken bridge near the start of the level in the final game.
| Prototype | Final |
|---|---|
The Bolter in front of the house on the river is missing in this prototype.
| Prototype | Final |
|---|---|
The barrels to the right of the riverside house are absent as well.
| Prototype | Final |
|---|---|
An extra Doombat was added to the skies near the riverside house in the final game.
| Prototype | Final |
|---|---|
The first floor of the riverside house contains nothing in it. Without the barrel containing the Acro boost, the player cannot reach the second floor.
| Prototype | Final |
|---|---|
Two Buboids are missing near the second entrance to E3M1b in the prototype.
| Prototype | Final |
|---|---|
The Dopefish secret is missing.
| Prototype | Final |
|---|---|
The water in E3M1a is a light blue in the prototype, but a dark blue in the final game. This affects the lighting underneath the water as well.
| Prototype | Final |
|---|---|
Another Doombat was added behind the waterfall in the final game.
| Prototype | Final |
|---|---|
The Buboid in the cave roams around in the prototype, but is static in the final game.
| Prototype | Final |
|---|---|
| October 1999 E3M1a | Milestone 2 E3M1 |
|---|---|
The exit to E3M2 is much simpler in the prototype than it is in the final game. The buttons are missing entirely, but the door cannot be open.
Interestingly, the design matches the gate exit seen in Milestone 2's E3M1, down to having pieces of land be able to be seen directly across from the gate instead of an indoors area.
| Prototype | Final |
|---|---|
A comparison between the prototype gates shows that the level designer simply built the switch and Buboid room around the gate's location instead of moving it physically.
| Prototype | Final |
|---|---|
The hidden Black Chest to the left of the exit building does not exist in this prototype.
E3M1b
| Prototype | Final |
|---|---|
The Doombat flying around the first entrance to E3M1b is missing in the prototype.
| Prototype | Final |
|---|---|
The first house in E3M1b lacks the the Plague Rats seen in the final game.
| Prototype | Final |
|---|---|
The upper floor of the first house does not have a regular chest and the Buboid is close to the exit in the October 1999 build.
| Prototype | Final |
|---|---|
Three Buboids were added near the statue in the final game.
| Prototype | Final |
|---|---|
The deep pool underneath the dragon statue is completely absent in the prototype. There even isn't any room for the Quad keystone.
| Prototype | Final |
|---|---|
A single Buboid exists near the second exit to E3M1a in the October 1999 prototype. Five Buboids were added in the final version.
| Prototype | Final |
|---|---|
The Silverclaw near the second exit to E3M1a is placed in the center of the room, but is moved to a corner in the final game.
| Prototype | Final |
|---|---|
A Plague Rat is missing in the second house in the prototype.
| Prototype | Final |
|---|---|
Another Buboid was added to the second room in the second house in the final game.
| Prototype | Final |
|---|---|
A second entrance to E3M1c can be found near Thor's Armory in the prototype! This entrance leads to the back of the graveyard area where the Chainmail is in the final game. The final game removes this alternate entrance and replaces it with two Potions.
| Prototype | Final |
|---|---|
While Thor's Armory has the same layout it does in the final game, the lighting is very similar to the shop seen in it's earlier version, 0.10's shop seen near the entrance to the path to the king's castle. An extra Buboid was added in the shop in the final game as well.
| Prototype | Final |
|---|---|
The counter at Thor's Armory contains a Bolter behind it instead of a Silverclaw, like in the final game. The Bolter is positioned differently as well.
| Prototype | Final |
|---|---|
Two more Buboids were added at the corner near the Dragon's Claw Inn in the final game.
| Prototype | Final |
|---|---|
The left side of the Dragon's Claw Inn's main floor lacks Buboids in the prototype.
| Prototype | Final |
|---|---|
Two more Buboids were added near the fireplace in the final game.
| Prototype | Final |
|---|---|
The Megashield secret inside the fireplace does not exist in the prototype.
| Prototype | Final |
|---|---|
A Potion was added to a room inside the Inn in the final game.
| Prototype | Final |
|---|---|
One of the Inn's rooms lacks enemies entirely in the prototype.
| Prototype | Final |
|---|---|
A Black Chest was added to the rightmost room in the Inn in the final game.
E3M1c
The prototype's E3M1c contains the unused lava room seen in the final game's E3M1c. It seems they were planning on E3M1c's cutscene using it as early as the October 1999 build, but cut it anyway.
| Prototype | Final |
|---|---|
A Buboid at the start of the left side of the church was removed in the final game.
| Prototype | Final |
|---|---|
Three Buboids were added to the lower left side of the church in the final game.
| Prototype | Final |
|---|---|
Two Buboids were added to the upper left side of the church.
| Prototype | Final |
|---|---|
The two Doombats hanging to the left of the bell tower are missing in the prototype.
| Prototype | Final |
|---|---|
A Buboid in a corner on the rocky wall near the church was moved to a corner on the church itself and given another Buboid in the final game.
| Prototype | Final |
|---|---|
The area behind the church is devoid of Buboids in the prototype.
| Prototype | Final |
|---|---|
A Doombat was added on the right side of the church.
| Prototype | Final |
|---|---|
Two Buboids were added in an alley on the right side of the church in the final game.
| Prototype | Final |
|---|---|
The altar in the first room of the church is missing. This suggests that the cutscene explaining Episode 3's plot would not be told in this room when the prototype was compiled.
| Prototype | Final |
|---|---|
The room containing the blocked entrance to the basement lacks a Potion in the prototype.
| Prototype | Final |
|---|---|
A Buboid was replaced with several pews in the final game.
| Prototype | Final |
|---|---|
The Ring of Fire Protection cannot be found in the rafters above the church's nave.
| Prototype | Final |
|---|---|
In a classic Daikatana move, a window texture on the right side of the nave is somehow misaligned in the final version, but not the prototype.
| Prototype | Final |
|---|---|
The Priest can be found in front of the altar in the prototype. his location here suggests the cutscene detailing the plot for Episode 3 would happen here instead of the church's atrium.
The Purifier shard in front of the organ does not exist, and using the organ will instantly drop the player into the basement instead of playing the cathedral tune from Chrono Trigger before the trap door opens.
| Prototype | Final |
|---|---|
The two Plague Rats near the ladder in the basement are missing in the prototype.
| Prototype | Final |
|---|---|
The switch to reveal the ladder is on a wall to the left side of where the ladder is in the prototype, but is on a wooden support beam in the final game.
| Prototype | Final |
|---|---|
The doorway to the Trigon room is not boarded up in the prototype.
| Prototype | Final |
|---|---|
The area containing the Trigon in the final game lacks it, the Black Chest, and the Plague Rats guarding the items in the prototype.
| Prototype | Final |
|---|---|
Two Buboids were added on the path to the graveyard in the final game.
| Prototype | Final |
|---|---|
A Buboid was added to the gate leading to the church in the final game.
| Prototype | Final |
|---|---|
The graveyard contains a single Buboid in the prototype. Three are added in the final game.
| Prototype | Final |
|---|---|
The mausoleum lacks Buboids in the prototype.
| Prototype | Final |
|---|---|
The Rotworm in the lava-filled room is missing in the October 1999 build.
| Prototype | Final |
|---|---|
The final game adds a Vitality boost and three Rotworms guarding it to an empty corner in the coffin room.
| Prototype | Final |
|---|---|
There is no Purifier shard above an open coffin in the prototype.
| Prototype | Final |
|---|---|
A Buboid was added to guard the way to the Hex keystone in the final game.
| Prototype | Final |
|---|---|
The Hex keystone and the bars guarding it do not exist in this build.
| Prototype | Final |
|---|---|
The corner near the way to the Hex keystone contains a single Rotworm instead of two.
| Prototype | Final |
|---|---|
The teleport underneath the Rotworm mentioned above cannot be found in the prototype. This suggests that E3M1c was not going to be a multiplayer level when this prototype was compiled.
| Prototype | Final |
|---|---|
The area to the left of the mausoleum has a second entrance back to E3M1b instead of a Chainmail. This entrance leads the player to Thor's Armory. It was removed in the final game.
| Prototype | Final |
|---|---|
The teleport in the Chainmail room is missing as well. More signs that E3M1c was not slated to be a deathmatch level at the time.
E3M4
E3M4 is quite close to the final design in terms of enemies and layout. In fact, it's probably the area closest to how it is in the final game. The only major difference is that the sequence to reveal Wyndrax is not working at all. The spellbook to expose him exists, but doesn't destroy the giant wisp in his room and cause him to run. Instead, the door to his forest is always open and he'll be sitting in the forest as soon as the level is loaded.
Like E3M1, the Purifier shards are missing, suggesting that they weren't ready when the levels were compiled. It's fairly unusual that such plot-important items were not ready this late in development.
In the prototype, Health Boxes occupy where Potions would be in the final game.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
E3M4a
| Prototype | Final |
|---|---|
The prototype's E3M4a has the player start right at the exit from the previous area, but the final game has the player start in a courtyard after a cutscene takes them away from the exit from E3M3.
| Prototype | Final |
|---|---|
The box of Bolter ammo found near the start is instead a Bolter.
| Prototype | Final |
|---|---|
An extra Dwarf was added near the campfire and the items near the campfire were changed so that they're a box of Bolter ammo, Chainmail, and a Potion instead of a Health Box and a box of Bolter ammo.
| Prototype | Final |
|---|---|
Another Doombat was added just passed the campfire area.
| Prototype | Final |
|---|---|
The entrance to the first spiral staircase contains a Silverclaw in front of it that was removed in the final game and a Plague Rat was added to the right of the health pickup in the final game.
| Prototype | Final |
|---|---|
Two more Plague rats were added to the base of the spiral staircase.
| Prototype | Final |
|---|---|
A bundle of Ballista logs were added at the top of the first spiral staircase.
| Prototype | Final |
|---|---|
A Black Chest was added near the wall the opposite of the exit from the first spiral staircase.
| Prototype | Final |
|---|---|
A Health Box is in front of the barrel the player needs to push to proceed instead of a Purifier shard.
| Prototype | Final |
|---|---|
In the courtyard past the bridge and second spiral room, the Lycanthir near the body plays an eating animation near the body in the prototype. The final game simply has him standing there.
| Prototype | Final |
|---|---|
A bundle of Ballista logs was added to the corner area with the Lycanthir and the healing item in the final game.
| Prototype | Final |
|---|---|
The Dragon floating around the castle is missing in the prototype.
| Prototype | Final |
|---|---|
The sniper nest containing a Fletcher does not have ammo for Stavros' Stave in the prototype.
| Prototype | Final |
|---|---|
A single Fletcher stands where three Hellfire Palandins would at the entrance to the tower. The healing item near the Hellfire Paladins and the boxes of Bolter ammo to the right of them are missing as well.
| Prototype | Final |
|---|---|
One Rat at the bottom of the tower was moved to be closer to the player and an extra Plague Rat was added as well.
| Prototype | Final |
|---|---|
Another Doombat was added to the roof above the elevator.
| Prototype | Final |
|---|---|
Approaching the Crypt Key before defeating the Buboids will instantly gib the player if it is approached, despite there being no particle effects signaling it is active.
| Prototype | Final |
|---|---|
The Dwarf at the top of the tower was replaced with two Fletchers and a Black Adamate Armor where he used to be.
| Prototype | Final |
|---|---|
A Stavros Stave exists in the prototype where a Ring of Lighting Protection is in the final game.
| Prototype | Final |
|---|---|
Ammo for the Stavros' Stave was added the opposite of the exit door in the final game.
| Prototype | Final |
|---|---|
Two Hellfire Paladins were added to guard the door to E3M4b in the final game.
E3M4b
There is a chunk of E3M4a that does not appear in the final game.
| Prototype | Final |
|---|---|
An extra Doombat was added near the start of the level.
| Prototype | Final |
|---|---|
Two Plague Rats were added near a pillar.
| Prototype | Final |
|---|---|
Another Doombat and ammo for Stavros' Stave was added near the entrance to the upper portion of Wyndrax's room.
| Prototype | Final |
|---|---|
The table contains a Satanic Book of Evil, an item completely removed from the final game. In it's place is a Potion in the final game. Two Plague Rats are near the table, but were removed in the final game.
| Prototype | Final |
|---|---|
A bundle of Ballista logs were added near the Doombats.
| Prototype | Final |
|---|---|
Two Fletchers occupy the locations where the two Hellfire Paladins are in the final game. The Black Chest near the Hellfire Paladins is missing as well.
| Prototype | Final |
|---|---|
The secret stat boost item is a Speed boost in the prototype, but a Vitality boost in the final game.
| Prototype | Final |
|---|---|
A Hellfire Paladin and Potion were added to the hallway before the door to the lower entrance to Wyndrax's room.
| Prototype | Final |
|---|---|
The way to Wyndrax's forest is already open in the prototype.
| Prototype | Final |
|---|---|
The Black Adamate Armor on the upper part of Wyndrax's room is missing in the October 1999 build.
| Prototype | Final |
|---|---|
The altar used to destroy the giant wisp and expose Wyndrax lacks candles on the left and right side of it in the prototype.
It can be used with the Wyndrax Spellbook, but all it does is make the giant wisp disappear. The thing holding it is not destroyed and Wyndrax is not exposed.
| Prototype | Final |
|---|---|
The giant wisp is merely the wisp fired from Wyndrax's Wisp in the prototype with some electricity spewing from it in this build. The final game turns it into a blue particle set.
| Prototype | Final |
|---|---|
A box of Bolter ammo is replaced with a bundle of Ballista logs in the room right before Wyndrax's forest.
| Prototype | Final |
|---|---|
Wyndrax himself is standing around in the upper right portion of the forest instead of having to be exposed first, like in the final game.
The trees in Wyndrax's forest do not make odd sounds, unlike the final game.
| Prototype | Final |
|---|---|
The door to E3M4a contains a good-sized chunk of E3M4a in the prototype. The final game removes it entirely.
| Prototype E3M4b | Prototype E3M4a |
|---|---|
| Prototype E3M4b | Final E3M4a |
|---|---|
The chunk of E3M4a in E3M4b contains the main entrance to the tower area. interestingly, this area contains two boxes of Bolter ammo seen in the fianl version of E3M4a, but not in the prototype's E3M4a.
| Prototype | Final |
|---|---|
The end of E3M4b contain E3M5a's graveyard and crypt entrance area in the prototype. the final game removes it and places a wall where it would be.
E3M6_cineend
A small chunk of E3M6 exists in the "hidden" level E3M6_cineend. This level appears to have been used to make the cutscene for the end of E3M6, since it is focused on the throne room, where the ending cutscene happens in the final game. It still contains the entities in the chunk of level used for it, which gives a small glimpse into how E3M6 was when the prototype was compiled.
In the prototype, two Buboids are already inside Gharroth's throne room. In the final game, he must summon Buboids first. However, the pre-placed Buboids do not prevent him from summoning extra Buboids.
| Prototype | Final |
|---|---|
A Health Box and a Potion were added to the left of the throne.
| Prototype | Final |
|---|---|
A Health Box was replaced with a potion in the final game.
| Prototype | Final |
|---|---|
The ammo in the lower portion of Gharroth's chamber are two boxes of Bolter ammo in the October 1999 build, while the final game has a box of Bolter ammo, ammo for the Stavros' Stave, and a bundle of Ballista logs.
| Prototype | Final |
|---|---|
The Hellfire Paladin near the Paladin near the door is missing in this prototype.
E4M1
E4M1's main changes are in enemy and item layouts, like the majority of other levels. However, unlike the other levels, the amount of differences is significant between the prototype and the final game. The October 1999 version of E4M1 has far fewer enemies, to the point of some halls and rooms absolutely packed with enemies having nothing in them in the prototype. Ammo is much more scarce as well, with areas that are ammo paradises in the final game being completely desolate.
The order of gaining weapons is different in this prototype as well. The player can gain a Slugger soon after starting the first portion of E4M1 in the final game, but must wait until the halfway point to find one in the prototype, and only through a secret instead of being out in the open, like Sluggers are in the final game. The Kineticore seems to be non-existent in this version of E4M1, as ammo for it cannot be found. As compensation, the player can get a Glock 2020 right after the area starts instead of having to deal with or kite some enemies in order to get one, like in the final game.
E4M1a
The vent door the player must open to continue in the level will get jammed once it hits a Rat near it and will never go down enough to let the player though, no matter if the Rats and their corpses are eliminated or not. The only way to proceed past this point is with the noclip cheat.
In the prototype, all of the cell doors except for the one the player starts in and the one leading to the vent section are closed when the level starts, and are opened with the switch at the bottom of the cell block area. The final game changes this so that the only closed cell doors are the ones at the bottom that aren't already open (or destroyed) when the level starts.
| Prototype | Final |
|---|---|
| Prototype | Final |
|---|---|
The player starts in the lower righthand cell on the lower floor in the prototype. The final game moves the starting point to outside the cell. The cell itself has a Glock 2020 that was removed in the final game.
| Prototype | Final |
|---|---|
A cell with a single Glock 2020 magazine had three more magazines and a White Prisoner placed in it. The original magazine was moved from the cot to the floor with the rest of the mags.
| Prototype | Final |
|---|---|
A cell with two Black Prisoners and two Glock magazines between them instead has a single small Medkit on a cot in the prototype.
| Prototype | Final |
|---|---|
The entrance to the vent area contains a single Black Prisoner and Glock magazine in the October 1999 build. The final game adds another Black Prisoner, moves them closer to the magazine, adds two more magzines near the original one, and puts a Glock 2020 in front of the entrance to the vent system.
| Prototype | Final |
|---|---|
The room with the Bottle has a small Medkit instead of Kelvar Armor next to it in the prototype.
| Prototype | Final |
|---|---|
A Rat was centered in the final game.
| Prototype | Final |
|---|---|
A single magazine for the Glock 2020 stands in place of the semi-hidden Slugger in the prototype. This means the player doesn't get access to the Slugger right away.
| Prototype | Final |
|---|---|
Another Rat was centered in the final game.
| Prototype | Final |
|---|---|
The room with the switch that blows a hole in the wall is quite different in the prototype. It has a barrel with fire in it and changed lighting to match it, a single Rat as opposition, and no items.
| Prototype | Final |
|---|---|
There are no Rats in the October 1999 version of the pipe room.
| Prototype | Final |
|---|---|
A Kevlar Armor that's clipping into the roof takes the place of the large Medkit in the prototype's pipe room.
| Prototype | Final |
|---|---|
Two Black Prisoners were added near the sewer grate from the pipe room.
| Prototype | Final |
|---|---|
A spare Glock 2020 magazine takes the place of the Glock 2020 found near the first exit to E4M1b in the final game.
| Prototype | Final |
|---|---|
The area containing the door to the cell block release room lacks Rats in the prototype.
| Prototype | Final |
|---|---|
Two White Prisoners were added to the room that has the switch opening the cell blocks on the first floor.
| Prototype | Final |
|---|---|
Four Glock magazines and a medkit were also added to the switch room.
| Prototype | Final |
|---|---|
The first floor of the staircase room lacks two White Prisoners and a small Medkit in the prototype.
| Prototype | Final |
|---|---|
Another White Prisoner and two Glock magazines were added to the first floor in the staircase room.
| Prototype | Final |
|---|---|
Four Black Prisoners were added to the second floor in the staircase room.
| Prototype | Final |
|---|---|
Two Glock magazines were placed near the staircase to the third floor.
| Prototype | Final |
|---|---|
The hallway leading to the second floor of the cell block has two extra White Prisoners in the final game.
| Prototype | Final |
|---|---|
A White Prisoner was added to a cell on the second floor.
| Prototype | Final |
|---|---|
A White Prisoner and a Black Prisoner were added to a cell on the second floor.
| Prototype | Final |
|---|---|
The cell leading to the second floor is completely different in the prototype. Instead of having to crawl through a vent opening, the player walks through an opening on the left wall. The cell itself also lacks the two Black Prisoners seen in the final game.
| Prototype | Final |
|---|---|
Lighting, a White Prisoner, and a Black Prisoner were added to a cell in the second floor.
| Prototype | Final |
|---|---|
A White Prisoner was added to a cell on the second floor.
| Prototype | Final |
|---|---|
The cell leading to the area behind the cell block on the second floor lacks any enemies in it and front of it in the prototype.
| Prototype | Final |
|---|---|
Two Black Prisoners were added.
| Prototype | Final |
|---|---|
A Black Prisoner was added to the entrance from the cafeteria.
| Prototype | Final |
|---|---|
Two small Medkits were removed from the start of the long hallway behind the second floor cells.
| Prototype | Final |
|---|---|
A Black Prisoner near the Medkits was removed in the final game.
| Prototype | Final |
|---|---|
The hallway behind the second floor cellblock is completely devoid of enemies in the prototype.
| Prototype | Final |
|---|---|
Two Glock magazines were added to the right side of the wall near the end.
| Prototype | Final |
|---|---|
A box of Slugger ammo was added behind a pillar in the final game.
| Prototype | Final |
|---|---|
The entrance to E4M1c contains a single Black Prisoner and a Glock 2020 and magazine for it to the left of the enemy in the prototype.
| Prototype | Final |
|---|---|
Not only is the secret Megashield missing, the bars preventing the player from going passed the Megashield are absent as well.
| Prototype | Final |
|---|---|
Four Black Prisoners were added to the third floor of the staircase room.
| Prototype | Final |
|---|---|
The texture on the back of the third floor was changed from brick to concrete.
| Prototype | Final |
|---|---|
The alcove near the vent entrance to the cell block's third floor lacks any Glock 2020 ammo in the prototype.
| Prototype | Final |
|---|---|
The vent used as part of the way to access the third floor of the cell block area lacks Rats in the prototype.
| Prototype | Final |
|---|---|
The Mana Skull at the start of the tight hallway is missing.
| Prototype | Final |
|---|---|
The tight hallway lacks enemies in this build.
| Prototype | Final |
|---|---|
The ammo for the Slugger is floating above where it should be for some reason. It is also placed closer to a pillar than it is in the final game.
| Prototype | Final |
|---|---|
More missing enemies in the prototype.
| Prototype | Final |
|---|---|
The sewer grate passed the tight hallway lacks enemies as well.
| Prototype | Final |
|---|---|
A White Prisoner was added to a cell.
| Prototype | Final |
|---|---|
A cell with a single Black Prisoner in the prototype has two White Prisoners in the final game.
| Prototype | Final |
|---|---|
An empty cell was given three Glock 2020 magazines in the final game.
| Prototype | Final |
|---|---|
Two Rats were added to an empty cell.
| Prototype | Final |
|---|---|
The hidden ammo storage area lacks enemies and ammo.
| Prototype | Final |
|---|---|
A vial of Saltpepper can be seen mostly embedded in the floor near the shelves. It cannot be picked up.
| Prototype | Final |
|---|---|
An empty cell was given a small Medkit and a box of Slugger ammo.
| Prototype | Final |
|---|---|
An empty cell was given a White Prisoner.
| Prototype | Final |
|---|---|
An empty cell was given not one, but two White Prisoners.
| Prototype | Final |
|---|---|
The electric chair (maybe?) has Kevlar Armor in the the middle of it in the prototype.
| Prototype | Final |
|---|---|
The Kelvar Armor was moved to a cubby hole the player must jump into from the top of the chair in the final game. The prototype lacks the cubby hole the armor would eventually be placed in.
| Prototype | Final |
|---|---|
The main table in the cafeteria lacks enemies entirely.
| Prototype | Final |
|---|---|
The collection of explosive barrels, two Rats, and two boxes of ammo for the Kineticore found in the lower right corner of the cafeteria are missing as well.
| Prototype | Final |
|---|---|
The cafeteria counter lacks the serving hole seen in the final design. This makes it much closer to the cafeteria seen in Milestone 2's E4M1 than the one in the final game.
| Prototype | Final |
|---|---|
A Black Prisoner near the entrance to the counter area was replaced with a White Prisoner and a Glock magazine in a corner.
| Prototype | Final |
|---|---|
The kitchen contains an unusual area on the left side of it that was completely removed in the final game. It has a White Prisoner in it and no detailing whatsoever.
| Prototype | Final |
|---|---|
One of the windows in the kitchen area is open in the prototype, but was sealed up in the final game.
| Prototype | Final |
|---|---|
The kitchen itself contains a White Prisoner, another Bottle, a Glock 2020, and a magazine of ammo for the Glock in it. The final game removes all of these items, but kindly adds orange lighting near the heater as compensation.
| Prototype | Final |
|---|---|
The grate on the stove in the prototype's kitchen will explode when used, letting the player get inside the stove. Hopping in will reward a secret. The final game removes the exploding grate stove and the secret associated with it.
| Prototype | Final |
|---|---|
The orientation of the small Medkit in the kitchen's cabinet was changed to be flush with the cabinet in the final game.
| Prototype | Final |
|---|---|
The cabinet in the back of the kitchen lacks Slugger ammo in the prototype.
| Prototype | Final |
|---|---|
The hallway connecting the first floor of the staircase room and the cafeteria is missing in this prototype. Oddly, a connection between those rooms does exist in Milestone 2, made two years before this prototype was made.
| Prototype | Final |
|---|---|
Two White Prisoners were added to the laundry room in the final game.
| Prototype | Final |
|---|---|
The switch that opens up the washer containing the Ebonite armor is above the explosive barrel in the prototype, but is behind it in the final game.
| Prototype | Final |
|---|---|
Two boxes of Slugger ammo were placed on the rightmost rear washer in the final game.
| Prototype | Final |
|---|---|
Another White Prisoner, a Slugger, and a small Medkit were added in the room past the laundry room. A Glock 2020 in the prototype was replaced with an extra Glock 2020 magazine.
| Prototype | Final |
|---|---|
The room past the laundry room contains a secret that was removed (well, sort of) in the final game. The beam in the room leads to a grate that can be opened in the prototype.
| Prototype E4M1a | Final E4M1b |
|---|---|
The grate leads to a secret area with a Goldensoul on one side and a window looking out on the other side. While the area appears to be unused at first, it actually appears...as a secret area in E4M2b. The room was moved to E4M2b at some point after this prototype and the grate opening that was originally used to reach it was replaced with two boxes of Cordite Grenades.
| Prototype | Final |
|---|---|
The unused room with Slugger ammo contains a box of Ripper ammo instead in the prototype. It is still unused, however.
E4M1b
The player starts the level in the water tunnels from E4M1c. Attempting to access the outside area will make the game do a hard freeze.
The few bits of E4M1b that are playable suggest it was still a bit of a work in progress. Notably, the water tunnel from the end of E4M1c that ejects the player back into the yard does not automatically push the player forward, forcing the player to slowly swim through it without any chances to catch a breath.
| Prototype | Final |
|---|---|
the grate at the bottom of the water switch area has an unusual moving device that is removed in the final game. When the water is raised, the device goes with it. This makes it clip through the wall.
| Prototype | Final |
|---|---|
The upper switch has a Glock 2020 and ammo for it in front of it. The final game replaces the Glock with another magazine for the Glock.
| Prototype | Final |
|---|---|
The fan at the start of the pipe section is missing.
| Prototype | Final |
|---|---|
The grate details in the pipe do not exist in the prototype.
| Prototype | Final |
|---|---|
The fans on each corner of the pipe area are absent in this build.
E4M1c
| Prototype | Final |
|---|---|
A magazine was added right past where the player spawns into E4M1c. Two Black Prisoners were added to the path to the switch as well.
| Prototype | Final |
|---|---|
An extra White Prisoner and a small Medkit were added behind the White Prisoner near the barrel with fire in it.
| Prototype | Final |
|---|---|
Two Black Prisoners and a box of Slugger ammo were added to the hallway opposite of the fire barrel.
| Prototype | Final |
|---|---|
The shower room is a bit different in terms of item layout in the prototype. A Glock 2020 magazine on the upper left-hand corner was replaced with two Rats, the right-hand Glock mag was replaced with a Black Prisoner, with another Black Prisoner near that one, and Coal was replaced with a Black Prisoner.
| Prototype | Final |
|---|---|
The Coal in the shower room in the prototype was moved to a nearby hallway in the final game, possibly so that the player would never miss it. An extra White Prisoner was added to guard the Coal as well.
| Prototype | Final |
|---|---|
The secret Goldensoul lacks Rats guarding it in the prototype.
| Prototype | Final |
|---|---|
Two White Prisoners were added to the collapsing roof room.
| Prototype | Final |
|---|---|
The alcove above the collapsing roof contains three small Medkits in the prototype. The final game contains a Slugger, an Acro boost, and ammo for the Slugger.
| Prototype | Final |
|---|---|
The Kineticore ammo on the opposite side of the ammo stash is missing in the prototype.
| Prototype | Final |
|---|---|
The large Medkit past the collapsing roof room is an Acro boost in the prototype. Perhaps the level designer(s) moved the Acro over to the alcove from its original position, then had the large Medkit take the place where the Acros used to be.
| Prototype | Final |
|---|---|
The secret room containing the Attack boost has a Slugger instead.
| Prototype | Final |
|---|---|
The hallway to the path to the outdoor area is almost completely devoid of enemies in the prototype.
| Prototype | Final |
|---|---|
Same as above.
| Prototype | Final |
|---|---|
Four Black Prisoners and a large Medkit were added to the entrance to the tower area.
| Prototype | Final |
|---|---|
A lot of barrels are in place of where the Rats are in the prototype.
| Prototype | Final |
|---|---|
The Wraithorb room contains so many explosive barrels that the Wraithorb had to be placed on top of a barrel in the prototype.
| Prototype | Final |
|---|---|
The path to the Saltpeter contains a lot more barrels in the prototype.
| Prototype | Final |
|---|---|
In place of the Saltpeter is an Uzi Gangster in the prototype.
| Prototype | Final |
|---|---|
Two barrels were removed.
| Prototype | Final |
|---|---|
Two barrels were replaced with two Glock 2020 magazines in the final game.
| Prototype | Final |
|---|---|
Besides the usual removed explosive barrels, the White Prisoner was moved to the right side of his room and a small Medkit was placed where he used to be in the final game.
| Prototype | Final |
|---|---|
The Black Prisoner and Rat at the base of the tower gained friends in the form of two White Prisoners in the final game.
| Prototype | Final |
|---|---|
The enemy and item composition at the top of the tower was changed in the final game. The left side of the room gained an extra White Prisoner, two Glock magazines were placed on the walkway leading to the vent area, and the right side was given another Black Prisoner and Sulfur.
| Prototype | Final |
|---|---|
A small Medkit and two Rats were added to the walkway above the top floor in the tower.
| Prototype | Final |
|---|---|
A Rat was placed to the left of a small Medkit on the walway in the top room.
| Prototype | Final |
|---|---|
The walkway behind the pipe from the entrance to the vent area lacks supplies in the prototype.
| Prototype | Final |
|---|---|
A Rat was added to the left of where the supplies are in the final game.
| Prototype | Final |
|---|---|
Two Glock 2020 magazines were added at the start of the vent crawl down the tower.
| Prototype | Final |
|---|---|
Another Rat was added.
| Prototype | Final |
|---|---|
A Rat was added in front of a grate.
| Prototype | Final |
|---|---|
Two Rats were added.
| Prototype | Final |
|---|---|
A Rat was added behind a grate.
| Prototype | Final |
|---|---|
Yet another Rat was added behind a grate.
| Prototype | Final |
|---|---|
Two Rats were added, including one that is floating above the others.
| Prototype | Final |
|---|---|
A Rat sneaks behind another grate grate in the final game.
| Prototype | Final |
|---|---|
A large Medkit is added behind a Rat in the final game.
| Prototype | Final |
|---|---|
Another day, another Rat added behind a grate.
| Prototype | Final |
|---|---|
Three Rats were added.
| Prototype | Final |
|---|---|
Rat, grate, you know the drill by now.
| Prototype | Final |
|---|---|
Two Rats were added.
| Prototype | Final |
|---|---|
The last Rat is added behind a grate. We'll miss you buddy.
| Prototype | Final |
|---|---|
Two Rats were added.
| Prototype | Final |
|---|---|
An Envirosuit was added near the entrance to E4m1b.
E4M2
E4M2, like E4M1, has significantly less enemies and ammo than it does in the final game. The lack of ammo is actually more dramatic than it is in E4M1, with all of the Glock 2020 ammo scattered throughout the level being absent and most of the other ammo missing as well. The significantly smaller enemy count makes the lack of ammo not as bad as it seems.
The level contains several similarities with E4M1b in the 0.10 prototype in enemy placement that was in 0.10 but not in the final game. This suggests that several changes to convert the enemy layout from the design seen in the 0.10 era to the final game happened quite late. A trap seen late in the area is missing, like it was in previous prototypes.
E4M2a
| Prototype | Final |
|---|---|
A Glock 2020 near the start was replaced with five Glock 2020 magazines in the final game.
| Prototype | Final |
|---|---|
Three White Prisoners were added after the first slope and the lighting was made brighter in the area.
| Prototype | Final |
|---|---|
The cave containing the Kineticore has a Slugger and Slugger ammo instead of a Kineticore and Ripper ammo.
| Prototype | Final |
|---|---|
Ripper ammo was added to the alternate entrance to E4M2b in the final game.
| Prototype | Final |
|---|---|
A Ripper and Ripper ammo are nhear where the Kineticore and Slugger ammo are in the prototype. The small Medkit near the Black Prisoners are missing as well.
| Prototype | Final |
|---|---|
The two Black Prisoners near the two small Medkits are missing in the prototype.
| Prototype | Final |
|---|---|
The White Prisoner near the start of the cliff run cannot be found in this build.
| Prototype | Final |
|---|---|
A Chaingun Gangster can be found in place of the three large Medkits near the entrance to the small cave in the cliff run area.
| Prototype | Final |
|---|---|
An empty portion right before the entrance to the cave was filled with a Rocket Gangster, four Glock 2020 magazines, and a roaming Chaingun Gangster in the final game.
| Prototype | Final |
|---|---|
All the Glock 2020 ammo in the cave is absent in the prototype.
| Prototype | Final |
|---|---|
An Uzi Gangster is replaced with a White Prisoner in the final game.
| Prototype | Final |
|---|---|
Three Black Prisoners were added past the cave in the final game.
| Prototype | Final |
|---|---|
The flying Chaingun Gangster is closer to the bridge above the entrance to the underground docks in the prototype.
| Prototype | Final |
|---|---|
The bridge above the underground dock entrance contains two small Medkits on the right side. Two large Medkits and three White Prisoners were added to the final take, while a small Medkit was removed. The other small Medkit was moved.
| Prototype | Final |
|---|---|
The two Prisoners at the curve to the dock entrance are missing in this build.
| Prototype | Final |
|---|---|
A Black Prisoner were added to the rightmost above ground dock.
| Prototype | Final |
|---|---|
The left above ground dock lacks the Envirosuit and White Prisoners seen in the final version.
| Prototype | Final |
|---|---|
In the prototype, the Sharks in the water surrounding the cliff run do not move. The final game changes it so that they start roaming as soon as the level starts.
| Prototype | Final |
|---|---|
A Rocket Gangster and an Uzi Gangster can be found right on the other side of the door to the underground dock. They're replaced with two Chaingun Gangsters moved away from the door.
The prototype enemy placement past the door can also be seen in the 0.10 prototype, but with a Female Gangster in place of the Uzi Gangster.
| Prototype | Final |
|---|---|
The first underground dock has Uzi Gangsters instead of White Prisoners. An extra White Prisoner was placed in front of the entrance to the cave area.
| Prototype | Final |
|---|---|
The laser trap at the start of the cave area does not exist in this prototype. Considering that the trap does not exist in Milestone 2's nor the 0.10 prototype either, this suggests the trap was added late in development.
| Prototype | Final |
|---|---|
A cave area with an Uzi Gangster can be found in the box cave area. this cave and the enemy was removed in the final game.
The cave exists in the 0.10 prototype, but has a Female Gangster instead of an Uzi Gangster.
| Prototype | Final |
|---|---|
The path to the crane room is filled with explosive barrels for some reason. The Rocket Gangster is also much further away than he is in the final game.
| Prototype | Final |
|---|---|
An Attack boost can be found where the Ebonite Armor is in the prototype.
| Prototype | Final |
|---|---|
The Rats in the crane room are absent in this build.
| Prototype | Final |
|---|---|
The large collection of ammo near the secret Goldensoul cannot be found in the October 1999 prototype.
E4M2b
| Prototype | Final |
|---|---|
A Rocket Gangster and a large Medkit were added to a barrel near the start of the level.
| Prototype | Final |
|---|---|
A small Medkit was replaced with Kevlar Armor, and a box of Novabeam ammo was added nearby in the final version.
| Prototype | Final |
|---|---|
The secret Megashield cannot be found in this prototype.
| Prototype | Final |
|---|---|
An Envirosuit, Slugger ammo, Cordite Grenades, and a small Medkit were added near another fire barrel.
| Prototype | Final |
|---|---|
Three Glock 2020 magazines were added near the ammo and item dump mentioned above.
| Prototype | Final |
|---|---|
Like E4M2a, Sharks do not roam in the prototype, but do in the final game.
| Prototype | Final |
|---|---|
The secret cave with the Ripper in it contains an Uzi Gangster as opposition instead of a White Prisoner. The Power boost, Slugger ammo, and Cordite Grenades are missing as well. The prototype does feature a box of Ripper ammo that was removed in the final game, though.
| Prototype | Final |
|---|---|
The alternate entrance to E4M2b contains a Ripper and ammo for it instead of Slugger and Kineticore ammo.
| Prototype | Final |
|---|---|
The secret Megashield above the cave area is a small Medkit instead.
| Prototype | Final |
|---|---|
The underwater area containing a ramp went from being empty in the prototype to filled to the brim with Sharks in the final game.
| Prototype | Final |
|---|---|
The three small Medkits near the ramp are instead in a side room in the prototype.
| Prototype | Final |
|---|---|
The area the ramp leads to lacks the Attack boost and Black Prisoner seen in the final game.
The same enemy layout appears in this level in the 0.10 prototype as well.
| Prototype | Final |
|---|---|
A Black Prisoner was added to a hallway.
| Prototype | Final |
|---|---|
Another Black Prisoner was added, this one guarding an Ebonite Armor.
| Prototype | Final |
|---|---|
Two White Prisoners and a box of Cordite Grenades were added past the ramp room.
| Prototype | Final |
|---|---|
Two boxes of Kineticore ammo were added right before the dive into the small pool.
| Prototype | Final |
|---|---|
A Black Prisoner and a Rocket Gangster facing a wall, along with two Glock 2020 magazines, were added right after the ladder.
| Prototype | Final |
|---|---|
A box of Ripper ammo was added in the middle of a staircase set.
| Prototype | Final |
|---|---|
The area past the staircase set contains a single Uzi Gangster and no items. Interestingly, this layout matches the same room in the 0.10 prototype, but with a Female Gangster instead of an Uzi Gangster.
| Prototype | Final |
|---|---|
A White Prisoner and a large Medkit in the corner were added on top of a building in the final game.
| Prototype | Final |
|---|---|
Three Black Prisoners were added to a walkway leading to an area inside a building.
| Prototype | Final |
|---|---|
An Uzi Gangster and a Slugger were replaced with a White Prisoner and a Black Prisoner, respectively.
| Prototype | Final |
|---|---|
The secret room containing a Vitality boost and a Ripper, among other items, contains nothing in the prototype.
| Prototype | Final |
|---|---|
An Uzi Gangster once again gets replaced with a White Prisoner and a Black Prisoner near him.
| Prototype | Final |
|---|---|
The back of the room leading outside contains nothing in the prototype.
| Prototype | Final |
|---|---|
A small Medkit was added near the drop to the lower floor.
| Prototype | Final |
|---|---|
A White Prisoner and a Black Prisoner were added to the entrance to the cave area at the end of E4M2b.
| Prototype | Final |
|---|---|
The cave area contains two Uzi Gangsters in the prototype. The final game replaces them with a Chaingun Gangster, two White Prisoners, and a Black Prisoner.
E4M5_cineend
A chunk of E4M5 exists in the game's files as "e4m5_cineend". Like E3M6, this was probably a chunk of E4M5 used to make the level's ending cutscene.
The small piece seen in the level suggests that E4M5 underwent a major change in enemy and item placement between this prototype and the final game. Unlike most levels in the prototype, the chunk of E4M5 in this level contains a good balance of cuts and buffs to enemy positioning and layout, along with the amount of ammo in the level. Large scale ambushes seem to have been toned down or eliminated while single or double enemies were added to locations that didn't have enemies.
It is notable in that this is the only level that has a dynamic sky in the prototype.
| Prototype | Final |
|---|---|
The prototype's sky is the one used for E4M2b, but with a dynamic sky (which is usually not seen in other skies in the prototype). The final game uses a unique skybox for E4M5.
| Prototype | Final |
|---|---|
The prototype starting room contains a single Glock 2020 magazine and an Ebonite Armor near the doors. The final game revamps it so that the room has two boxes of Ripper ammo, a small Medkit, a large Medkit, two extra Glock 2020 magazines, and another Ebonite Armor.
| Prototype | Final |
|---|---|
The main hall contains four Navy MPs and a single Seal Commando. All of these enemies were removed in the final game.
| Prototype | Final |
|---|---|
The texture for the door from the computer room to the main hallway seen in the 0.10 prototype still exists, even though the door no longer functions and has been blocked off from the computer room side, like in the final game.
| Prototype | Final |
|---|---|
A box of Ripper ammo was removed in the final game.
| Prototype | Final |
|---|---|
A Rocket Gangster can be found on the right entrance to the courtyard with the Chaingun Gangsters in it. He was removed in the final game.
| Prototype | Final |
|---|---|
Two Rocket Gangsters can be found in a corner near the Chaingun Gangsters. They are missing in the final game.
| Prototype | Final |
|---|---|
Two boxes of Ripper ammo can be found in place of Slugger ammo in the prototype.
| Prototype | Final |
|---|---|
The Seal Commando in the computer room is absent, along with the small Medkit to the left of the switch.
| Prototype | Final |
|---|---|
A Novabeam and ammo for it can be found in front of the door to Mishima's room. The final game replces the Novabeam with a small Medkit, then moves both items to the very back of the hallway.
| Prototype | Final |
|---|---|
The ladder near the end of the hidden path has a fan just past the top of the ladder, like in the 0.10 prototype. The Attack powerup is missing as well.
The door cannot be opened in the prototype because the switch to activate it was cut off when the level chunk was sectioned off to create this level.
E1DM6
The October 1999 prototype contains an additional multiplayer level that can only be played by loading it in the console. When loaded, it turns out to be the level E4DM2 from the final game, but with Episode 1's weapons and items. This shows that E4DM2 was originally meant to be an Episode 1 deathmatch level, but was converted into one for Episode 4 sometime after this prototype was compiled. This makes sense, as E4DM2 uses textures and design cues from Episode 1, not Episode 4 and has the Hosportal in it, an item only seen in Episode 1.
While many items were given their equivalents in Episode 4, some were removed without a replacement given. There are also two architectural differences and strange spinning objects that suggest this level was not 100% complete when it was compiled.
| Prototype | Final |
|---|---|
A Novabeam was added to an area at the very bottom of the level in the final game.
| Prototype | Final |
|---|---|
A Shotcycler was removed, and nothing was given as its replacement.
| Prototype | Final |
|---|---|
A box of Shotcycler ammo was replaced with a Ripper and Novabeam ammo.
| Prototype | Final |
|---|---|
The water on the second floor does not have solid ground underneath it. If the player hops into it, they'll be able to explore the architecture behind the liquid walls on the first floor.
The final game adds a floor so that this doesn't happen.
| Prototype | Final |
|---|---|
A Plasteel Armor was replaced with it's Episode 4 equivalent, the Ebonite Armor.
| Prototype | Final |
|---|---|
Episode 1 Medkit replaced with a small Medkit from Episode 4.
| Prototype | Final |
|---|---|
Same as above.
| Prototype | Final |
|---|---|
An Ion Blaster and two Sidewinder rocket boxes were replaced with a box of Cordite Grenades and two Slugger ammo pickups.
| Prototype | Final |
|---|---|
Two Kineticore ammo boxes were placed in a corner in the final game.
| Prototype | Final |
|---|---|
A Power boost (actually the second one in the level, as the one behind the Daikatana sign exists in this prototype as well) was replaced with a Vitality boost. A Kineticore was added near the Vitality boost as well, possibly to go with the Kineticore ammo mentioned above.
| Prototype | Final |
|---|---|
A Chromatic Armor and a medkit were replaced with a Slugger and ammo for it.
| Prototype | Final |
|---|---|
A Sidewinder and ammo for it were replaced with Kevlar Armor and a small Medkit.
| Prototype | Final |
|---|---|
A Speed boost was added.
| Prototype | Final |
|---|---|
A strange model can be found where the Speed boost is in the final game. Whatever it is, it's gone in the final game.
| Prototype | Final |
|---|---|
An empy area was given two small Medkits in the final game.
| Prototype | Final |
|---|---|
A box of Shotcycler ammo, a box of Ion Blaster ammo, an ion Blaster, and another box of Ion Blaster ammo were replaced with Ripper ammo, a Glock 2020 magazine, Cordite Grenades, and another Glock 2020 mag, respectively.
| Prototype | Final |
|---|---|
A Chromatic Armor was replaced with its Episode 4 counterpart, the Kelvar Armor.
| Prototype | Final |
|---|---|
A box of Sidewinder rockets was replaced with Slugger ammo.
| Prototype | Final |
|---|---|
The room containing the Goldensoul is different in this prototype. The switch to activate it can be found by pressing a light above the entrance to the room instead of a switch near a suit of armor. Only the back of the room is covered with a door. The button to activate the door from inside the room is missing, so if the player gets stuck, the only way out is to commit suicide or quit and return.
| Prototype | Final |
|---|---|
The Goldensoul is an Acro boost in the prototype.
| Prototype | Final |
|---|---|
A Sidewinder was replaced with a Slugger.
| Prototype | Final |
|---|---|
A box of Ripper ammo was added, along with a light fixture to point it out.
| Prototype | Final |
|---|---|
Novabeam ammo was added to the area underneath the walkways containing the Goldensoul, Kevlar Armor, and Slugger rooms.
| Prototype | Final |
|---|---|
A Metamaser was added past the Hosportal on the upper floor of the level.
| Prototype | Final |
|---|---|
Another Medkit replacement.
| Prototype | Final |
|---|---|
Another Plasteel Armor was replaced with Ebonite Armor, along with Sidewinder ammo turned into Slugger ammo.
| Prototype | Final |
|---|---|
The fan room shows that the level uses the sky from E3M1 in the prototype. While this may sound odd at first, the level is designed in a way that the player will never seen the medieval village in the distance seen in the skybox.
| Prototype | Final |
|---|---|
A floating static fan can be seen underneath the rotating fan. It has a Sidewinder on top of the root of the fan. This strange sight was removed from the final version of the level.
| Prototype | Final |
|---|---|
A pack of Ion Blaster ammo was replaced with a Glock magazine.
| Prototype | Final |
|---|---|
Two Shotcycler ammo boxes were replaced with Ripper ammo.
| Prototype | Final |
|---|---|
Yet another Ion Blaster ammo pickup was replaced with a Glock mag.
| Prototype | Final |
|---|---|
Two Sidewinder ammo boxes were replaced with a single box of Cordite Grenades.
| Prototype | Final |
|---|---|
Two boxes of Sidewinder rocket and an Episode 1 Medkit were replaced with two Slugger ammo pickups and a small medkit, respectively.
| Prototype | Final |
|---|---|
An Attack boost was added.
| Prototype | Final |
|---|---|
Another strange spinning thing can be found in front of the entrance to the room that has the second Kineticore and ammo for it in the level.
| Prototype | Final |
|---|---|
A Kineticore was added to an empty corner.
| Prototype | Final |
|---|---|
A box of Kineticore ammo was added to another empty corner.
| Prototype | Final |
|---|---|
An Ion Blaster was replaced with Cordite Grenades.
Cine levels
The prototype contains several levels with the world "cine" in them that can only be played via the console. These appear to have been special levels made to create the cutscenes seen in the final game, as all of them have names and locations that match cutscenes played in the final game.
The levels themselves are small sectioned parts of existing levels. It seems the people that made them selected a slice of a level, deleted the parts that were not selected, and put barriers using the default Quake 2 texture around the start of areas that would be cut off so that the levels could compile.
E1M3_start
This level contains a chunk of the start of E1M3a.
Oddly, this level doesn't have the red lighting around the Skinnyworker at the start of the level. This matches the final game, however.
| E1M3_start | Prototype's E1M3a |
|---|---|
E1M3_cine
THis tiny level contains Superfly's cell in E1M3b and very little else.
E1M3_end2
This level goes a little bit past the start to the path that leads to Cellblock 4 to the end of the level.
E2M1_cinestart
E2M1_cinestart is the only trace of E2M1 in this prototype. It contains the very start of E2M1a, but with every wall using the default error texture. The kill tag near the water at the start is still functioning, so the only thing that can be done is to endlessly throw Hiro over the cliff side at the start and watch him suddenly explode when he starts getting close to a floor that consists of red hill things and water-like red things.
| Prototype start | Final start |
|---|---|
| Prototype | Final |
|---|---|
E2M2_introcine
This is the only cine level that actually has a cutscene play. The cutscene is the one played at the start of E2M2a, but lacks ambient sounds. The camera breaks once the boat reaches shore, showing random points in the level instead of Hiro or what the camera is supposed to look at.
If the player lets the cutscene play entirely, a duplicate of Hiro will be on the boat when the level starts. The clone cannot be interacted with in any way.
This level is fairly odd compared to the other cine levels. The entire level is surrounded by a cube covered with an ancient Greek painting texture instead of areas being cut off with the red temporary texture barrier. It also has items not seen in the regular level; in this case, two Poseidon's Trident ammo pickups and a Poseidon's Trident. The other cine levels use the same enemy and item layouts seen in the main levels.
E2M2_cinemid
A small chunk of the mine area in E2M2c and a bit of the pool area above it. Used for the cutscene were Mikiko saves Hiro.
E3M1a_cinestart
This level uses the starting area from E3M1a and a little bit of the village surrounding it.
E3M1a_cineened
E3M1a_cineend is the ending location in E3M1a, but has an element not seen in the actual E3M1a seen in the prototype. In front of the exit are three switches in a square. When all of them are pressed, the gate opens.
This matches the sequence needed to open the exit at the end of the final game's E3M1a, but without the keys needed to activate the switches. The hole the switches are in also matches the shape of the frame the switches are in in the final game. It seems the switches seen in E3M1a_cineend is an early prototype of the ones use to exit E3M1 in the final game.
| Prototype | Final |
|---|---|
| e3m1a_cinened | Prototype e3m1a |
|---|---|
E3M1c_cinemid
Contains the church and the area immediately around it. Cuts off at the path to the graveyard.
E3M4_cinestart
Contains the starting area of E3M4a.
E4M1_cinestart
Consists of the starting area in E4M1a.
E4M1a_cinemid
This level is made up of a the right side of the yard in E4M1b with a single White Prisoner in it and the area past the hole blown in the yard near the end. It's notably because of a strange temporary model that can be found near the jump to the cave area and the fact that it contains the only way to "play" the yard area in E4M1b in the prototype.
E4M2_cineend
Contains the end dock area in E4M2a and some extra room past the double doors at the outside dock area for the boat to move.
Model_test levels
This prototype comes with four testing levels called "model_testx", where x is an episode number. These episodes contain all of the items in one room and enemies in another room found in a single episode. The enemy room contains stands featuring stands for every enemy in an episode and a pool to test enemies with special underwater behavior, such as the Sharks in Episode 4.
A static model of an enemy or NPC (the model depends on the episode) can be found in the item room as well. It can be used to select models via the console to see how they would look in-game.
Note that every enemy will activate at once if the player approaches the enemy room without the "notarget" cheat code.
Model_test1
Model_test1 contains all of the items and enemies in Episode 1. It is also the only model_test level to have the stat boost items.
Even with notarget, a Cambot will awaken every enemy if it spots the player or is shot, so it's best to avoid it as much as possible when exploring the level and checking out the enemies.
Model_test2
Model_test2 contains all of the items and enemies in Episode 2.
Model_test3
Model_test3 contains all of the items and enemies in Episode 3.
Model_test4
Model_test4 contains all of the items and enemies in Episode 4.
The regular enemy test room and its underwater portion features the SEAL Diver, an enemy cut from the final game.
Miscellenious levels
E1dojo
E1dojo is the cyberpunk future level that most of the final game's intro takes place in, but without the cutscene playing. It contains no enemies nor items. It uses Episode 1's item list, as seen by the fast the player spawns with the Disruptor Glove.
E1DM1 and E1DM2
The prototype contains the deathmatch levels E1DM1 and E1DM2, but they're the same as they are in the final game.