This is a sub-page of Proto:Gears of War 3/January 24th 2011 Build.
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Included with the build are a series of maps mostly either cut from the final release of the game as for DLC and Multiplayer, or just included for the developers for marketing, proof of concept, testing and other purposes.
Proof of Concept (POC)#
Hotel#
For what appears to be an version of the multiplayer map Hotel. Though this one has much of different ambient sounds, post processing, and extra back area space for the player to hold out at. The map's kismet seems to indicate though the ability to follow multiple test fights using the controller's input. Y acting to spawn different Mutated Drudge enemies with 6 different links. That act as random switches to spawned mutation types (arms, head, and legs), two normal types, all mutations, or a delay with different enemy sets. The last link includes four Drudges and three Polyps, a Gunker and a squad for the player.
Pressing X, used to be double X, also will kill all enemies on the map.





HUB#
In a series of maps created by Lee Perry and a few of the other developers this would've tested the idea of Gears of War as a more open world game. With a HUB area acting as an area for the two playable characters, Bulldog and Hawk, helping stranded civilians on missions around different planets. Using the game's path choice system as a series of dialogue boxes for dialogue on quests, along with planned day and night cycles. During the night you would've had to fought off waves of Locust at the HUB area with a planned effort on placing fortifications much like in Gears Judgment.







Mercy Fly#
This essentially is just an alpha version of the multiplayer map Mercy. As given by the name and kismet it most likely was just an earlier test on the spectator cameras and basic creation of the map. This version mainly made up of different meshes, extra foliage at the middle and extra space to the back area over by where spawns are at.




Mercy Route Defense#
A basic tower defense arcade test map. This has the player select up to a hand from four different weapons to choose, then survive up to three wave segments made up of different enemy types, with six rounds each (bonuses also counted as well.) A cutscene is made up of each segment guiding the player as to where the enemies spawn, their straight path lines and towards to the left church entrance. Once the player loses their twenty lives given by the map, then they'll fail the game mode. The map is fairly buggy though with the way the AI handles their pathing often getting out of their linear movement direction. Though the most interesting thing about this is that the map uses a pre-alpha version of the multiplayer map Mercy, with hardly a lot of detail and extra backspace room for the spawn areas (as seen in Mercy Fly.)


Thrashball#
Basically just another work in progress version of Thrashball split into three different versions, which most likely was meant to test the scoreboard. Mainly for the Kismet scripting being already done and an extra event made for the player to spawn an AI squad and enemies. This is still an alpha version of the map itself with a temporary model used for the scoreboard, completely different post processing, and a different layout than the multiplayer version in the original. Mainly both concession stand areas behind the bleachers are enterable, with the one at grenade spawn having a much more enclosed area.
There also two other versions of this map labeled as POC_Thrashball_Lambent and POC_Thrashball_Sniper. Lambent doesn't seem to have all that much of differences, though Sniper does have some. For one the enclosed area seems to have been at one point made open for Horde, going by fortification and a One-Shot sniper located at the top. Though there isn't anything related to opening this up within the map's kismet. (All three versions also contain much earlier sets of matinee animations for the scoreboard that are not used at all by linked scripting.)



Top Down Gears#
Meant to play out as a RTS-style map. You take control of a squad of Gears, using the controller/keyboard, to tell them where to go and use weapons such as a turret. For enemy encounters to happen they need to be typed out by the player as part of a set of console events. A first wave of Lambent Formers will spawn, followed by Lambent Stalks that spew out Drudges and Polyps, and lastly a Gunker. The Gunker is impossible to kill though, due to the collision between the AI and where the enemy is scripted to move.





Test#
SP_Promotion#
The maps seems to be based on that of SP_Oldshipyard, though with different post processing and lighting. There also missing level streaming portions here as well, mainly scripting for Dizzy and audio, along with unfinished cinematics. This seems to be completable, but only with cheats due to a test spawn area and enemies spawned mid air.


