Without going off topic, the actual technique that was employed on GTA when it first cam out all thos years ago... was the same principle that was used in Id's Wolfenstein and ulltimatley DOOM... strictly speaking it's NOT 3D as we know it today... it was indeed (contrary to what robotriot suggesting and agreeing with Locust's initial observation) a scaling technique and NOT polygons... this is why in DOOM, WOLFENSTEIN & GTA and other games of it's Ilk - you never got circumstances where the levels crossed over themselves forming sections UNDERNEATH or OVER other sections... think back to playing DOOM, there's never any instances of a corridor cutting across or going over another... all the levels were projections vertical - this was a limitation of the technique... a technique also used on the GBA in ECKS vs SEVER and some other FPS games... it was only when games like DESCENT and QUAKE came out that the polygon finally reared it's head in this genre... and hence the reason why in DOOM you could enter a room a 100 imps and 6 cacodemons could come at you whereas in quake you entered a room and... you got attacked by 2 baddies if you were lucky... point being sprite scaling techniques were infintely faster (and more detailed) than anything 3d could do at the time... in fact it's only JUST catching up now... if only they(we) had stuck to sprites, bitmap and voxel solutions instead of Polygonal...
enough ranting...
here's my .02$ worth of Demake...
Please enjoy my cynical ironic take on HALO 3 - I mean honestly... (an I mean this most seriously - nothings really changed that much in the great scheme of things... [ooo contravertial])

i've got another cynical demake up my sleeve too... (If I can be bothered getting round to it...)