Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo CE Extended (A10, A30 Demo)
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Engine: Halo1
Game Content: Campaign
文件大小
发表于
更新日期
1.651 GB
9 月 20 日 下午 11:09
9 月 21 日 下午 3:41
5 项改动说明 ( 查看 )

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Halo CE Extended (A10, A30 Demo)

描述
*THIS MOD REQUIRES HALO CE MULTIPLAYER TO BE INSTALLED*

Principally, this mod implements old BSP's that were seen in SPV2. Some of these BSP's would go on to feature in Halo SPV3, but many more were lost to time. As such, levels are drastically lengthened. With the exception of Truth and Reconciliation, 343 Guilty Spark, and The Library, most levels doubled or tripled in length (looking at you, Halo).

*THIS MOD WAS MADE BY A PERSON WHO LIKES TWO BETRAYALS, FOR PEOPLE WHO LIKE TWO BETRAYALS*

As such, many of these levels have been split into two, and in this demo release you will be able to play The Pillar of Autumn and the two halves of A30 (Halo), at one point Halo was all one level, but it's not fun having to play through a mission that's over an hour long.

Additionally, with these lengthened missions there's more opportunity to include prerelease content or even content from other older halo mods as well. This mod takes a variety of assets from various community projects/teams, such as CMT, VKMT, Ruby's Rebalanced.. and so on. There is a wide variety of weapons, many of them having overlap with one another. To avoid too much sandbox bloat- you will find that many weapons don't appear alongside one another- or show up alone in certain sections (such as the Chaingun and the GPMG, or the M7 Caseless and the MP99). In later missions, the focus rifle (retooled gravity rifle) can replace the beam rifle, and the particle carbine (old particle beam rifle) will replace the Covenant carbine.

I hope this philosophy makes sense, and gives each level their own little sense of style and sandbox.


What you play is an incredibly WIP build, I have been working on this project for maybe three years, on and off in my free time. I am currently in university and very busy, but I think it would be nice to have something to play of the more complete or interesting levels.

Engine limitations:
- It's impossible to have weapons transfer across level transitions, as well as any stored data.
- I cannot physically reconnect A30 and A30 II anymore, they were playable one after another, but this required me to have far less advanced scripting, AI squads, and scenery.

Some known issues:
- The Pillar of Autumn opening cutscene flat out crashes when it tries to transition to the hanger scenes. This is because the map is entirely filled up with new BSP's that took up the hangar's space.
- I ran into some crashing at the 'Lock and Key' section on A30, as well as the crashing at the A30 II defense section.
- During the A30 II defense section, if you enter the tunnel, enemies can be seen spawning in front of your eyes. I tried scripting this to not do that, but it still happens anyways. I need to record some more animations of dropships to help rectify this.
- The shield + health hud is anniversary, not the original hud. I still need to mess around with this, I hate the anniversary hud. lol.

Some stuff I'd like feedback on:
- Should The Pillar of Autumn be split into two levels? *highly important*
- Sandbox elements earlier on? (ie: shotgun on first levels?)
- Are the half-life scientist lines too immersion breaking? I really like them, I think they're really funny when crewmen get exploded. (Also applies to Flood ODST's, which aren't in this build, but have a mix of flood lines and HECU Zombie ones)


Credits:
*(PLEASE LET ME KNOW IF THERE IS ANYONE I HAVE NOT CREDITED, OR CREDITED SUFFICIENTLY ENOUGH)*
- CMT (MA5K, BRGL, GPMG, Pelican)
- Arteeen (SPV2 BSP's) *Probably the biggest one here, thank you for your wonderful work!*
- VKMT (Excavator, Gravity rifle, grunt ultra, hud elements)
- SOI-7 (Blind wolves, flood brutes, equipment pickups)
- Galap (Female marines, new sentinel variants)
- Ruby's Rebalanced (sentinel beams, some balancing, flood chunks, used as the basis for 343 Guilty Spark & The Library, audio SFX)
- porottaja (Skirmisher tags, hunter variants) *taken from Super Campaign, definitely worth checking out*
- Sergeant Stacker (colorable marines, hunters, flood tank)
- Digsite (various assets, basically everything)
- Mynameislol (Flood overhaul, honor guards, flood grunts, elite rangers, destroyable scorpions)
- Altis (Various tags taken from Mercury Rising 1 & 2, which is an excellent mod that *also* made use of some SPV2 BSP's)
- Elephant (Marine sniper tags)
- TSCE team (some audio files, one 'doodad' device machine, extended animations for marines, elites, jackals)
- Elite (brutes, some Halo 2 music ports, sniper jackals, covenant scenery objects) *Check out Canyon+ or just Canyon, another great mod*
- ZTEAM (Firebomb grenades, multiple SFX ports, Halo 2 & 3 dialogue)
- Spiral (Those ODST's that everyone on the face of the earth uses)
- Connor Dawn (Fireteam Raven, and probably more that I cannot remember) *Check out Combat Revolved*
- Roxanne (Fusion coils, halo 2 plasma batteries, halo 3 flood brute dialogue) *Check out Halo: Brutality Evolved*
- Vuthakral (Retro/surplus assault rifle tag)
- Altsierra (Scorpion tags, many bits of prerelease dialogue, 1749 health packs)


And finally:

- Me: Compiling, scripting, porting some dialogue from Halo Infinite/Half life, balancing. (and taking far too long to upload ??????? anything to the workshop or my youtube)



The future:
- If there's demand for another level, I may add The Silent Cartographer (B30) or Two Betrayals + Final Run (C40 I & II). I am a bit of a perfectionist and it's going to be hard watching videos of some of the messier parts of this mod, lol.

- Currently I am starting work up on Keyes, but I want to do a pretty complex scripting thing, so we'll see if it's possible at all. After Keyes, I will work on None Left Behind & (a sister level that I haven't named yet) which are both retreads of A30 and A30 II, but with flood and a return to Alpha Base.

- Potentially entirely new levels if I actually get good at modelling, I have some ideas already.
90 条留言
༺T0ЖIC ☬ SA1ИT༻ 10 月 22 日 下午 6:12 
MORE PLZ
FRAG TOSS 10 月 22 日 下午 12:05 
And you should add the Bubble Shield and Regenerator from Mercury Rising
FRAG TOSS 10 月 22 日 下午 12:02 
Can't wait to see the next levels added!
Kusho 10 月 22 日 上午 2:34 
@Jaded i dont mean the Ammo for the SPNKr Rocket Launcher i mean the Round canisters and that looks like for the minigun or the flamethrower
A Jaded Lizard 10 月 20 日 上午 6:30 
@Kusho

There's rocket ammo all over A10 before you have access to the SPNKr as well; I'm not really sure why since those don't seem to be shells for the grenade launcher.

@York

"Narcissism?" Sis, I'm not your ex, thought terminating cliches don't work on me. I played the original version of this mod when I was a kid too and this mod is at least stable, more than CMT managed, but that doesn't make it flawless.
Kusho 10 月 18 日 下午 8:36 
PART 3:

Also, I often found shotgun ammo lying around, but couldn’t find a shotgun anywhere to pick up.
I think I also found minigun or flamethrower ammo (those round canisters), but the corresponding weapon was nowhere to be found either.
Kusho 10 月 18 日 下午 8:32 
PART 2:

The driver acts completely brainless. He drove into the narrow corridor where you’re supposed to go up to activate the switch for the light bridge.
After I freed him, he proceeded to run over some other Marines, then drove to the edge, off the cliff, and died...

So yeah, the AI driving is not very smart.Is he supposed to drive across the light bridge with the player? If so, he doesn’t do that. Instead, he kills most of the Marines and drives himself to death by going off the cliff...
Kusho 10 月 18 日 下午 8:31 
PART 1:

I’m not sure whether these are bugs, mistakes, or intentional design choices on your part, but I’d like to list the things I noticed:

A30Map Part 1 – In this section, you can use incendiary grenades, but starting from Part 2, they’re no longer available.
Also in Part 1, where you have to activate the middle bridge, there are two red doors that open even though they are red (which usually means closed).
So there's a wall behind them (which makes sense because you can’t go any further there), but what I mean is that the doors still open, even though they’re lit up red – as if they should be closed.

Another thing in the first part: where you have to activate the first light bridge, a Pelican comes in and drops off a Warthog, and some Marines get in. But the way the Marine drives is a disaster.
Kusho 10 月 18 日 下午 8:17 
1. when you will release B40?
2. do you will mod A50.map and B30.map like SPV2 too?
that you extend B30.map like in SPV2? with the Underground Area?
like this? https://www.youtube.com/watch?v=x3F8YnBke6k

Timeline:
23:11 that the door on the left is closed and you have to go right to use the elevator like on this
timeline

23:34 this room AND 26:45 and this room
do/can you will add these areas too for B30.map? PLEEEAAASSSEEE q.q

can i show you something on YT or Steam/Discord about a Idea for the D20.map KEYES??
Kusho 10 月 18 日 下午 5:08 
Yes, we've already talked about it, but I just wanted to know in general which areas exist in the mod, which can still be added, and which can't :)

Area No 1 doesnt look good anyway but too bad that Area No 2 and No 3 are not in your mod, because i like these areas q.q maybe they will be added in the future, i hope :)



Which of your mods already uses area no 1, no 2 and no 3?