Halo: The Master Chief Collection

Halo: The Master Chief Collection

Operation Nightfall
53 条留言
Balfour 9 月 11 日 下午 7:15 
bad mssion
Shudderfly 8 月 24 日 下午 1:32 
Happy to see the next part.
Tytugg 8 月 4 日 下午 7:19 
Sometimes it was hard to see where to go, and once I got stuck and my co-op bro had to kill me. We sneaked past almost all of them, its too bad the engine doesn't have more stealth mechanics, but oh well, it was fun/
Hazard 7 月 13 日 上午 11:20 
There isn't nearly enough Ammo anywhere
darkstar6423™  [作者] 7 月 10 日 下午 3:49 
I updated the MCC version, so it should show up now. Also sorry the second level is taking so long, work has been kicking my ass
FixxDaLostBoi 5 月 23 日 下午 4:31 
This mod seems fun. But It just doesn't show up on my Campaign List. I've installed, Uninstalled, reinstalled, Restarted my PC, everything. The Mod just refuses to show up on my Mods list. Any Fix? =(
Lefty 2 月 28 日 下午 6:58 
Fun mod. From my experience, this isn't a full redesign of the core loop with new stealth based mechanics, this is Halo 3: ODST except you can sneak past the drones in the second part. Didn't realize it was just Sierra 117 reskinned until after the halfway point. Wish there were healthpacks between each fighting area so I wouldn't have to hear *beep beep beep* the whole time. Enjoyed the aesthetic of this, looking forward to more levels if you ever make them.
OhZev 2024 年 12 月 7 日 下午 4:32 
WHEN WILL MISSON TWO COME I WANT IT PLS :(
Chase 2024 年 10 月 22 日 上午 7:06 
This is great, but on the chance that you do get seen and have to fight, ending up on low health is the most annoying thing that could possibly happen. You're left with the constant beep of low health and it's quite annoying
Cloud 2024 年 10 月 16 日 下午 4:07 
this was great really like the stealth focus especially on the drone part overall great mod
Hae 2024 年 10 月 5 日 下午 10:20 
really cool
VersaceButt 2024 年 10 月 3 日 下午 7:58 
dope
darkstar6423™  [作者] 2024 年 10 月 3 日 下午 6:06 
HDR is ruining a lot of the darker environments for me when I enable it, I assume this is because MCC does not support it nativity. That being said, I was still able to see pretty well even with fidelity superfx turned to ultra performance and the graphics settings turned to the lowest.

The only thing I can think of is your video gamma (not to be confused with UI gamma). I play tested it with a value of 5.5. when lowering it, I do notice that it becomes a lot harder to see in darker areas.
MadladOfABrit 2024 年 10 月 3 日 下午 5:50 
a good example is the little lights around the first encounters, i would like more of those scattered about, a bad example would be the first little walking, its almost pitch black for me, this might be due to HDR settings, but some parts were fine, other parts were pitch black
darkstar6423™  [作者] 2024 年 10 月 3 日 上午 5:39 
I am having a hard time with this one. I have raised the brightness a few times in vision and fixed the outlines. Could you send a picture, I think I need a visual aid.
MadladOfABrit 2024 年 10 月 2 日 下午 9:54 
i dont have much to add at the moment except that it could use more lighting, its impossible to see anywhere at all. i hope you keep making mods like this, as i am also a huge stealth + halo nerd :p
darkstar6423™  [作者] 2024 年 10 月 2 日 下午 7:03 
Part 5

Honestly, your analysis of the encounter design is spot on nothing to add there.

The bugger section was ment as a mix-up to the rest of the encounters. Forcing the player to tread carefully and really consider if they have to kill or not. It also was not meant to be as punishing as it was. Hence, why I adjusted it.

I am curious. While watching people play the level, some of them alerted the phantom immediately and did not notice that it had a patrol route. Did you have the same experience?
darkstar6423™  [作者] 2024 年 10 月 2 日 上午 7:27 
1000 character comment limit is bs
darkstar6423™  [作者] 2024 年 10 月 2 日 上午 7:27 
Part 4

I will give the jackal changes a try, I also want to see if I can adjust the sight distance to give off the "bad eyesight" effect you detailed.


Again thank you so much for the feedback, I will take more time to respond to the rest of the feedback when I'm off work
darkstar6423™  [作者] 2024 年 10 月 2 日 上午 7:26 
Part 3

I did reduce the players shield to make gun ho behavior more risky. For stealth I felt that the original amount was too much.

The visor mode was a glitch in the first release that only allowed it to go up to 1ft, I did reduce the size from 30 units to 20 because of the tight level design

The only weapons that had their detection changed were the smg and the automag. I always assumed the automag was a .22 Subsonic bullet, which are absurdly quite. So I felt that it alerting enemies was kind of unfair relative to it's power level. I made the same changes to the smg. No other weapons were changed.
darkstar6423™  [作者] 2024 年 10 月 2 日 上午 7:26 
Part 2

The h2_phantom tag is not really a halo 2 variant. It's a modification of the halo 3 phantom to replace the gunner seats with more chin guns. I wanted the phantom to have more killing power if it spotted you.

I did not tweak the AI's detection at a tag level. In the jackal section specifically, I opted to make them blind till you hit a trigger. This was done to allow you to observe them without being spotted.
darkstar6423™  [作者] 2024 年 10 月 2 日 上午 7:26 
Thank you for taking the time to write out such a detailedb esponse, I appreciate it. I am at work right now so I am going to respond to what stuck out to me and I'll take time to unpack the rest when I get home.

The anti back track was not intentional. I didn't realize what you were talking about until I tried in each section and realized that one of the elastic barriers is still on. This will be corrected. In terms of the rest of the level, it's a product of the level geometry created by Bungie,maybe I'll give a gravlift equipment to let you go back up. I also did not backtrack during play testing because I did not want it to be a requirement to do so.
Theowuld 2024 年 10 月 1 日 下午 11:27 
Big Feedback (Last Part):
Overall, great mod. Thoroughly enjoyed it. Hope my excessive feedback wasn't too annoying. I'd really love to see a lot more mods like this which emphasize a weaker player-character who has to survive via stealth, smarts, lots of careful/creative/cautious fighting, etc. I think you understand what a great "spec ops style stealth mission" premise should play like. I'm curious what you'll do with more like it in the future....and with horror stuff too. I'll be watching your career with great interest. :)
Theowuld 2024 年 10 月 1 日 下午 11:26 
Big Feedback (Part 8):
Suggestions:
1) Halo is strongest when there's multiple approaches to a fight, area or even whole level. I think you did that pretty well....so I'd love to see how you use more open level geo.
2) I really like the idea of the bugger encounter as a "stealth or die" pants-shitting moment, but Idk if sniper Jackals are a good fit here. What about some regular jackals? With those guys and their bright ass shields, you sorta expect them to have poor night vision, plus if you pair up patrollers and they're schreeching quietly to each other, it fits a narrative of them being less disciplined guards than the marksmen.
3) In future levels I'd encourage you to freely allow the player to backtrack....but if possible implement a crude version of the Stalker series' A-life. It's like the infinitely respawning generic patrols in Mombasa Streets. This way the player can backtrack to a "cleared" area for guns.....at their own risk!!
Theowuld 2024 年 10 月 1 日 下午 11:18 
Big Feedback (Part 7):
Questions: 1) Why did you change the backtracking the way you did.
2) Was the Phantom really a H2 variant?
3) Did you tweak the AI's detection? Is that why enemies on the far side of an area may remain oblivious of a fight 50 yards away?
4) Did you change the player health so that the ODST's "shield" is weaker? Seems so. Does encourage stealth and cover, which are good things.
5) Did you change the VISR to highlight enemies at a shorter range? (Might be a glitch on my end, I dunno.)
6) Are the weapons/enemies unchanged besides the stuff above?
Theowuld 2024 年 10 月 1 日 下午 11:17 
Big Feedback (Part 6):
Random thought on suppressed guns in ODST....Some complain about the suppressed guns still alerting enemies....for nearby foes, this is actually fairly realistic, cuz RL suppressed guns are loud, just not hearing-loss-loud. But suppressed may mean that distant enemies would be uncertain if that gunfire is near or far. It also makes echo-locating the direction it's coming from potentially harder. I think this "realistic value-added of suppressed guns" factor is present in OG ODST because when I get into a gunfight on Mombasa Streets with loud guns and kill a patrol, another patrol may run into the area from a block over....and be on my ass fast. But if I wiped that squad with suppressed guns, the reinforcements jogging from a block away are sometimes noticeably more uncertain of where the threat is. I'm not 100% sure this is a real mechanic but it seems to happen often enough that I strongly suspect the suppressors do help.
Theowuld 2024 年 10 月 1 日 下午 11:16 
Big Feedback (Part 5):
I do like this idea of a more deliberate playstyle where #1 weapon is stealth #2 is, "try to back-smack unseen" and #3 is, "if forced to shoot, good luck" However, I noticed an unengaged squad on the other side of an area are curiously oblivious to loud unsuppressed weapon's fire. Odd. Welcome relief but does that mean I could start rocking Covie weapons earlier in the level with no loss of stealth? Maybe you changed the detection to help the player? If you want more noise-oblivious foes, why not add some distant gunfire noises to the ambiance? Maybe make it sound/look like there's a fight on the other side of the river. Since there's zero river crossings until the dam at the end of the level it might explain why the early patrols are so complacent.
Theowuld 2024 年 10 月 1 日 下午 11:08 
Big Feedback (Part 4):
One jarring change to the level: you seemed to add an invisible wall right at the end of the "sniper forest alley" to prevent backtracking. Later on the part where the "see where Sgt. Johnson is imprisoned" cutscene plays in the original you actually REMOVED the blockage that appears in the original, thus allowing some additional backtracking if so desired. I'm curious why you made these decisions? Overall, the effect of the level's earlier drop-offs (which prevent backtracking already) and these was to impose a requirement to think more deliberately about which guns I carry forward to the next area.
Theowuld 2024 年 10 月 1 日 下午 11:08 
Big Feedback (Part 3):
Anyway, the bugger encounter definitely stands out as the most unforgiving -- you either stealth it or run a high risk of failure. All other encounters were smaller and/or more manageable thanks to sniper rifles. These were enjoyable as I knew I could attempt to fight it out, but that runs risk of lost health, ammo and possibly attracting unwanted attention from yet-unseen enemies, so I generally played the entire game using stealth and back-smacks as much as possible, only shooting as a last resort. Usually. Having options is peak Halo and you retained that in most places. The roving dropship was a nice touch....it reminds me of the Alien in A:I with the way that it being overhead reinforced the "use stealth at all costs" strat when it was nearby because if it noticed you, well.... I only died twice. Once to the buggers and once to getting spotted by the dropship. Is it the Halo 2 model?
Theowuld 2024 年 10 月 1 日 下午 11:04 
Big Feedback (Part 2):
It leads to some surprising moments of crossing from cover to cover and not being spotted in spite of being directly in front of a Kig-Yar....or peeking out across the map and getting insta-spotted by that same Kig-Yar.
The latter happened first time I tried to sneak past the bugger area and led to a very long slowly losing fight from inside the cave to the right of where you enter the area (potshots from me slowly whittling down enemy numbers, but slowly losing health and ammo reserve until eventual death.....there's LOADS of buggers in this area!!) And the second attempt on the bugger area saw me somehow sneak right under the noses of the Kig-Yar multiple times by sneaking around the left. Wild. Like I was quiet enough and it was super dark so they couldn't see me point blank?? Focused in a different direction maybe, so sheer luck? Idk.
Theowuld 2024 年 10 月 1 日 下午 11:03 
Big Feedback (Part 1):
I love Halo and stealthy gameplay, so I jumped on this mod immediately. Played it on Heroic.

Base Halo has some decent stealth mechanics in terms of limiting the AIs' awareness of the player to a somewhat reasonable approximation of eye/ear sensory perception....although I don't fully understand how it breaks down in detail. For Alien: Isolation we have some detailed breakdowns of how the game's AI systems work and how the vision cones differ. Dunno about Halo. However....Covies do seem to have a high-acuity tightbeam vision cone -- basically there's a tiny, roving, area where the AI is "looking" at any given time. Hence a patrolling enemy may be looking straight ahead, or to the side, at any given time.
darkstar6423™  [作者] 2024 年 10 月 1 日 上午 11:34 
Yea, that's why I am going to make the bugger system more forgiving. So alert by walking noise doesn't immediately get you killed
A kobold 🎖 2024 年 10 月 1 日 上午 11:26 
Also halo AI is a pain in the Ass on mouse and keyboard as your choice is altert everyone by moving or crouch everywhere.

Where as with a controller you can walk slow which is slightly faster and still be sneaking.
A kobold 🎖 2024 年 10 月 1 日 上午 11:25 
Ah not use to stealth gameplay.
darkstar6423™  [作者] 2024 年 10 月 1 日 上午 11:20 
The reason I didn't give ammo is because I did not intend for you to kill the buggers. The idea was to sneak around the jackles and if you alerted them than the buggers would attack.
A kobold 🎖 2024 年 10 月 1 日 上午 10:32 
Yeah, I would suggest putting another ODST pod in that area likely at the entry with a dead ODST and a socom near them. this would give you a silenced weapon to deal with the jackals as oddly enough it isn't hard to be out of ammo by then.
darkstar6423™  [作者] 2024 年 10 月 1 日 上午 6:15 
*Jackles. Auto correct is fun
darkstar6423™  [作者] 2024 年 10 月 1 日 上午 6:14 
Out of all the ways to handle the bugger encounter, that is the most frustrating.

I am going to rework the detection to make is feasible to kill all the hackles without triggering the swarm
A kobold 🎖 2024 年 10 月 1 日 上午 12:51 
Never thought the first level of H3 would make a really good level of ODST with a plot twist.

love the encounters. except the one with the bugger swarm but that was down to me running out of ammo... 3 time. finally figured out how to deal with it. snipe the jackels run in steal their weapons run back to cover and start popping bugs.
200 Angry Locusts 2024 年 9 月 30 日 下午 3:16 
As for a flood level, i feel like some of the h3 beta multiplayer maps could work really well
200 Angry Locusts 2024 年 9 月 30 日 下午 3:14 
Probably the latter, I know there's already a mod that adds a secondary flashlight to ODST
darkstar6423™  [作者] 2024 年 9 月 30 日 上午 7:09 
I actually really want to make a flood level, something horror-esc. My only issue was the level becoming too repetitive. I will definitely take another pass at it in the future. Now that I am learning more about halos lighting engine and encounter design.

In terms of a flashlight, are you speaking literally or just th ability to light things up by looking at them. The latter is easier to implement and tune
200 Angry Locusts 2024 年 9 月 29 日 下午 9:50 
You should make a level with this level of darkness with the flood in an enclosed setting
200 Angry Locusts 2024 年 9 月 29 日 下午 9:37 
I think we just need an additional flashlight alongside the VISR
darkstar6423™  [作者] 2024 年 9 月 29 日 上午 8:00 
I uploaded a patch that should make it easier to see

https://imgur.com/a/1dg9kQ3

Hopefully this helps while I work on other solutions. Thank you for all the feedback
Jesus 2024 年 9 月 29 日 上午 3:17 
Loved it
Wicked Lube 2024 年 9 月 28 日 下午 8:10 
Cant see fuckin shit past 1 foot with visor on too. and even the stuff you can see a foot infront boy oh boy its still shit.
snowmanballz2 2024 年 9 月 28 日 下午 7:59 
IT IS SO FUCKING DARK EVEN THE VISOR DOESNT HELP
Tiranossauro Rex ✔ 2024 年 9 月 28 日 上午 8:37 
cool
Thel 'Vadam 2024 年 9 月 28 日 上午 5:55 
I also did a video on your mod