安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






No worries! If you are playing co-op, you should be able to use the last rally point, it should get you close to that point in the mission so you don't have to replay the whole mission.
If I may ask, so that I can improve the mission in the next update, what was the issue? There is a bug on co-op where nav points disappear for a player if they die, so that might have been your issue. I can try to fix that but I've never had a good solution for it so I am not 100% certain, but I can try my best.
How far along in the mission did you get? Towards the end of the mission you should reach a section of the city with 4 nav points in which you need to activate the controls to disable the shield. Once all 4 controls have been activated, the shield should be disabled and another nav point should appear indicating where to go next. The nav point should bring you to a large red door. It may take a moment but then the mission should end.
For reference, this is the full playthrough of the mission, time stamped to the part that I was describing (at the 29 minute mark):
https://youtu.be/UpnlgPVnG2A?si=k3FHtkVsVwT_qjIZ&t=1740
Are you at a different part? Any insight will be helpful since I plan on updating the mission with some changes in the near future.
Thanks for letting me know. Sorry I missed your comment earlier, I would have updated it then. I should be able to update the mod within a few hours after I wrap up work.
- Changed starting weapons to AR and shotgun.
- Made it so that the ODSTs in the starting area will follow the player further into the mission.
- Added hornet air support while the player is assaulting the beamtower.
- Added more weapons and ammo pickups.
- Overall rebalancing encounters
- Expanded drivable portion of warthog encounters
- Added resupply and reinforcements to the section where the player defends the landing zone
- Marines will follow the player further into the mission
Expect an update to the mission "Temple" in the near future.
If you beat the updated mission "Ziggurat", you should get a hint for what it is to come soon...
https://www.youtube.com/watch?v=TQZRXJ9ynNc
Re: the BR from the E3 Demo: I can look to see if someone has ported that to Halo 3 already; if so, I can add it as an Easter egg in the mission. Otherwise it may take me sometime to port that to Halo 3 properly.
Your level building skills are fantastic man. Keep it up! The city level really shows how much better you've gotten. What I wanna suggest dude? Something you should super do in a city level update! Make it that much more immersive and campaign story driven by adding voice dialogue between Cortana, Chief, and whoever else. You can easily do that with AI generated voices. That would be the cherry ontop man.
Back to it! Just wanted to praise you for the development bro. Especially the city level! Love the sky battles above. I'm halfway through it! Loading it back up now! Wish me luck! It's hard as fuck! Lol
- Added new mission "Urban". Defend a human city from Covenant invasion in intense urban combat.
- Fixed issue with certain sounds not playing.
I will work on expanding the driving space in the mission "Ziggurat" with the warthog, and making it easier to maneuver with the ghost, spectre, or wraith in the initial LZ of the mission. I plan on reducing overall enemy quantity further and along with several other balancing changes.
I subscribed on the 17th, so I definitely played a rougher slew of content. I did feel that the third mission had a very particularly difficult last segment where I had to hang back tons. As much as I wanna experience 'all the content' by playing on Legendary, I'll probably play Heroic or lower, just so I can actually use anything that isn't a headshot weapon / power weapon for once without needing to retry encounters for the one attempt that worked. Comments are terrible for writing feedback that matters for longer content, so I will do a thread if I feel something comes to mind about the new changes. c:
@Big fish
Some of the issues you experienced in the LZ in "Island" should be resolved (e.g., grunts drive the ghosts instead of elites, more cover, and you should get a checkpoint immediately after exiting the pelican). Likewise, the gameplay should be a bit different on legendary difficulty (you get a scorpion on legendary in "Island" once you clear the 2nd beamtower etc). My sincere apologies, I should have realized that I made a mistake w/ the upload when you noted that you were reset to the pelican cut scene at the beginning.
I appreciate your willingness to try out the mod. Admittedly a big influence on it is Halo 2 legendary...which is not very forgiving at all haha.
Most of the encounters have elements of randomness (for your example, on higher difficulties there can be an elite with a fuel rod or beam rifle in the 1st beamtower, or sometimes just a carbine or concussion rifle, etc.) which does affect relying on map knowledge and enemy spawn locations (for example, enemy spawn locations are randomized). Likewise, different types of enemies should spawn in on different difficulties (and some encounters might be absent on certain difficulties).
If you haven't already, try out the other missions "Temple" and "Ziggurat". "Temple" in particular should have some hidden weapons that make certain encounters much easier, and "Ziggurat" should have plenty of somewhat hidden flanking positions that turn exceptionally hard encounters into much more manageable encounters.
Legendary isn't exactly the best way to experience the sandbox in general. I often pick it because I am afraid to miss out on easter eggs and secrets that are often hidden in mods, it's like a bad habit at this point. I'll probably replay this on Heroic or even Normal to get more perspective on how it plays. I can say this though, I definitely explore everywhere and I love the reward for it in here.
Thanks for the feedback. This mod is explicitly meant to be difficult, hence the parenthetical "HARD" in the title and the "IMPORTANT" note in the description.
Having power weapons which are "hidden" is meant to incentivize map exploration (e.g., finding beam rifles and fuel rod guns in the initial landing zone, spartan lasers in high locations, unoccupied AA wraiths to make the engagement easier, etc.).
I will look to replace some of the non-halo 3/halo 2 jackals in the future, since their hitboxes can be inconsistent.
The other iteration must have been nothing of nightmarish LOL. I'll be honest, I expected a challenge on blind Legendary as my first taste, but that one elite sniper constantly resetting me to the pelican ride was absolutely horrendous. It went fine when I understood that there were weapon pods (kind of nonsensical dropping chief with pea shooters when there's clearly guns dropped around) were hidden on the right.
I like this one a LOT save for the Elite snipers, the ridiculously tanky headshot-immune jackal specials and a few "gotcha" moments that felt unfair. (Ghosts in a tunnel shredding you down as a surprise is not OK)
- Overall reduction of enemy quantities, and elite vitality.
- NEW mission "Temple" added.
- Expanded warthog section in the mission "Island" -- Play it on Legendary and get a nice surprise!
- General improvements and rebalancing for the mission "Island" (much more forgiving mission start).
See change log for more details and the description for links to the videos of the added mission and expanded warthog section.
I will be adding new missions shortly.
- The availability of weapons everywhere - no ammo issues.
- It seemed like almost every enemy type used every type of weapon.
- The side paths that didn't really have a huge impact on gameplay but were a nice little side thing to look at, e.g. the clean interior paths behind the teleporter section.
Things that could be better:
- The wraiths traction is not good enough when the marines drive it, they get stuck on hills with too much inclination. This is mostly in the start of the second mission. Similarly, the wraith slides down hills too easily. I think there's an option in the tags for increasing the stickiness of covenant vehicles.
- The square windows in the style of delta halo are very difficult to jump through. This is 100% a skill issue, but i still can't get out the window!
I really liked:
- How you have setup the vehicle sections to still be close quarters. Limited long distance driving with nothing to see, etc. It was very fun trying to wrestle the warthog through different parts.
- The terrain felt very natural, I enjoyed that there was no barrier to falling off at stages, it made caution necessary when going fast.
- The layout of different arenas felt very 'open' in the sense that you had multiple paths to tackle it.
- Before the teleporter you had to fight around the objective before actually making it to it. It made the scale feel so much bigger.
- The dropping in of marines was very well timed, it made some sections start easy and then become very difficult which was good.
- The plants everywhere was nice, it made the old structures feel like they had been reclaimed over time. Similar to the broken delta halo style pillars.
- The enemies dropping in behind you was a very nice touch, keeps you on your toes.