Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Ultimate Firefight Series- New Map: Waterworks (Updated 24th April 2025)
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Engine: Halo3
Game Content: Campaign
文件大小
发表于
更新日期
7.592 GB
2022 年 12 月 7 日 下午 7:16
4 月 24 日 上午 7:11
59 项改动说明 ( 查看 )

订阅以下载
Ultimate Firefight Series- New Map: Waterworks (Updated 24th April 2025)

描述
Created by Weaver900- New SPV3-Inspired Roguelite Co-Op Firefight mode for Halo 3

I accidentally nuked this description because I suck... I've been really busy lately but will try to restore it soon!

To start this mod please go to the campaign menu, Halo 3, then select Ultimate Firefight Sandtrap :)

Please note the mod WILL NOT show up in the firefight menu, as Halo 3 doesn't have one :)


Credits:
Ultimate Firefight was primarily developed by me, Weaver900, but also contains content created by many other talented modders, modellers, artists and translators. This mod would be nowhere near as fun, accessible or varied without their amazing contributions:

Calantorn: Brute, grunt and hunter models and custom cannons, flood vehicle animations, Armored Flood Brute Tags.
Byzantine is Roman#0239: Ported Halo 2 Elite animations and rocket launcher tracking UI.
Kashieera: Revenant, Focus Rifle and Plasma Launcher tags.
Mythicjaqui: Tactical Battle Rifle and Pulse Plasma Repeater weapons.
Vuthakral: Spectre tags.
Krevil: Halo Infinite style HUD.
aLTis: Bulldog vehicle.
TheHostileNegotiator: Sentinel Enforcer tags and fixed buggy flood collisions
Spartan Tanner: Rocket Warthog vehicle.
The Mindful Moron: Faster H3 combat forms.
echo482: Additional Playable Marine Biped animations.
FunnyAnyway: Halo Reach Skirmishers and Jackals.
xM: Flood ODST tags.
J3F33M1: Spanish translation/Traducción al español realizada por J3F33M1.
Ryno: H2A tags.
GreenKnight: Halo Wars/Halo Wars 2 vehicles and characters.
Master00f: Fixed up Locust AI tags (Not yet implemented!).
Just Alex- Many vehicles and scenery tags.
J-S/JSHaloMod- Vulture & Kestrel tags.
Skaboodlydoodle/GreenKnight- Jackrabbit tags and Reach cut LMG weapon.
Skaboodlydoodle - Sparrowhawk tags.
AbiSV & Ubald007 - Retextured Halo Wars 2 models for Brutes and Hellbringers.
Glitch5970 - Mangler, Skewer, Stun Blaster and Pulse Carbine models.
Brooen - Infinity Bridge blender model (used for pre-rendered cutscenes and loading screen).
dave96 - Italian translation/Traduzione italiana di dave96.
RPA60- Halo 3 Infinite Weapons pack used for reference for bloom UI, and used for various Infinite weapons, and weapon models.
Aegis Wolf- Plasma Claws model, based on a custom edition model by Ultimate_Dragon, and Gravity Wrench model.
echo482- Improved Spartan animations are used for all Halo 3 based Spartan npcs.
Atlas- Battle Rifle shader used is based off of their Halo 2 anniversary weapon pack.
VKMT- Halo Reach Energy Sword model/Shaders
Charlotte- Voice of the Secret Weapon & Vehicle on Waterworks, helped playtest and helped with the trailer for the 3rd anniversary update.
Zad47-Ported CE Elite animations


Multiplayer Customization Version:
Gold Team: Multiplayer customization mod

Special thanks:
Oliver: Helping me test Co-Op mode like a billion times
FunnyAnyway: Helping me port Dare from Halo 3: ODST
Masterz1337 and the SPV3 team: SPV3 Firefight was a major inspiration for this mod :)
xChopp3r- First bug report and testing the mod early!
Byzantine is Roman#0239- Giving me the idea for the Banished Elite Rangers!

Patreon Legends:
Lord Raidriar
MySonder
Diamonddog69
Lone Droid
Jack Karver
Joseph Jones
Zuranamee
AquaBlader

Patreon Super Supporters:
Furasian
Joshua Fisher (Turbosimp)
Matt
Novakled
FrogODeath68
Sleminem95
DOOM

And finally, thank you for playing! Please leave me a comment, or even better record yourself playing! I love seeing people's playthoughs, and it helps
me make better mods to see where issues and good points are!

My Patreon, if you'd like to support me and my future ventures! https://www.patreon.com/weaver900

Enjoy!
热门讨论 查看全部(135)
119
4
4 月 26 日 上午 5:46
What Could be added?
Cpt Liamat
2
4 月 14 日 上午 12:23
Grizzly
Commander Zach
7
4 月 10 日 下午 4:43
Blue Hologram Running Around Sandtrap
COOLHAND621
1,738 条留言
GladiusOmega 8 小时以前 
And as a side note, Waterworks needs the spawns improved. Dying on it usually means you end up dropping into a small army of enemies, without any decent cover nearby, sometimes with one of the aforementioned Phantoms right on top of you. Losing one life often tends to turn into losing several because of that.

Also, adding the ability to rally your allies at specific points (like Sandtrap) instead of them constantly following you would be much better. Sandtrap already had enough of an issue with that since the rally flag disappeared every time you died.

Other than those points, keep up the amazing work!
GladiusOmega 8 小时以前 
Second of all, Phantoms. Good lord, the Phantoms. On the two applicable maps, the locations they appear make trying to stand your ground anywhere but very specific spots a pain. Even if you can take out their guns quickly, they'll inevitably gun down some of your allies in the process. This becomes especially apparent on Sandtrap, where the only place you can have your allies stand their ground without getting constantly shredded by them is indoors. I would suggest finding some alternative spawn method, as not having to deal with them makes Containment the best by far. Maybe unarmed variants, or just a different spawn method altogether.
GladiusOmega 8 小时以前 
Amazing mod, but there's a couple grating issues that really suck the fun out of it.

First off, enemies have too much health. Even on normal, anything above a grunt or jackal feels like a bullet sponge. This is especially true when it comes to bosses, who push this to almost absurd levels. I get they're supposed to be bosses, but even by that standard, some of them can be a bit much (especially the Prophets, who already have the issue of flying all over the place and being hard to hit with some heavier weapons; they really should have less health considering there's three of them). I would suggest bringing enemy HP back down to be more in line with what they are in the vanilla games where applicable, and otherwise reducing the health of tougher enemies.
Visari 4 月 30 日 下午 11:18 
Up the lighting on Waterworks, no one wants utter darkness on the map with playable elites.
spacker 4 月 29 日 下午 7:35 
Having issues with coop. Sandtrap wont load at all, the flood map crashes when you break the flood doors in the library, and waterworks played for about 10 minutes till it crashed (not sure of the trigger, it seemed random). Solo works fine for both of us. I have a picture of the error message but idk how to show it to you, but - The text reads: "An error occurred while playing co-op campaign. Restart at the last mission point to continue."
Dork 4 月 28 日 下午 1:38 
The events could use some rework or adjusting. Most of them are not balanced and wipe your party on anything normal+, waves like Banana and Hammer Time aren't balanced and throw hoards of melee brutes at you, jumpack hammer brutes in Hammer Time. From an observation standpoint, it seems like special event rounds or waves act as more of a hindrance or annoyance for you, and are there to thin your forces in case you've accumulated too much, instead of something uniquely fun. The same can be said for Gruntpocalypse , which has a bunch of heavily armed grunts spawn instead of the usual grunt minor zerg rush accompanied by maybe 1 or 2 heavy grunts in traditional firefight.


Just a couple of critiques and questions regarding the maps.
Dork 4 月 28 日 下午 1:38 
Enemy drones have flying positions on map 3, but any reward drones do not. Skitterers, however, can fly. Something to look into.

Additionally, I feel as if some of the rewards could be static oriented, changing the map in ways that benefits the player and their followers, or acting as detriments to the attacking forces. An anti-air/ground battery, hazards or traps for landing or spawning forces, a round only damage/shield/ally boost, stationary turrets spawned at rally points. Just to name a few.
Dork 4 月 28 日 下午 1:37 
I'm noticing a lot of inconsistencies between the different maps. I understand you're still working on the 3 maps, but it feels like elements from the 1st map are missing from the 2nd and 3rd map. Being able to place down a flag and have your allies hold/rally an area is nice, and a lot of us that play sandtrap actively use this to keep our AI from doing stupid things. This is missing from the 2nd and 3rd map respectively. I'm also confused as to why the turret(s) were removed from containment, as they were useful for those longer rounds and boss rounds. Was it a resource limit? Are the newer maps not based on halo 3 maps because of a resource limit or is it just a design choice? The banished heroes on Containment also do not utilize their unique weapons whereas on map 3, the ones currently implemented do.
flareon the floof 4 月 28 日 上午 12:56 
can we have a no flashbang wave setting? seriously bro im going to fucking have a siezure and die

the wave where its nothing but brutes with the flashbang item thing, MY EYES, its not fun and gives me a literal headache
TheOcRaM1 4 月 27 日 下午 5:28 
Gracias por este hermoso mod, eres el mejor