Halo: The Master Chief Collection

Halo: The Master Chief Collection

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LUMORIA: REBALANCED
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Engine: Halo1
Game Content: Campaign
File Size
Posted
Updated
1.321 GB
Feb 28, 2023 @ 7:09pm
Feb 26 @ 4:29pm
13 Change Notes ( view )
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LUMORIA: REBALANCED

Description
Credits:

Lumoria is an excellent custom 4 part campaign created by the TM Mapping Team for Halo: Custom Edition, and with its last update released in 2012. I've ported this to MCC to give this wonderful creation a new lease on life.
http://hce.halomaps.org/index.cfm?fid=6507

I have recompiled the maps using tags from Ruby of Blue's excellent 'Ruby's Rebalanced Halo CE' (Seriously, I can't give that mod enough praise). Meaning the weapon stats and difficulty will be much the same as in his mod, though the care, and attention to detail will sadly be missing.
https://steamcommunity.com/sharedfiles/filedetails/?id=2915693904
https://www.nexusmods.com/halothemasterchiefcollection/mods/292

I have includes the BSPs and Brandon's model from the Definitive Edition. This will result in much better lighting, and a model that is more consistent with the other ODSTs respectively. Go and check it out!
https://steamcommunity.com/workshop/filedetails/?id=3323672581

I did not create this mod, nor any of the assets included. What I did do is synthesize what was available to create this experience. I hope you enjoy!


Mod Description:

Embark on a journey that brings you to the Forerunner world of Lumoria. When a scientific research crew sends out a beacon of distress, the UNSC frigate "The Endless Horizon", a frigate class ship, is sent in to execute a low-profile search and rescue operation. On board is May, a female SPARTAN II super soldier. Bred for combat, built for war. Along her side are a hardy group of higly trained ODSTs, lead by Gunnery Sergeant Brandon Keiffer. Drop in behind enemy lines and extract any remaining survivors as you race to uncover the secrets of Lumoria.


What will this mod add to my Lumoria experience?:

Working 2 player Co-op
Improved final boss
Pick up fuel rod cannon from dead enemies
Usable sentinel beam weapons now drop from enemies
An Energy Sword, Silenced SMG, and Flamethrower to find on every level!
Better destruction and effects across the board
Improved balancing and more '30 seconds of fun'
Check out Ruby's Rebalanced Halo CE for more specifics


Known Issues:

*Sometimes dialog will not play (maybe fixed?)
*Dropship turret isn't destructable
*When in co-op, you will respawn with a shotgun and magnum instead of AR and magnum
*Sometimes co-op will desync. Going back to the main menu, and then loading the mission directly, should help mitigate some of this
*Subtitles are missing

Version 1.5.0:
*Used BSPs from the definitive edition to give the mod much better lighting
*Used Brandon's model from the definitive edition to make it look less out of place next to Ruby's ODSTs
*Fixed onscreen text spacing
*Gave drones slightly less health

Version 1.4.1:
*Fixed distant water
*Mitigations for speech sometimes not playing (let me know if this still happens to you)

Version 1.4:
*Improved dialogue for Buggers
*Fixed broken dialogue for Engineers
*Made most ODSTs use Ruby's models. (Except Brandon because he has a unique color scheme and I don't yet have the expertise to do custom colors)
*Made a certain Elite have dual-wielded plasma rifles....
*Added easter egg silenced SMG. Same magazine size as an AR. However, bullets do a weaker 7 damge vs the AR's 10 damage, and it has a 2x scope with very good accuracy (while scoped in). Slightly less max spread than the AR, 4.5 vs 6.5 respectively when unscoped. Uses AR ammo packs
*One silenced SMG on each level
*One Energy Sword on each level (2 on Episode I)
*One Flamethrower on each level
*One Active Camo (at least) on each level
*One Overshield (at least) on each level
*Added 2 teleporters to Episode I that allow you to reach places you couldn't before...
*Fixed Autoturret not working on Episode II
*Fixed broken kill barriers on Episode I
*Replaced Red Sword Elites with Elite Ultras. Red Vanguards are unchanged
*Revamped ammo placements and amounts on all levels
*Fixed entry string on Fuel Rod Shadow
*More that I can't remember!

Version 1.3.1 hotfix:
*Fixed major desync when a player is forced to exit a vehicle in Episode II

Version 1.3:
*Complete overhaul of scripting to work correctly with both 1 and 2 players. Co-op is here!
*Rebalanced Auto Turret (still not destructable unfortunately)
*Rebalanced Drones
*Removed kick from vehicle in Episode I
*Made final boss a gold Elite Zealot (Same rank as the Arbiter while he was still in command of a Covenant fleet, a more worthy foe)

Version 1.2:
*Made all terminals skippable cutscenes
*Fixed T-posing marines in Episode IV
*Revamped final boss battle
*Gave Engineers shields
*Added 2 usable energy swords to the campaign :)

Version 1.1:
*Fixed inability to enter scorpion on Episode III
*Switched to improved Bugger model from Elote's excellent 'Canyon' mod
*Fixed Elites holding plasma rifle instead of energy sword
*Allowed picking up of fuel rod cannons
*Fixed some Grunts having overcharging plasma pistols instead of fuel rod cannons
*Switched Jackals to use shader_transparent_generic instead of the custom solution
*Switched Quad-Wing to Ruby's model with full destruction
*Switched Engineer to Ruby's model with plasma grenade explosion
*Jackal Ultras will now sometimes spawn

Additional Credits:

Bugger model and Dual Plasma Rifles:
Taken from Elote's excellent 'Canyon' mod. Be sure to go check it out!
https://steamcommunity.com/sharedfiles/filedetails/?id=2908956640

Bugger dialogue:
http://hce.halomaps.org/index.cfm?fid=6640

Silenced SMG model:
http://hce.halomaps.org/index.cfm?fid=5976


Addendum:

This was done for personal use, and I figured I should go ahead and share it. That said, this is my first attempt at modding Halo, and I'm not super knowledgeable about the mod tools (but learning rapidly). So no guarantees that I will be able to fix any bugs that are reported. If you have any modding knowledge, feel free to take a stab at fixing some bugs and give me the tags, or let me know how to fix them and I'll credit you :) Also, I know the voice acting in this mod is sub-par, but there are no current plans to redo it.
Popular Discussions View All (3)
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Aug 4, 2023 @ 9:03am
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Sep 27, 2023 @ 10:10pm
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Feb 26 @ 4:34pm
Text bugs
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148 Comments
XxMetalhead97xX Apr 29 @ 3:46am 
wow what an amazing experience. This is more halo than anything ive seen in the last couple years. They should be hiring people like you guys to make the new halos.
jthegemineye Apr 13 @ 1:37pm 
I am a huge halo fan, this made my day. make more!
Samuel P Mar 27 @ 3:27am 
One of the best custom campaigns i have seen
RatMan Mar 17 @ 11:10pm 
the large (ish) scale battles without enemies in small groups tickled me pink, the combat was fantastic and well choreographed, voice acting made it feel like early stages of the game and i loved it, the ending with the helmet was the cherry ontop, 10/10, absolutely amazing :steamhappy:
bryantmh  [author] Feb 26 @ 4:34pm 
Update is now out!
bryantmh  [author] Feb 26 @ 2:50pm 
Currently working on an update to fix the subtitle lines layering on top of each other, and to use the updated BSP from the definitive edition in episode 1
Catlavor20000 Feb 6 @ 8:30pm 
and also might be abandoned
Aetherial Jan 30 @ 3:06pm 
The written text is glitchy for me (it's all scrunched together and hard to read) but the encounters and level design were awesome.
Simon Jan 15 @ 5:33am 
Can you add spawns for 3 - 4 players ? I really want to play this campaign with my brothers
MarineRaider244 Jan 7 @ 3:04pm 
I'm really enjoying it, but dadgum y'all could've done with some better checkpoint placement.