Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo 2: Flood Firefight
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Update: Feb 28 @ 3:01pm

-Re-upload to address MCC update, changed game version to 0.0.0.0 - From Halo Waypoints word this will make it so small updates don't break mods in the future.

Update: Dec 31, 2024 @ 4:01pm

See previous log
-Enabled teleporters for Warlock
-Added another crate with Fuel Rod Guns to red side covie bunker on Sanctuary
-ODST's will now have a chance at spawning as their Sgt variant (forgot to fill in major variant)
-Same thing but with the H3 Flood Elite minor (was set on the unshielded variant)

Update: Dec 24, 2024 @ 6:21pm

-Removed some animations that have multiple variants, talking animations and some repeated animations in both graphs for the AI Spartans to fix De-Sync issues in Co op. -TwistedFlog
-Fixed De-Sync issues with Noire and Kurumi when in Co-op (TwistedFlog)
-Fixed the weird jazz hands bug with Kurumi and Noire's hands (TwistedFlog)
-Added the Flood Combat Jackal (BlackandFan)
-Added a energy shielded variant of the flood jackal to represent infected jackal ultra
-Added extra Flood Carrier permutation variety (BlackandFan)
-Flood brutes have been improved visually and mechanically (BlackandFan)
-Nerfed flood body vitality (shields untouched) on all ranks
-Nerfed flood melee damage and split into 3 tiers with humans doing the lowest--->elites--->brutes doing the highest dmg
-Slightly nerfed flood infection form bite damage
-Generated proper lightmaps for Beavercreek (Harcenstein)
-Fixed up the las beams on the Lasgun to make it more lore accurate where the beam is instantaneous instead of a lingering fade effect and updated materials to include flood juggenaut stuff so impact fx should show up more on them
-Added Brute Ghost, Flak Ghost, New Phantom/Pelican, Seraph Fighter. (RejectedShotgun)
-Added Mongoose/Gun Goose (Digsite/Sabo Commission)
-Added actual H1 Spirit dropship sounds (altsierra)
-Added Douglas's Rocket Launcher (blackandfan)
-Made the lasbeam on the Lasgun make a full beam at super long ranges instead of creating a duplicate projectile at a certain range (increased projectile speed from 400 to 1500)
-Improved the intro and outro sequences of Coagulation
-Regenerated lightmaps for Coagulation (will need another pass in the future to fix some issues with flood stuff on red base)
-Added turret deployment scripts
-All vehicles on Coagulation will respawn now
-More weapons on the map will also respawn on weapon drop reset (Coagulation)
-Adjusted sky/fog for slightly better visibility on Coagulation
-Added an improved intro to Waterworks
-Optimized map slightly (slightly less weapons and equipment) but designated more of those things to respawn when weapon drops happen
-Improved Coagulation's firing points for all factions (except sents)
-Improved Coagulations scripting by having it check for AI counts more often to help prevent overflow
-Added Digsite elite animations for Dervish so should be able to use mongoose now
-AI turret deploy scripts (Waterworks)
-Added a proper zone for the Seraph Fighters on Coagulation and improved AI (WIP)
-Added a few additional jump hints on Waterworks (middle structure bridge, below entrance to middle structure; hints for AI to jump down)
-Increased Marine head and helmet vitality
-Added more cover in an area on Coagulation (near heretic spawn)
-Adjusted zone/area goals for the AI on Beavercreek specifically to make AI entrench deeper into the bases as a more primary obj whilst enemy groups target the inside of the base more; improved some pathfinding hint spots while adding a few
-Enabled the use of Teleporters on Coagulation, Waterworks, Beavercreek maps
-Two new button features on Coagulation and Waterworks
-Added more vehicle engagements to Sanctuary
-Added more variety for the ways covies can engage on Sanctuary
-Dropships on Warlock
-Added more music
-Balanced some weapons (this should work in tandom with changes made to AI vitality values)
-Gave higher rank Elites (Ultra and higher) slightly more body vitality to help withstand an extra melee strike from flood will help make them more survivable.
-Grunts can now use passenger seats on Warthogs, Spectres
-Fixed the corrupted alpha mask bitmaps on the Brute Plasma Rifle
-Heretics remembered how to use vehicles and navigate the map area when taking abandoned vehicles
-Added new map: Beavercreek

Known Issues:
*Elite drop pods on Coagulation need to be moved as new cover placement makes two drop pods slightly clip with the rocks. -FIXED
*Second half of the Firefight on Sanctuary has an instance where two phantoms come in along the same flight path that block eachother; will be fixed (will eventually fix itself by self deleting) -FIXED (this issue was actually related to how that whole 2nd half bit was set up rather)
*Phantom drops on Warlock need to be playing in a script for itself to not disrupt original flow of the level. -FIXED
*One of the reward weapons on Warlock didn't have it's ammo changed so it has far too much atm -FiXED

(Will update later tonight!)

Update: Jun 2, 2024 @ 2:01pm

-Fix for flood not wanting to use a pathfinding hint on spawn (deleted offending firing points) also slightly improved by adding another PH (Waterworks)
-Moved more flood spawns including Juggernauts (Waterworks)
-Moved the spawns for the Sentinels and two enforcer spawns to look and feel more natural (Waterworks)
-Fixed/cleaned up the Heretic infantry and vehicle zones (Waterworks)
-Slight modification to the ally wave spawning script to facilitate better pacing (Coagulation)
-Added extra infantry specific "areas" to the flood vehicle "zone" to help flood ai navigate map better and switch over to an inf role should they lose their vehicle (red side, side passages, middle structure)

Update: Jun 1, 2024 @ 12:44pm

-Johnson will not be susceptible to headshots anymore
-Increased ai's accuracy with the MA5C (burst origin from target is much smaller)
-Attempted to increase volume of Lasgun, MA5C, and some custom music
-Added the music added to Warlock to other maps (Coagulation, Waterworks)
-Added two reinforcement buttons to Coagulation (elite drop pods, falcon air support)
-Added two reinforcement buttons to Waterworks (falcon air support for blue side and red side of map)
-Added a reinforcement button to Sanctuary (falcon air support)
-Added a reinforcement button to Warlock (Hero spawns)
-Added custom dialogue for the falcon air support
-Buffed Grunt, Elite, and Jackal ranks for better survivability
-Added more pathfinding hints to Waterworks
-Moved Heretic and Flood spawns to feel more dynamic (Waterworks)
-Improved map flow/pacing
-Added slightly more time between flood waves (Waterworks)
-Added Heretic Spirit dropships to Coag and Waterworks with two alternating paths
-Added a new Jackal Ultra variant (will spawn as a major upgrade to the Jackal Major, has a chance of spawning in waves)
-Improved Flood AI to be less speshul
-Minor (hopefully) optimization to Coagulation to improve effect popping (WIP)
-Very small buff to MA5C dmg
-Buffed Zoephie's FRG
-Added more Halo 1 AR's (mainly map placement)
-Improved ally vehicle pathing (Waterworks)
-Improved ally and flood firing points (Waterworks)
-Decreased amount of dmg Banshee pilots take
-Increased health values of Brute helmets and Marine helmets so they don't get headshotted as easily (will take a extra shot or two)
-Improved firing points and pathfinding hints on Warlock
-Added Rejected Shotgun's Falcon
-Added Vengeful Vadam's wieldable jackal shield to all maps
-Added a very basic weapon reward system to Warlock
All I can recall atm, this update took a while as I was dealing with extreme pain for 3 months until I got gallbladder surgery somewhat recently that i'm mostly recovered from now.

Update: Mar 24, 2024 @ 7:07am

-Added a new RvB firefight map: Warlock (will be added onto in subsequent updates)
-Touched up the firing fx on the lasgun/ impact fx (no more green wispy smoke/impact decal is larger)
-Lasbolts from the lasgun are actually red now
-Added more projectile error to ai's firing patterns for the MA5C and Lasgun (troops and heroes)
-Added new music (currently only in Warlock for now) from Reach, and Halo 1. (bonus track added for fun)
-increased basic melee damage slightly
-Fixed Brutes not holding the Spiker correctly -Author: AI

Update: Mar 15, 2024 @ 3:25am

Reupload to delete Rejected Shotguns Falcon on Waterworks (got left in by mistake for testing)

Update: Mar 14, 2024 @ 10:58am

-Added M36 Kantreal Pattern Lasgun to all maps, waves etc
-Fixed Kurumi and Spartan bipeds using player physics allowing them to now jump correctly and re-enabling ability for evade animations
-Buffed dmg on MA5C slightly
-Script changes on Waterworks for better mission flow
-Added the H3 Flood howl for variation
-Buffed Hero's health by 100
-Unique firing patterns for the MA5C and Lasgun for Hero's and ODST's
-Buffed dmg on Energy Sword and Hammer

Update: Mar 5, 2024 @ 10:58pm

-Fixed an issue with the MA5C crosshair dissappearing when aiming at weak spots (D Flog Flag)
-Fixed/added the AA-Wraith not having a hud, so now it does (D Flog Flag)
-Added a AA-Wraith spawn in back of blue base on Waterworks
-Added a Health meter

Update: Mar 5, 2024 @ 7:51pm

-Added the MA5C (Halo 3 AR) to all maps, waves, etc.
-Made the Energy Sword look more like it's Halo 1 counterpart
-And yes an update just to include the H3 AR cuz I love it