Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo 2: Flood Firefight
Showing 11-20 of 23 entries
< 1  2  3 >
Update: Mar 1, 2024 @ 5:24pm

-Pulse Carbine have been added to maps, waves.
-AA Wraith has been added to Flood Firefight maps, waves
-Increased Health values on the Shadow passenger seats so they are more durable and won't die well before the actual vehicle does.
-Decreased amount of damage gunner on the Shadow turret takes
-Increased damage of MA40 and VK78 by very small amounts
-Adjusted some weapons spawns on AI in some waves on all maps
-Grunts can man the gunner seats in Warthogs
-Brutes can drive, sit in passenger, and man the gunner seat on Warthogs
-Further small slight tiny adjustments to wave spawning logic scripting for optimization
-Kurumi/Spartans shouldn't get stuck jumping endlessly up to the bridge platform connector to blue base anymore
-Changed all Shadow variants that spawn from waves to their MP variants, AI like getting in these passenger seats more

Update: Feb 15, 2024 @ 2:57pm

-Update (again) to be compatible with latest MCC update, apologies Excession set the version number to 1.3384.0 instead of 1.3385.0

Update: Feb 15, 2024 @ 1:07pm

-Update to be compatible with latest MCC update
-Another update will be soon to follow which will add new vehicles, weps to existing maps and potentially the new Warlock map- End of month by latest

Update: Oct 30, 2023 @ 5:01pm

-Added MA40 Assault Rifle
-Added VK78 Commando Rifle
-Added several new areas to the Sentinel "zone" on Waterworks (inside blue, red base, center structure so they can go inside, and around the center bridge area)
-Fixed Flood pathfinding with the side passage areas allowing them to traverse map faster and open up flanking routes towards main base. Also not safe to camp in there anymore
-Touched up ally firing points around the same areas for better reliability
-Gravity Hammer damage buff
-Fixed some scorpion spawns on coagulation that were just vibing when spawned
-Added an extra flood turret spawn on red side passage bridge (Flood wave 25)
-Moved Sgt. Banks into another corner cuz he keeps being bad and saying his lines too early
-Added French language support

Update: Sep 28, 2023 @ 7:37am

-Fixed the freeze crash that would happen on Waterworks when Heretics spawned
-Adjusted checkpoints on all maps and made them game_save_immediate instead of no_timeout
-Adjusted firing points for flood, covie/marines on Waterworks near the side tunnel areas and main base, center bridge (flood points)
-Added another trigger volume in the middle structure that will allow allies to return to previous zone (blue side)
-Moved Sgt. Banks over to the left in the corner to mitigate the chances of him saying his lines too early before the player gets to him

Update: Sep 20, 2023 @ 11:30am

-Adjusted the firing pattern for the Covenant Carbine on flood combat forms (they now shoot more aggressively)
-Added extra optimization/small changes to Sanctuary map
(more objects included in resets, extra living count commands for allies)
-Changed the flood order on Sanctuary to force Alert status instead of Idle (to stop flood brutes from t-posing from lack of idle animations)
-Reverted the vision angle changes to the ai brought values back down to almost all vanilla stats (think the ai were taking in to much information tbh kept max vision and hearing mostly but still were nerfed, feedback required though if ai is better this update or meh)
-Added pre-search/search block to the floodcombat_elite character .tag copied the same values that the Elites use.
-Deleted some leftover stuff on Coagulation (flood on turrets that aren't supposed to spawn)
-Adjusted two pathfinding hints on Waterworks specifically for the flood trying to get them to want to use them more (big jumps over the gaps)
-Compiled maps with shared_maps from the Sept 19th update to decrease file size by nearly half

Update: Sep 15, 2023 @ 9:19am

-Added the H1 Fuel Rod Gun, Spiker, 99 MAC SMG, Rocket Hog to maps, waves etc.
-Added the Gravity Hammer to Waterworks and Sanctuary maps (ai/arby cant use currently)
-Added unique firing patterns for the Plasma Rifle for the Grunt ranks this applies to the BPR as well.
-Same as above but with Jackals
-Added unique firing patterns for major and up Brute ranks for the BPR
-Optimization to all maps
(decreased object load on all maps increasing object memory, lots of extra ai check commmands to prevent over-stacking especially on friendly call-in dropships, deleted unnecessary objects, continuous garbage cleanup every 5 mins or so, extra command to erase all flood vehicles when the flood waves reset and loop again; should fix dead vehicles remaining forever sometimes)
-Elite Spec ops (major), Ultra, Zealot, SO Commander have blue lights on armor like in H1
-Changed up alot of music to play their Anniversery counterpart (mostly on Coag and Sanctuary; Waterworks remains mostly vanilla music)
-Buffed the fire rate and accuracy of the Shade plasma turret (vanilla)
-Buffed DMG on the Handheld plasma cannon
-Added two new call-in buttons to both maps
-Unique firing patterns for the Handheld plasma cannon for Elite ranks, Brutes, Heroes
-Added tracer effect contrail to the 99 Mac World SMG (to replicate how it looks when fired in H1)
-Fixed Kurumi spawning with absolute wardrobe malfunction (now SFW)
-Fixed FP animations on the E3 BR, and DMR on Arbiter (uses chief animations, hand clipping to be expected)
-Added Spartans to the pelican drop-offs to all maps
-Added new flood type variant: The Juggermech
-Made barricades on both maps reset every once in a while
-Armory locations will also reset (not all) and certain vehicles
-Adjusted alot of pathfinding hints especially ones where Spartans and Kurumi would get stuck this should not happen anymore; unless theres one somewhere I missed
-AI disregard commands put into the command scripts for all dropships one for the dropship squad (driver) and another for the vehicle. AI technically should ignore the dropships afaik to which mostly they will do. All in all fights when dropships come in should feel more consistent.
-Adjusted almost all orders to not force any .styles onto the squads so they should utilize their normal behaviors alot more
-Adjusted AI reaction time, angles and how far they can see when in combat
-Adjusted the floodcombat_elite .style (all combat forms use this, except for the grunt and carrier) with more behaviors relating to searching (on foot) and vehicles
-Added the Sanctuary Firefight map (not as heavily scripted as Waterworks and Coag; was meant to be a alternative game mode/fun idea I had)
-Custom ai for the Spartans on the Sanctuary map
-Neatened up the main dropship when it comes in should look more natural. (Coag one refused my changes though)

(All I can remember atm)
Huge thanks to all those who have released their tags; also especially in this update in particular. (please refer to the credits section in desc)

Update: Jul 22, 2023 @ 6:33am

-Fixed AI forgetting how to use the E3 BR
-Buffed damage on beta shade turret and plasma cannon (inc handheld variant)
-Touched up some AI spawn logic on the Waterworks map (towards the end)
-Normal Hunters will now correctly spawn with their Blue armor color instead of potentially disguising themselves as major's
-Increased AI accuracy and range with Beta Shade turret and Handheld PC
-Adjusted positions of Heretic Shade turrets to be more useful

Update: Jul 20, 2023 @ 8:54pm

-Fixed the Needle Rifle not having it's sounds for Reloading, Melee, Posing, Ready on Dervish and Chief (Wrong tag references in Guerilla)
-Added Handheld plasma cannon turret to maps, enemy and ally waves. (Thanks VengefulVadam)
-Added Halo 1 Pistol to maps, enemy and ally waves. (Thanks EloteCE)
-Damage buff to Phantom's shade turrets
-Added Beta version covenant heavy plasma cannon turret to both maps (vanilla ones still available)
-Adjusted Kurumi's ai by giving her Marine .style instead of Elite so she won't try and melee everything (hopefully)
-Placed down some Needle Rifles on Waterworks (forgot last time)
-Attempted to make custom music louder (feedback required)
-Adjusted/Deleted some jump hints where I had Well hints for climbing so the Flood will attempt to scale walls more.

Update: Jul 14, 2023 @ 12:43pm

-Added new Hunter variant (Major) (Thanks Mynameislol)
-Added new weapon for Hunter Major (flak cannon)
-Added Needle Rifle to both maps (ally's, enemies etc) (Thanks Zoephie)
-Fixed up Sentinel AI to be a bit more active while fighting - They will now fly around and strafe way more.
-Added new music from H3ODST, H1 Guilty Spark.
-Added another secret button on Waterworks (Secret music)
-Increased melee effectiveness on Elites and Brutes (more dmg) Brutes have slightly higher strength (hit harder)
-Disabled Kurumi's Evade/Dodge animations until they get fixed (might have to do a clean re-install of those tags)
-Extended the flood waves on Coagulation a little bit
-Extra variety on what weapon Sentinels spawn with (can now spawn with Enforcer Needler)
-Added D Flog Flag's animations to Spartans (they now inherit some marine animations allowing them to lean, hop cover.) Dodge/Evade anims still disabled though.
-Script change: When Coag map starts there's a 1 min prep period before flood invasion.
-Cleaned up the main Phantom's pathfinding a bit so it makes a smooth turn rather than an awkward one when leaving area