Halo: The Master Chief Collection

Halo: The Master Chief Collection

Ultimate Firefight Series- New Map: Waterworks (Updated 24th April 2025)
1,751 Comments
AegisWolf 4 hours ago 
Awesome to see the Gravity wrench in there!!!!!!!! I didnt read the patchnotes at the time so that was a cool surprise.
Northkuledud3 May 6 @ 8:11pm 
There needs to be invisible walls for the out of bounds for containment. I got soft locked cause a flood wandered up there and got stuck. also tone down the juggernaut spawns 3 at once is too much
GladiusOmega May 6 @ 12:05am 
Also, if you could find a way to have the rally flags not turn themselves off every time you die, that would be great. Having to constantly rush back to where I last put it to keep my allies from running into compromising positions and dying trying to get to me is annoying.
GladiusOmega May 6 @ 12:04am 
Apparently the rally points on Sandtrap have a habit of completely breaking. Allies will seemingly ignore them for entire waves at random, following you around instead, and at some point in the overtime waves, half of my heroes straight up stopped moving at all, just standing where they respawned. The only time they moved was when dodging. They were all Spartans, if it helps (Noble Six minus Jorge, specifically). I tried quitting out and loading the game again, and they were still just stuck there.

I would really suggest taking some time to focus on ironing out bugs like this, because they really are one of the major catching points on an otherwise outstanding mod.
PugLyf May 5 @ 8:01pm 
Co-op is broken.
WettestCascade May 5 @ 6:58pm 
Man, I love this mod, but I cannot progress because I am hardwired to keep all my teammates alive or id have to restart to checkpoint.. Its my own downfall and the only thing holding me back from progressing lololol.
Dudio Studios ~ YouTube May 5 @ 4:44pm 
Join my Discord if you’re interested in modded Halo multiplayer! {LINK REMOVED} (Check my profile if the link doesn't work)
We welcome mod makers who wish to test WIP mods and people from all time-zones
SeeBee May 5 @ 2:07am 
amazing work. single handedly responsible for countless hours of game play microsoft should pay you
I'm not smart May 4 @ 11:11pm 
i would love the old weapons that got removed/replaced to come back i just really love this whole thing
wabbajack May 4 @ 3:06pm 
Rally points for allies on Waterworks would be sick, especially with how tedious the phantoms can become if you want said allies to live. The enemies tend to be a bit spongey but I don't find it too problematic, especially with damage types and such. I'd recommend changing the values up a wee bit, like making one damage type do a bit more or just outright lowering base health. This is just my opinion/input on the balancing aspect. Criticisms aside, still my favorite mod to date.
HobbyistGuy May 3 @ 10:05pm 
Any plan to do a mode where you play as Flood? Maybe even a Promethean if your team up for it as a final 5th mode.
Mr Darkness May 3 @ 7:54pm 
Waterworks should have rally points to keep friendly Ai near an area
spacker May 3 @ 1:43am 
Also I just want to add that my friend and I love you mod, and can't wait to be able to play more of it together. ty bro <3
GladiusOmega May 2 @ 5:01pm 
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 May 2 @ 4:58pm 
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 May 2 @ 4:58pm 
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 Apr 30 @ 11:18pm 
Up the lighting on Waterworks, no one wants utter darkness on the map with playable elites.
spacker Apr 29 @ 7:35pm 
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 Apr 28 @ 1:38pm 
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 Apr 28 @ 1:38pm 
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 Apr 28 @ 1:37pm 
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 Apr 28 @ 12:56am 
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 Apr 27 @ 5:28pm 
Gracias por este hermoso mod, eres el mejor
Blue Raven Apr 26 @ 5:09pm 
is the flood wave supposed to be never ending and extremely difficult??? i was having a good time until the tentacles showed up that i couldnt destroy or interact with. then flood just kept spawning, gravemind wouldnt shut up, and the giant tentacles just blow you up across the map over and over. if that was how it was suppose to be that really sucked.
Byakko Apr 26 @ 10:39am 
A shop system so I can use things I havnt been able to easier instead of rng
JE Apr 25 @ 6:07am 
@below, got the same issue. Mine's from the starting hero in both Sandtrap and Waterworks. I think the hero ODSTs do it as well...
Catlavor20000 Apr 25 @ 1:22am 
There is a really annoying bug where sometimes when a hero bumps into to you will get flung fast enough that you die a unfair death
weaver900  [author] Apr 24 @ 9:34pm 
What error messages are you getting? Co-Op works between two PCs (Not Steam Deck unfortunately) that both have the mod installed and updated, plus you need a very strong internet connection as the netcode for Halo 3 sucks. But if you can play Halo 3 co-op, you should be able to play this co-op.

Anyone having issues please let me know the error messages it is showing, if everyone is subscribed, if everyone can play the mod solo, and your internet speeds :)
Geffen M SIV Apr 24 @ 8:41pm 
Is Co-op a thing for this mod? Me and a friend are trying to load but keep getting error messages
weaver900  [author] Apr 24 @ 7:27pm 
Aaaaaa thanks for the report, it'll be fixed for next update... The no helmets was intentional since I borked the helmeted versions, I'm coming at it at a different angle for next update so they'll have helmets back :)
Katsuma Apr 24 @ 11:03am 
It seems like Alpha Nine got broken further XD

The male members no longer have their helmets when in the field. They also seem to have Romeo's hands (but do have their actual hands in the Heroes selection).

While most of their chestplate colors are now corrected, Buck's is still white when it should be gray (while it is in Heroes selection).

Also, Sgt. Johnson's cap is now white instead of green.

Sorry if you think I'm pressuring you. I'm just letting you know in case they need to be fixed. And it especially seems like you trying to fix the previous issues has resulted in more. :)
weaver900  [author] Apr 23 @ 3:00pm 
I really thought I fixed that... @RogueGamer, I'll have another look at it
RougeGamer Apr 23 @ 9:40am 
i'm not sure if anyone else is having this problem but on the map Containment, if you go through the library the game crashes when you go destroy the flood doors more often then not. I've crashed at least over 10 times in the past day or two. Can you fix this please!? @weaver900
Rex Apr 22 @ 6:47pm 
The Elite partner on waterworks has not functional melee with two handed rifles, please fix this when possible.
Katsuma Apr 22 @ 5:33pm 
@weaver900 it's okay man :)

Bugs happen
Durp Apr 22 @ 4:08pm 
It sucks that you cannot have a spartan as a partner character anymore, but i'm assuming this is getting reworked somehow and that they'll make a comeback. Also my beloved steel/red colour combo is no longer a thing when changing spartan variants for player customisation. rip, hoping that at some point, multiplayer customisation makes a comeback as well
weaver900  [author] Apr 22 @ 2:57pm 
I've definitely broke something with Alpha Nine, I'll work on it for next update, thanks for the report :)

And sorry about the energy stave, I was testing making it a usable weapon and forgot to delete it :)
Katsuma Apr 22 @ 9:11am 
Inconsistency report: I've just noticed that the ODST heroes (Alpha Nine per canon) have white colors instead of their normal ones (ex: Dutch has a white helmet stripe and white chestplate instead of orange).
🧡HUGE TITTY ANTHROS Apr 21 @ 3:50pm 
to play it launch with anti cheat off and its under halo 3 campaigns
Katsuma Apr 21 @ 2:08pm 
In Sandtrap, there is now an honor guard staff (energy stave per Halopedia) in the middle of the map. It is standing upright. I can melee it, but not pick it up. Is this a bug?
majesticpats Apr 21 @ 11:06am 
Hi!!! How can I actually play this if I'm subscribed?? I'm new on the MCC
George Glass Apr 21 @ 7:26am 
The cobra has been done dirty, it should be a damn beast. You have to basically rely on the charged shot as the basic shots can't even one shot enemies like grunts let alone explosives.
Katsuma Apr 20 @ 6:31pm 
I've also noticed that Captain Keyes is the only Sandtrap/Waterworks hero without a voiceline for when you select him. If it's because you couldn't think of a fitting line, I would recommend "Time for a little payback" from the ending cutscene of Truth and Reconciliation.
Katsuma Apr 20 @ 6:21pm 
I second this. It's also ironic considering that Master Chief has his Reach firefight voicelines, but Noble Team are mute (while it's okay for Six) and could have had their firefight or campaign voicelines.
Tyler Apr 20 @ 4:43pm 
Hey I noticed all the halo reach spartan heros don't have any voicelines when you choose them. The ODST heros and Johnson will make quips and have voicelines when hit/kill an enemy/trade weapons etc. but the reach heros are completely mute
Checkpoint Guard Apr 20 @ 1:54pm 
Gotta agree with most people here, there needs to be some serious balancing to the enemies. It's weird too since I don't remember brutes being this tank-y in previous updates. Enemies need a serious nerf and allies need a serious buff.

Some of the customisations need fixing, too. Helljumpers in Sandtrap still have the normal Halo 3 ODST attachments on them. And the Brute being the default in Containment when you have jackals and banished elite customizations for only coop leaves a lot out of ppl playing single player.
Kailer383 Apr 20 @ 1:00pm 
I love all the hard work put into this mod but I feel like power weapons or brute weapons are borderline required even on normal. I love this mod but the ttk on brutes/elites with most weapons really sucks the fun out of it for me. Thank you for making this Weaver it really is a cool experience
suckasnag Apr 20 @ 2:38am 
playing on heroic and higher on the UNSC map, the enemies are bullet sponges and that takes away all the fun, i dont want every single enemy to be a mini boss taking +3 mags of my AR. I had to use power weapons for every elite and brute because regular weapons dont do anything.

Also round rewards are so bad, extremely useless. the only sort of useful thing i got in the first hour i started this mod was a kestrel and target locator, other than that, the warthogs are useless, marines die instantly and mongooses are somehow ALWAYS there
MrSlipperyPineapple Apr 19 @ 10:25pm 
How do you get Cortana to spawn?
B22 Blackeagle Apr 19 @ 6:03pm 
Hey, does anyone know why me and my friend are unable to play coop together? Keep getting error right as soon as we load in and try to play. Happens as soon as we press a button for anything