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Despite the issues, I hope they're not major enough to ruin the experience overall, and I appreciate the feedback you guys have given.
P.S. also sorry for the *really* late replies :0
I went back and I see what you mean. I did redo a lot of the models after the initial version, but it looks like I forgot to fix some of the weights on the Jackals.
@StarBard
Thank you!
@Šáhloň
Glad you enjoyed! There are some aspects of the mod that I never got around to finishing or fixing up (the above mentioned Jackals being an example)
@Pog Miser
The needler really needed more love for this game, so it deserved the buff I gave it! XD
As for the blue needles, I though it'd be cool to use the blue needles, though in hindsight I maybe should've just used pink instead after all.
As for any plans for Halo 2/3, I've thought about it but not really settled on any. Don't think I'll be doing a project like this for those games. I do have a character overhaul pack I made for Halo 2 that I need to update. Until then though, atm it's up in the air what future projects I'll do,
@snowmanballz2
The Scorpion Cannon can be found at the skull locations in Halo, The Silent Cartographer, Assault on The Control Room, The Library, Two Betrayals, and The Maw. The ones in The Silent Cartographer, Assault on The Control Room, and The Library require a grenade jump to acquire it, so I placed overshields nearby to make it easier.
I decided to keep the gameplay and balancing mostly vanilla. I did consider giving the Assault Rifle a tighter spread like in RoB's Rebalance mod, but with the Reach Assault Rifle now being in the game I felt that would be kinda a pointless change. The only weapons I really tweaked were the Rocket Launcher's firing delay, making sentinels more vulnerable to Sniper Rifles and Rocket Launchers, and Melee being slightly more effective against Flood.
Most of the tweaking I did was with the new weapons so they could still be fun to use in the latter half of the campaign. I made the Flamethrower act more like it does in Halo 3, where it usually insta-kills the Flood, since it wasn't really all that viable in the Flood levels due to it taking too long for the fire damage to kill them. I balanced the Sentinel beam somewhat like it is in Infinite, being really effective against enemies at the cost of a fast battery drain.
I like the change in certain mods like making the AR more accurate.
The second half of the campaign is now playable. I've also updated the first half of the campaign to add new weapon spawns. Thank you everyone for your feedback and being patient with me as I worked on this. This project ended up taking longer than I planned due to many issues along the way.
This is still a rough mod, so any further feedback to improve this would be greatly appreciated.
I'm planning on launching the final version of this mod soon. In addition to adding the second half of the game, I've also made significant changes to some weapon placements and some shaders. I was originally going to release it as a separate mod, but I've decided instead to just update this version.
After receiving help from other modders, I was able to compile the maps without hitting the engien's limit, so I've been working on restoring some of the stuff I was originally going to cut.
At this point, I've compiled all the maps and am going to go through playtesting them to make sure everything is working correctly. Assuming everything works fine, I hope to publish the final version soon.
I've also thought about maybe releasing the final version as a separate mod since there's been a number of changes compared to this version, but I haven't fully decided yet.
It could be possible, but it would take a lot of work and familiarity with editing the actual level geometry, which sadly I haven't had much experience in.
@Zyrei Ayanami
I don't have much experience altering the level geometry and replacing textures with higher quality ones would take some time. For now, I'm scaling back some of my ambitions with this project and reducing the amount of props/scenery using anniversary models.
@Inkly
The problem with using the Halo 2 Anniversary models is that I'd have to re-rig them to fit the original CE Elites and their models and textures are much more high quality than the CEA/Reach models. I've already had to scale down the amount of assets I can use or replace because I've actually been hitting the engine's limit when it comes to model quality.
I'll look into adjusting the curved backpacks. As for the Jackal Shields, yeah they're not that great. I've been working on trying to make them less glaring. It's never occurred to me that since Reach took a more 'gritty' tone, this naturally led to the characters having a slight desaturated look to them. Might see if there are other characters besides the hunters that could benefit from some adjustment.
Since the mod already takes creative liberties with some of the designs I suggest going a bit further. For instance making the orange parts of the hunters a bit more vibrant and perhaps changing the colors of the jackal shields to something softer. Right now they're a bit too bright/white and it makes them an eyesore.
Thanks! I'll take a look and see if I can use any of these textures
In terms of an update, I ended taking a break from the project for a couple weeks and am now getting back on it. At the moment, almost all characters, weapons, and vehicles are now ported. The things now left with the project is adding the bonus weapons, slight changes to gameplay and level design, and some easter eggs. I ended up having to scale back on bit on my original ambitions for this project, but I'm still going to do my best with what I've got so far.
I'm afraid that would be out of scope for this project. The goal with this is to experiment with porting CEA's assets and art style (well, mix of art styles) to CE's engine, while maintaining some art consistency and mostly similar gameplay.
It would also add even more development time to the project to add new enemeis and place them in the maps, and I feel this project has already been in development for quite a while, so I want to focus on finishing it.
Yeah! XD
I actually encountered this the other day while testing! Since the weapon models are (mostly) using the same shaders and bitmaps (but either replaced or adjusted), MCC's skin system still works for them - just not with the current weapon models of course!
But they are incredibly bugged out XD
I can't guarantee I'll include it in this mod, but I'll take a look to see how it would be implemented
@TheAceFromSpace
Glad to hear you enjoyed it that much. Thank you!
@StrayBard
Glad you enjoyed it so far. Swapping out the Pillar of Autumn might be tricky since it's model in CE is actually part of the level geometry. I would also like to add female marines and crew. The biggest problem would be importing dialogue for them, which I haven't done much work in that field.
Just a few things I was wondering if they were going to be added. I think they would really add to your mod
> The reach /CEA style Pillar of Autumn
> Female marines and Crew people (Akin to what was seen in the Halo the Flood Book)
That being said, I know modding games can be pain and real life stuff and other things can come up so don't feel obligated to fulfill these suggestions.
Plus I like the MA37 you added in; it's a nice tie in to Halo Reach!
This mod right here fixes spawns for alpharing! basically 3rd and 4th player spawns. Pengy_YT posted the tags in the comments i believe
https://steamcommunity.com/sharedfiles/filedetails/?id=3284506784
What spawns do you mean?
@Red the music Zoro
I'm currently thinking about that actually. I've altered the Flood Elites so their Armor now changes colors, but I do agree the use of its Halo 3 model is out of place. What I have in mind is either A) removing the armor pieces (like the original CE model), or try to fit the Reach Elite armor onto the Flood. That second part will be more tricky to pull off, but I'd ideally prefer to get that version made if I can.
I honestly never liked the cheap and ugly Halo 3 model they used for the Elite combat form in the normal Halo CEA so I'm wondering if your gonna include a new Reach Elite inspired combat form for the Elite combat form in your mod to go alongside the Human combat form from CEA which is way more accurate and fits with the Reach Troopers in CEA :v
thanks for letting me know, can't wait to see how it turns out. also is it possible for you to fix spawns for alpharing, it would be greatly appreciated
thank you! To be honest though, I've been slacking recently so I'm trying to get back on track