Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo Anniversary Reverse v1.5
101 Comments
Flawmore Cowboy Jul 15 @ 2:27pm 
the only problem i have with this is that the elites, instead of being the Halo 3s model, its Reachs, I know a lot of people agree with me on this, so i thought id ask if you could change them
IanLacksLogic  [author] Jun 15 @ 2:30pm 
At the moment, I don't really have any plans to work on future updates for this mod. I still have the tag files, but compiling the levels required me to alternate between using Invader or the official tools, which got tedious. Pretty sure I did stretch the tools to their limit with this mod.

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
IanLacksLogic  [author] Jun 15 @ 2:28pm 
@ Red the music Zoro
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.
Pog Miser Jun 10 @ 4:02am 
Do you think you could make the needlers needles pink like the actual projectile?
The Spojewalker May 14 @ 1:56am 
Cool experience, feels like vanilla but spiced up. Only edit UI for Reach AR and some minor changes and it's perfect mod for CE replay! :steamthumbsup:
Pog Miser May 13 @ 9:05am 
As a proud member of the needler gang I am pleased to see the needler being truly deadly in CE.
StrayBard Apr 28 @ 2:37pm 
You've done a magnificent job dude :)
Red the music Zoro Apr 16 @ 12:09pm 
hey uhhh Lack I gotta be honest but i think while you were updating the mod, the Jackal's models look way more broken now tbh, I'm looking at some dead Jackals and their legs and arms are looking really bugged to me :v
IanLacksLogic  [author] Apr 13 @ 8:34pm 
@TheRat62
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.
IanLacksLogic  [author] Apr 13 @ 8:34pm 
@TheRat62
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.
snowmanballz2 Apr 13 @ 3:43pm 
where is the tank gun u can use like in infinite with that invis tank gun
TheRat62 Apr 13 @ 2:25pm 
And also, any plans to eventually mod Halo 2 or 3 campaigns?
TheRat62 Apr 13 @ 2:24pm 
Have any of the weapons been buffed/nerfed?

I like the change in certain mods like making the AR more accurate.
IanLacksLogic  [author] Apr 13 @ 8:27am 
Alright, the mod has been updated to version 1.5.

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.
IanLacksLogic  [author] Apr 12 @ 8:52pm 
@Thel 'Vadam
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.
Thel 'Vadam Apr 12 @ 3:43pm 
Yo @IanLacksLogic as you updated the mod to the latest mcc version does that mean we are getting the next few missions?
Thel 'Vadam Mar 22 @ 4:31pm 
That’s great too hear
IanLacksLogic  [author] Mar 22 @ 4:27pm 
@Thel 'Vadam
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.
Thel 'Vadam Mar 22 @ 12:42pm 
How goes progress?
IanLacksLogic  [author] Feb 19 @ 10:06am 
@Fuszion117
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.
Inkly Feb 19 @ 8:34am 
An interesting idea but you might be better off taking the enemy models from Halo 2 anniversary instead of halo CE anniversary. despite your best efforts I'm sure, but the halo ce anniversary enemies just look god awful clashing against original CE graphics
Zyrei Ayanami Feb 16 @ 4:55pm 
should touch up the environments so they items don't stand out like a sore thumb other wise good
Fuszion117 Feb 12 @ 10:35am 
just wondering, you can keep the inside map of the pillar of autumn classic-like like you did, but i always seem to find the outside part of the ship looking much cooler if it was halo reach designed. is there a way you can put that together? just asking for a friend.
Lazuli Feb 11 @ 7:34pm 
i love the idea but as a custom edition player this was a dream mod for the old ce before TMCC came out, still, good job
IanLacksLogic  [author] Jan 15 @ 4:51pm 
@Snark
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.
Snark Jan 8 @ 8:49pm 
Nice mod. I'm surprised how well the models look in CE. However I noticed the glossiness of the curved backpack grunts doesn't seem to match the values of the standard reach grunt models and thus look out of place. I might check the tags when I have the time to give a proper look.

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.
IanLacksLogic  [author] Dec 30, 2024 @ 10:05pm 
@binehda
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.
Kiyasora Dec 29, 2024 @ 10:28pm 
"You gonna do anything about it?" Only internet thugs say things like that. Internet gangbanger LMAO. Do something else with your life please, internet gangbanging doesn't make you hard
Kiyasora Dec 29, 2024 @ 10:24pm 
@Leonardingus IV stop acting tough over the internet, you're an internet thug. What do you want me to do about you having an opinion? Just keep talking over the internet because that's the only thing you can do, nothing interesting happening irl then
binehda Dec 26, 2024 @ 3:09pm 
For the dev: Ive found this anniversary texture mod for Halo Custom Edition, thought you might need it: https://www.youtube.com/watch?v=fvF-SYFYiTQ
Leonardingus IV Dec 24, 2024 @ 11:04pm 
@Kiyasora Why would you care if I have an opinion? You gonna do anything about it? :steambored:
IanLacksLogic  [author] Dec 15, 2024 @ 10:31am 
@RememberReach6
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.
RememberReach6 Dec 12, 2024 @ 11:25am 
Yo do you think you could add in Linda inside a cryotube in the PoA? it'd fit in with the lore and be a cool addition, and could you change the majors to their orange color they had in Reach and change the minors to the blue color they had in Reach? Also could you change Chief's armor to his Reach counterpart? Like using the Mk.V from Reach that he has when you see him in the cryotube during the ending of the mission PoA? And could Linda have that applied to her as well? That'd be pretty epic, also if Brutes and Skirmishers and Drones could be added that'd be absolutely amazing, and if you could merge this with CE reanimated that'd be even better!
amistake Dec 6, 2024 @ 6:42pm 
is this supposed to be a recreation of the demo of the anniversary edition?
CheeseRocket3658 Dec 4, 2024 @ 6:45pm 
I'd love to see this combined with the CE Reanimated mod!
Red the music Zoro Dec 1, 2024 @ 7:51pm 
That could be a cool idea to incorporate into your mod tbh!!
IanLacksLogic  [author] Dec 1, 2024 @ 7:43pm 
@Red the music Zoro
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!
Red the music Zoro Dec 1, 2024 @ 5:48pm 
hey @LanLacksLogic i just found a really funny glitch with the CEA weapons in the mod, weapon skins actually work for them in the mod!!
But they are incredibly bugged out XD
TheRat62 Nov 19, 2024 @ 5:48am 
Whoops sorry didn't realize MA37 was included as bonus weapon just ignore last post
TheRat62 Nov 19, 2024 @ 5:45am 
Can you do a version that just has the regular MA5B instead of MA37?
StrayBard Nov 17, 2024 @ 2:33pm 
@IanLacksLogic Ah gotcha - no pressure!
IanLacksLogic  [author] Nov 17, 2024 @ 11:47am 
@ItsCrazy
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.
StrayBard Nov 16, 2024 @ 8:57am 
Don't know if I have commented this before but I really enjoyed this mod! :MCCMONITOR::p2cube:

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!
TheAceFromSpace Nov 14, 2024 @ 7:47am 
Was originally gonna only play the first 3 levels like most mods to give it a fair rating, ended up playing all of it, very well made and fun
ItsCrazy Nov 8, 2024 @ 11:23pm 
@IanLacksLogic

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
IanLacksLogic  [author] Nov 8, 2024 @ 10:17pm 
@ItsCrazy
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.
maxjohnstonno1 Nov 8, 2024 @ 9:01am 
i like halo 1
Red the music Zoro Nov 7, 2024 @ 10:21pm 
hey @ianlacklogic i was kinda curious but hey do you plan on making a unique Reach Elite flood combat form for your mod?? :0
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
ItsCrazy Nov 6, 2024 @ 8:00pm 
@ianlacklogic
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
IanLacksLogic  [author] Nov 5, 2024 @ 11:38pm 
@carrion master
thank you! To be honest though, I've been slacking recently so I'm trying to get back on track