Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo 2: Flood Firefight
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Engine: Halo2
Game Content: Campaign
File Size
Posted
Updated
3.029 GB
May 7, 2023 @ 1:02am
Feb 28 @ 3:01pm
23 Change Notes ( view )
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Halo 2: Flood Firefight

Description
A Halo 2 Flood Firefight esque mode with a ton of features like dropships, dialogue events, custom models, scripted endings, huge battles and more.

Firstly i'd like to thank the Halo Modding discord in all of their help thus far in further learning how to script, as these maps wouldn't have been as grand and flashy.
Also the huge gigachad tag creators for their creations used in this mod and contribution to the community.
Credits:
*- D Flog Flag (Noire, Kurumi models, Spirit Dropship port, MA5C AR, Lasgun HUD, Icons, and help importing, HUD for AA Wraith)
- Sergeant Stacker (Flood grunts, RGB Flood Elites "extra armor colors," Heretic Jackals, fixed up the Flood Juggernaut, Juggermech, Blue lights on Elite armor/new biped)
- Mynameislol (Flood Heretic Elites, Halo 1 AR)
- Sean T (Halo 2 E3 2003 BR "single shot")
- Kashiiera (Flamethrower, plus ammo for it)
- Blackandfan (Flood Brutes, ODST Flood, seperate H1-style FRG, Flood Jackals, Flood Carrier perm-variants, Halo Wars Douglas RL)
- MrFluffles0078 (Fixed creep "Shadow" passenger animations on marines, fixed left side passenger animation on Spectre for Brutes)
- SPARTAN-277 (Gauss hog revamp)
- AI (Halo 1 Marine green monicle, Halo 3 Spiker)
- *Zoephie (DMR port, Needle Rifle port, H1 Fuel Rod Gun, MA40 port, VK78 Commando Rifle port, PRT shaders for MA5C/help importing, H3 Combat Flood Elite/Human, H3 ODST's, Covie/Human H3 Barriers)
- RPA40 (Originally ported MA40, VK78)
- Ryno (Halo 3 Mauler, Pistol animations for Brutes)
- TheVengefulVadam (Beta-Covenant heavy plasma turret, Handheld light plasma turret, energy sword vfx, wieldable jackal shield)
- EloteCE (Halo 1 Pistol)
- noblemods (weaponized plushies)
- MythicJaqui (99 Mac-World SMG, M12A1 Rocket Hog, Gravity Hammer, Gun-Goose, Troop Hog)
- Krevil (Health meter)
- RejectedShotgun (WIP: Falcon, Brute Ghost, Flak Ghost, Phantom/Pelican, Seraph Fighter)
- Digsite Team (Mongoose)
- Altsierra (OG Porter of Reach Spirit Dropship to H3, providing the actual H1 Spirit Engine sounds)

For now there are five maps with plans to add more; this is a massive ongoing passion project. i'm also glad to see more Halo 2 mods coming out, there's alot of untapped potential and H2 definitely deserves some more love. I've had an idea to make something like this for a long time but was always a huge pipedream back in the day since the original tools for H2 were borked. A huge thanks to 343 for making these dreams an actual possibility among other titles in the franchise.

More in depth about the features:
-Pathfinding hints so the AI can utilize the map geometry more
-Ai will follow you around the entire map, and also take any abandoned vehicles leading to big vehicle fights
-New custom Elite, Grunt, & Jackal rank(s) (Elite: Evangelist -Orange and Green-, Spec ops Major) (Grunts: Zealot *has shields*) (Jackal Ultra: Energy shields, flinches way less)
- "Heroes"
- Music
- Sentinels, Heretics and Enforcers
- Dialogue events/scenes for atmosphere
- Re-colored some Elite ranks; (Spec ops got their black armor, Elite Councilor more exotic scheme, Spec ops Commander Black and Gold, Jackal Ultra dark red armor with a deep red-orange shield)
- Over 90 unique waves for both Flood and Allies combined
- Wraith auto-turrets will work for player
- Unique firing patterns for different ranks
- Secret weapons/events to find
- Scripted endings on Waterworks and Coagulation
- Respawning ammo, weapons, vehicles and equipment

IMPORTANT NOTE:
Be sure you are running the game in either English, Espanol, French or Japanese, otherwise you'll get broken audio.

The intended difficulty for the mod is Heroic for best pacing and what I mainly balance around, Legendary should still be manageable. Be sure to turn on They Come Back skull for best results and the Thats Just Wrong Skull if you want to up (which does affect allies) ai's game.
+ The usual favs of course.

Also during the intro sequence for Waterworks those who don't know where Sgt. Banks is he's at the top of Blue Base where the Banshee spawns usually. this intro was re-designed using trigger volumes instead of AI scene trigger so shouldn't have anymore major issues especially in co op.

Be sure to set the reinforcement switches back to off (default screen, with the circle and arrows) after turning them on (blue screen) otherwise you might overflow the amount of ai on the map which will ruin your experience; these buttons also have cooldowns of about 20-25 mins before they can be used again. It is up to the player to make sure to keep numbers down. I suggest using them when your numbers are at or below 5 for best results.

You can delete any language files you don't need to save extra space in: Steam\steamapps\workshop\content\976730 and look for this mod's folder, go into the halo2 folder/h2_maps_win64_dx11. Only delete files that are labeled sounds_en, sounds_sp etc. Don't touch sound_neutral/remastered.

There is no ui string popup on the pelican passenger seat for the ending on waterworks but it's there left or right side works.

If you enjoyed this mod and would like to give more than just a thanks/support the project to help keep my morale strong. Consider checking out my Ko-fi page, i'll also be posting updates about the projects progress there mainly:
https://ko-fi.com/imperialguardsman

I'll be looking into a way to allow for people to play updates earlier like some others do to help give feedback and potential ideas

*- Special thanks as well to D Flog Flag for indulging my idea and direct contribution to the mod.
*- Special thanks to Zoephie for her pivotal help on the MA5C
*- Special thanks to Kyot for making videos/review of the mod!
*- Special thanks to TheEpicGrinder for a full playthrough video collection (Waterworks, Coagulation) and completing on Legendary.
Popular Discussions View All (1)
1
Jul 26, 2024 @ 2:24am
Online Coop Lag
NickelForATickle
279 Comments
Imperial Guardsman  [author] Apr 1 @ 5:47am 
There's 10 switches, 8 of them spawn allies, one of them is waves of Heretics while the last is an audio Easter egg.
Minos Prime Mar 31 @ 11:37pm 
how many ally switches are on waterworks?
Imperial Guardsman  [author] Mar 1 @ 6:55pm 
@Gang W33d
It is working on my end; it was updated to have 0.0.0.0 put in the game version to prevent small MCC updates from breaking mods in the future.

@Atomic maniac
;)
Atomic maniac Mar 1 @ 5:58pm 
looking forward to new maps
Gang W33d Mar 1 @ 6:50am 
unplayable as of now due to patch
Imperial Guardsman  [author] Feb 28 @ 12:56am 
Possibly in future maps, as that would require another .character tag to be created and added to the map palette which for current maps are at max limits. I have to juggle stuff around and find workarounds to add new characters (major variant spawning different character for example) without having to add it to the palette.
delcastillodaniel56 Feb 27 @ 9:16am 
That one turret you didnt need to enter since it shoot by its own
delcastillodaniel56 Feb 27 @ 9:14am 
Hey, maybe add auto turret like the one of halo reach
Imperial Guardsman  [author] Feb 26 @ 4:14pm 
The reason for it was I couldn't think of a better way to script it when you account for people with different skill levels if things were based off of killing flood waves. Potentially causing people to breeze through it without seeing the other content. There's already 50+ unique flood waves on Waterworks for example that spawn; theoretically I could raise the number (by just copy and paste in the script of pre-existing squads) to like 300-500 and say ok you win after that.

But you'd still end up in the same confusion of not knowing if your progressing or somehow breeze through w/e arbitrary number I raise it too. Not saying things can't be changed in future maps but I'll leave it as be.

As for checkpoints i'll look into adding a few more but do note that some buttons will actually give free checkpoints. (Warlock, Sanctuary progression is based off of how fast you kill tho)
Master Hill Feb 26 @ 2:23pm 
I been playing for a few days right now and the one down side is the sense of progression, when I’m playing in heroic I tend to protect my squad very well so basically it soon turns into an infinite waves of enemy, I love the gameplay but a sense of completion it would turn this mod into a little masterpiece. I tried also on legendary hoping that I would lost my allies more often lol but I can’t seems to catch a checkpoint which is very frustrating