Halo: The Master Chief Collection

Halo: The Master Chief Collection

179 ratings
Halo Anniversary Reverse v1.5
5
3
3
   
Award
Favorite
Favorited
Unfavorite
Engine: Halo1
Game Content: Campaign
File Size
Posted
Updated
2.975 GB
Oct 9, 2024 @ 11:06am
Apr 13 @ 8:11am
4 Change Notes ( view )

Subscribe to download
Halo Anniversary Reverse v1.5

Description
A campaign mod for Halo Combat Evolved that replaces various models and sounds with assets from Anniversary, Reach, and Halo 3.



WHAT DOES THIS MOD DO?

This mod replaces the majority of Characters, Weapons, Vehicles, and misc models with their assets from Halo CE Anniversary, Halo Reach, and Halo 3. It also makes some a few tweaks to balancing, though my goal with these was to give the game some QoL improvements rather than alter how the entire game plays.



WHY MAKE THIS MOD?

This mod is meant to be more of an experiment and curiosity, rather than a definitive HD mod for Halo CE. If you're looking for this to be a faithful remaster using new assets, you're going to be disappointed. If you are curious to see what CE would look like using CEA assets and keeping the level design unchanged, you've found the right mod.

At the same time though, I did opt to either use more lore accurate models (H3 banshee instead of HR banshee), as well as add some improvements that I feel CEA's models lacked, such as greater variety to the character models.



WHAT'S CHANGED?

- Adjusted fall damage range and slightly increased player Jump power
- Increased Flashlight power, has infinite battery and no longer disappears when using Active Camo
- Decreased collision damage against Chief and the Marines. This should lead to less instances of players accidentally killing themselves or friendly marines while still be able to abuse the collision damage against enemies.

- Melee damage deals more consistent damage, and is more effective against Flood
- Made Needler needles faster
- Decreased Rocket Launcher firing delay
- Increased Sniper Rifle and Rocket Launcher damage against Sentinels
- Added Reach Assault Rifle, Reach Magnum, Flamethrower, Plasma Cannon, and Sentinel Beam. Some of these are wielded by NPCs, others added to the levels. Some can be found near or at skull/terminal locations
- Added the Scorpion Cannon and a Golden Shotgun as overpowered bonus weapons to a few levels. They can be found near or at skull/terminal locations. Ones that require a grenade jump usually have an overshield placed nearby.

- Made Flood Combat Forms infector pod destructible, making it easier to tell when they're playing dead
- Flood Elites now have different armor colors depending on how dangerous the weapon is
- Flood Carriers now explode when normally they'd be launched in the air
- Flood Rocket Launchers and Fuel Rod Grunts now have a chance of spawning with the Plasma Cannon instead, which can be wielded by the Player
- Elite Ultras now replace Elite Zealots that are wielding Plasma Rifles.
- Elite Zealots Energy Swords can now be picked up and used by the player. Stealth and Ultra Elite swords still self-destruct.
- Restored original variants of normal Elite models (instead of each rank having its own models)
- Added more variety to the Marines, including an ODST variant.
- Marines/ODSTs & Flood Combat Forms will sometimes spawn with the Reach Assault Rifle or Reach Magnum
- Scorpion Cannon and Turret are more accurate

- Placed Overshield pickus near Skull locations that require a grenade jump
- Adjusted spawns of certain NPCs and items for easter eggs
- Adjusted the player spawn roatation on Two Betrayals
- On Two Betrayals, added a couple Ghost spawns and the Scorpion approximately where you left it



KNOWN ISSUES

- Some of the character models don't align perfectly with animations. Others look straight-up cursed.
- Hunters spikes have no collision.
- Some hud texts are broken.
- Sentinels still use original "garbage" models when they die
- Some shaders (like those on the Master Chief) look broken in some cut scenes
- I couldn't add custom strings or custom hud icons, so new weapons like the Scorpion Cannon reuse existing ones



SPECIAL THANKS TO:

- Ruby of Blue for their Rebalance mod, which this mod uses some assets from
- The various people on the Halo Modding Discord, who's assistance kept this project alive at multiple points where I was ready to give up on it. Thank you guys!
- The various people in the Steam comment who provided suggestions and feedback
101 Comments
Flawmore Cowboy 16 hours ago 
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.