Halo: The Master Chief Collection

Halo: The Master Chief Collection

28 ratings
Frostbite II: Frostbite-ier
   
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Engine: Halo3
Game Content: Campaign
File Size
Posted
386.655 MB
Jun 28 @ 11:02am
1 Change Note ( view )

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Frostbite II: Frostbite-ier

In 1 collection by DrearyMussell5
Frostbite Campaign
2 items
Description
Preview
After a not-so refreshing rest in the cave networks, set out to find other UNSC forces and hopefully escape this frozen ring

Description
Bored and practicing with level design in Blender, I made a horrid little sequel to Frostbite. I could, no, should just keep this to myself, but that's not very fun. Second verse, same as the first. The art sucks, the geo is "rough", and gameplay is questionable. Have fun!

Credits
  • Kashiiera: Tag Release (specifically the sky box)
  • jordanspartain and n8endo: Marcus Lehto's Mark V Armor In Halo 3
  • sabopool and Katherlyn: Helping with first person animations
  • general101: Blender Tools
  • Mortal & Jimbo: Testing/Review (blame them for never questioning my "brilliance")
  • JoseP & Jimbo: Decals
  • Bungie: The Halo games
  • Halo Studios: The MCC and Mod Tools
7 Comments
septem1295 Jun 29 @ 6:23pm 
Great Mod! It's really fun to navigate the close quarters, and fight your way through the large battlefields. the only critique i can give is to add some custom tags like more custom vehicles and weapons. Overall great mod, though!
DarkB1ad3 Jun 29 @ 3:17pm 
purgepoint approved, i like it
KTK Jun 29 @ 1:29pm 
It was an okay mission. Nothing wildly interesting. A bit bias here, but more marine allies in the fight would be more appreciated. Two follow you in, but there's never enough to help advance with you.

Then there's the end where you hop on the Warthog. It's a bit of a missed opportunity to bring more allies into the mix there. I thought there would be more enemies incoming after I reached the Pelican landing zone. I rolled up there on the Scorpion thinking we were going to have another standoff with more firepower. One last push from the Covenant and we're king of the hill.

Nope. Fade to block and roll credits. We're done.

Aside from that small disappoint, the mission played out fine.
The Jester Jun 29 @ 6:38am 
I'll preface by saying that I appreciate every fan map; I love seeing creativity like this, but I got some qualms.

I was NOT a fan of the stooge crew of mauler brutes around every corner, I counted like 4 encounters and I was getting more annoyed by each one.

The sudden hunter jumpscare after the little tunnel section was a welcome change, but a single hunter pair doesn't really help the main issue; the enemy design and composition was really not all that engaging. Having such a massive canyon and NOT having snipers on the ridge boxing you in felt like a missed opportunity for frantic action.

I am interested in seeing more of what you're working on, and would love to give much more intimate player feedback if you want.
Rusted October Jun 29 @ 1:23am 
Gameplay was pretty good. I liked the cube fight with the stalker brutes. If you'd have kept the player in that room for maybe 2-3 rounds of them with extra shotgun ammo, and script the brutes to move on the player from multiple angles, I think it'd be a pretty creative and rewarding fight. Throw a hammer chieftain in the mix at the end and it'd probably make for a really good room.
Lore Wolf Jun 28 @ 6:59pm 
this was a good one, thought some of the early fights felt a bit repetitive. I appreciated the map design though, especially the use of darkness/invisibility and height in certain encounters. Brute shots really got to shine in some areas. I will say sometimes encounter spaces are a little physically long. There's a strange heaviness to the movement too, not sure if that's intended. I liked the vibes of the maps besides, networks of caves and fights on icy lakes. Especially with the vehicle encounters.
Thel 'Vadam Jun 28 @ 11:50am 
yo @DrearyMussell5 the mission doesn't seem to want to launch