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Operation Purgepoint (also known as Halo: Dark Souls Edition) (formerly project x)
Author: rcghalohell/DarkBlade Industries
use "word wrap" to read (under format in notepad)
operation purgepoint is my first big project for halo custom edition, when i was making this i had the legendary difficulty in mind, i wanted to put in a challenge, so the ai are slightly more populated, and more deadly. this story follows no lore at all, and may not follow actual halo storyline. purely fan-made. i have included my first map in this collection since i ran the intro off it, once completed, it plays the next level. keep in mind i made battlesidegulch_sp my first map ever and was my tutorial map, so it has many flaws
warning! strong language is used... that being said, why are you playing an M-rated game?
alert! chimera users should disable their cutscene uncap by typing "chimera_uncap_cutscene 0"
warning! gpu will be recommended for this mod as some areas are somewhat demanding. i was using a nvidia gtx 780m when making this.. at first, now i use a 2080.
hint! some cutscenes can be skipped with the jump button, it may take a few seconds for some, so give it a little time before starting or resuming your journey in this perilous campaign.
tip! operation purgepoint may be much easier, but i have also included a "hard mode" which is the original campaign i played through which is much more difficult but still beatable with patience... your call, but it is all available for you just in case, you may save it if you wish
i have thrown the maps into a map folder for organization reasons
i have attached hac2 to enable devmode through the controls folder
i have also attached a file for hac that goes to your documents folder for windows(if you have it)
to play a map, press ~ and enter these commands:
to play on a specific difficulty (fixed):
"game_difficulty_set impossible" = legendary
"game_difficulty_set hard" = heroic
"game_difficulty_set normal" = normal
"game_difficulty_set easy" = easy
to load up the level and difficulty selecting menu, as well as resume your progress easier:
map_name x0x_menu
to play the prologue:
map_name x00_4c12 (formerly battlesidegulch_sp, which you can delete now)
to play the next map, either finish the prologue, or enter this:
map_name x01_andrania
keep in mind that in order to continue, you have to enter the game difficulty again before reloading the map you last played upon halo startup
credits:
rcghalohell level design, voicing for elite, crumen, vozzmin, ramsey, recker, lamar, jun, and the dredd
Alteros and (NP) final for scripting help in the first level
(SBB) Storm for voicing cortez
lumoria mapping team for the skybox and the hunter/sword
the halo ce community for all their help with telling me how to do stuff(pretty sure they hate me after all the questions but i still love em)
marine voice: cole(college friend)
captain feifel: itsRozati
music: bungie, 343 industries, epic, and me (1 or 2 songs)
marines: Chaos Jasmine, Sheet_Valerie
tweaks-
from v1.0:
-fixed "peril" overlap in prologue/tutorial, song ends no matter what now
-fixed jump to skip cutscene bug for Andrania, now works properly by spacebar
-added 6th banshee ai in the indexer during final battle
-shader tweak for some objects
-hud upscale
-drones dropped due to error
-aim reticle aligned more accurately
from v2.0:
-large storage now has metal(thick) collision effects
from v2.1:
-fixed x01_andrania's cutscene error where it would goto a black screen and stop
-fixed lamar player biped for Captured
from v2.2:
-covenant dropship phase through landing pad at the end of x02_Indexer fixed as well as other dropship with turret phasing through
-door does not appear lock at the start of the hangar until you kill first encounter now (x06_break)
from v3.0:
-changed the captain voice on establish in the base setup dialogue
-fixed x04_establish starting loop on normal and easy difficulty
-reduced x04_establish wait time during first hog drop
-fixed x05_captured trigger points for spawn in big blueish room
-fixed x05_captured trigger for final door dialogue
-fixed x04_establish and x05_captured easy and normal difficulty detection modes
-fixed x04_establish random crumen and cortez appearance flash at beginning of level
-added x01_andrania cutscene skip for big room before squad splitup (press jump button)
-x01_andrania enemies in red room migrate to next guard switch group after previous switch is pressed
-x01_andrania smoothed camera transition in 2nd cutscene
-x01_andrania fixed random black flash at start of outdoor cutscene
-added x02_indexer skip to beginning cutscene
-added x04_establish red(enemy) markers for final battle dropships and blue(friendly) markers for final reinforcements dropship
-added x05_captured beginning cutscene skip
-x04_establish drastic reduction in final battle waves to 4 (5 if heroic or legendary)
-x04_establish dialogue added in empty areas mentioning "scouts"
-x06_break sound levels adjusted
-fixed x02_indexer dropship pad idle gitch
-fixed x04_establish cortez walk glitch in beginning of level
-added x04_establish more banshees in final battle
-added x04_establish sniper in right path level start
-removed x04_establish enemy quantity on right side beginning
-fixed x04_establish spawn delay at beginning of red and blue tunnels
-fixed spawn in x04_establish in red and blue tunnels before bridge switch
-fixed x04_establish banshee spawns in final battle
-relocated x05_captured first crumen and cortez spawn
-tweaked x05_captured many sound dialogues and music
-fixed x05_captured spawners in second meetup area before splitup again
-fixed x04_establish sword spawns before bridge switches in both paths
-fixed x05_captured banshee spawns in big circuit vehicle area
-fixed x05_captured cinematic title for dark room near end
-boosted x06_break multiple dialogues and whispers soundtrack
final:
-renamed battlesidegulch_sp to x00_4C12 for organization reasons, you can now delete battlesidegulch and replace it with x00_4C12
-x10_war fixed elite animation in "arena of death" aka control room replica
-improved pistol accuracy
-slight cleanup in elite model design
-x01_andrania added ALOT of cover (you're welcome)
-x01_andrania ai have move positions now
-x10_war fixed hallway glass (phantom bsp hell returned on fix)
-x10_war added checkpoint safe point in the arena
-added in some refined elements (ie: hud and devices, but not vehicle design)
-x00_4c12 (formerly battlesidegulch_sp) fixed final encounter checker
-x02_indexer added lamar teleport in library hallways if not caught up halfway through
-reduced tank explosive radius, only way to be damaged by enemy tank shells is by having no passengers
-x10_war big battery scenery fixed material from dirt to metal
-x10_war added rocket hog(not telling where since i hid much throughout the campaign from supplies, to side missions, to easter eggs, very challenging to make it through with this, i havent even done it)
-x06_break tweaked the final cutscene elite run
-x06_break flipped the shuttle bay doors
-changed the elite and flood shield tints
-x07_carto tweaked out of bounds control disabler
-hunters have chance of having one shot kill
-enemy spartans have slightly less health points
-added stealth reward in x05_captured at the lift
-x00_4c12 bluebase turret now explodes on death of grunt occupant
-x07_carto added a waypoint post lamardrop to help people who thought they were supposed to follow lamar squad
-x00_4c12 has a waypoint at the start just in case
-x00_4c12 did some balancing....
-x01_andrania tweaked some encounter skip trigger errors
-x06_break made the one way door before the security room more easy to find
-x02_indexer balanced
-x05_captured balanced
-reduced marine shield stats
-sound level balancing throughout the campaign
-traitors, spartan traitors, ultras and stealth ultras nerfed heavily from shield and health (you're welcome)