Halo: The Master Chief Collection

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ReteroX

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ReteroX

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About this mod

Overkill is a total redesign of Halo's sandbox that aims to emphasize the strengths of Halo's game-play and minimize the weaknesses. Weapons are cleaner, movement is faster, projectiles are slower, grenades are uniquely tuned and enemy AI, damage scaling, ranks and behaviors are tuned to enhance the dynamic and escalating combat that we all love.

Requirements
Permissions and credits
Picking up from where I left off with the now defunct Overkill - Installation 04, I decided that there was a Halo game that was close to my heart. Halo 4 really needed a drop of kick-ass... Well my mistake, Overkill is a gallon.

If you like Halo's "combat dance" and you think that the AI should have been more aggressive, but also more fair, you came to the right place.


Overkill
With changes ranging from weapon balancing, materials, crosshair sizes, explosion effects, impact particles, enemy behaviours and so much more, Overkill aims to double down the guiding principle of making a more fair and balanced core gameplay loop that redesigns Halo 4's somewhat underwhelming sandbox to make for an overall experience where all weapons, armour abilities and vehicles have a chance to shine in their own unique way.

Combat has been tweaked to favour less of the "twitchy" longer-range gunfights, in favour of a middle ground where all of the elements, weapons, grenades, vehicles and close combat have a greater chance of overlapping in the majority of encounters. Almost every weapon now uses projectiles, with human weaponry featuring mild "believable but not realistic" bullet drop over greater ranges. Most weapons have also had an increase in accuracy.

Shields and Health underpin Halo's sandbox as the most important resources to manage. In Overkill, plasma weaponry is even more vital when tackling opponents with larger shield pools, but it quickly loses out to UNSC weaponry against health. Most precision weaponry is more lethal now than ever, with the aforementioned increases in accuracy granting a massive boost in potential destruction, however, precision weaponry is deliberately weaker against shields than their automatic counterparts, this gives automatic weapons an advantage that was sorely needed when considering the superior range and headshot capability of precision weaponry.

Below, you will find a quick summary of the bigger changes to gameplay.



Summary
  • Movement speed is a little faster and changes in direction are more responsive
  • Weapons are far more accurate overall and fit into more clearly defined roles
  • The strength/weakness system of shields/health are emphasized to put more focus on weapon pairing
  • Covenant visuals are heavily modified and ranks have been clearly defined
  • Enemies will open fire from much greater distances
  • Projectiles are now the standard - Kinetic projectile speeds are a little faster than in Halo 3, but Plasma is slower and more damaging
  • Bullet Magnetism has been eliminated - No more cheating bullets!
  • Enemies no longer cheat - no health or damage scaling on Heroic or Legendary
  • In select locations, enemies are greater in number
  • On higher difficulties, greater threats spawn - play Legendary for the full experience
  • Grenades have been tuned to fulfil more unique roles
  • Explosion effects and plasma impacts have been enhanced
  • Covenant antennae have been scripted to explode correctly
  • Explosions for some objects/vehicles have been reconfigured to trigger properly now, eg: the Shade Turret now has a proper explosion that deals damage
  • Vehicles have more distinct roles and are slightly more survivable in their "doomed" states
  • The Ghost has had it's proper Halo 4 texture implemented with the new materials from Overkill
  • Armour abilities have been tweaked to fit more in line with the new gameplay
Specific to Requiem (in addition to above)
  • Bloom has been adjusted for all zones to be roughly 50% that of default, and the exposure range has been narrowed to help make transitions from lit to shadowed areas smoother without the over-the-top eye adjustment of modern games
  • Assets with misconfigured control (colour location) textures have had updated textures applied to fix the ugly grey mesh bug
  • The Needler now can only super-combine unshielded targets, just like in Halo Reach - this prevents trivialising Elites and makes Needlers a little less intimidating when encountered in groups


Installation
  • Navigate to your MCC installation directory (for Steam, right-click on MCC in your library list and select Manage, then Browse local files).
  • Extract the downloaded archive to a new folder, then take note of the name of the extracted .map file.
  • Backup your original .map file (the one with the same name as the .map you downloaded and extracted).
  • Copy the extracted .map file into your "Halo The Master Chief Collection\halo4\maps" directory.

If that is too little information, there are plenty of step-by-step mod installation guides floating around YouTube, they will do a better job than I ever will.


Closing Statement
This mod is still a work in progress and I have every intention of redesigning every mission in Halo 4. I will also try my best to keep this mod up to date with MCC, but have patience, this map alone contains over 2700 edits, each one painstakingly tested and tweaked to serve the overall design. This mod is my love letter to 343 and their most underappreciated work to date.

With love and firepower - ReteroX


THIS MOD IS A WORK IN PROGRESS
I will be porting all improvements made in Requiem to Dawn at a future date. MCC is likely going to break this mod soon, so there is little point rushing to make small updates when I will have to recreate everything again very soon.