Halo: The Master Chief Collection

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FunnyAnyway

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43 comments

  1. donatienhalo332
    donatienhalo332
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    Hello !


    I liked some of the level changes, but there are a large majority that disturb me and take me out of the immersion of the Halo 3 story

    I don't want to sound like a nitpicker, but many of the story elements are inconsistent and feel like they were added just to "add stuff" and create a kind of mess.

    Some examples that took me out of the story:
    - The elite guards at the beginning, who are not supposed to wear that kind of armor anymore after the guard change.
    - The elites in the crow's nest base. The allied elites don't arrive until the Shadow of Intent normally
    - Engineers are in some strange places and a basic attack seems odd to me to deploy them
    - Heretics and elites on the Brutes side. I read your descriptive paragraph on the why and how, but the elites were betrayed by Truth so that the Jiralhanae race was simply in charge, they are too stupid to think and therefore would make perfect pawns for the prophet. The appearance of a mercenary faction also seems odd to me, one might wonder why Truth would need them and with what currency. 
    - The addition of the Brutes from Halo 2 is a bit awkward, as the Brutes have been modified in Halo 3 to be more enjoyable to fight as enemies than they were in Halo 2. Moreover, the addition of energy armor makes them more valuable to Truth as new protectors.
    - Some Brutes carry Gravity Hammer often and I find it also clumsy as a level design, just like some Jackals carry brute spiker (exclusively brute weapon).
    - Some weapons from the Halo Reach sandbox that I didn't like because they were too repetitive and similar are still there and I don't think it brings much to the table (the plasma repeater, the needle gun)
    - The presence of alpha-nine bothers me a bit because technically after Halo 3: ODST, they were confined 1 month in an orbital station to interrogate a Huragok. Seeing them here would make it incoherent and Romeo is injured, need to be reminded.
    - To come back to the heretics, this little faction was deleted at the same time as the Treshold station in Halo 2, so they are unlikely to come back.


    However, there are some elements that I liked in this level:
    - I really thought it was great that you opened up closed accesses in the original game, new rooms, corridors with exclusive confrontations 
    - The barrier with the force field during the evacuation was very nice, well found
    - The different marines, with odst additions (well except maybe the construction helmets)
    - The warthog in the level was a good addition
    - It seems to me that it is possible to wear the Jackals shields, which is cool in itself

    In conclusion, here it is, I was mostly taken out of the story. I'm not making this comment to stir up hate or anything, or even to annoy you. I'm bringing constructive criticism because for me, the coherence of a universe should stay as it is and there are plenty of ways to improve Halo 3 with fantastic mods or purely created to be inconsistent
  2. GojiraDestructicus
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    Very good stuff! I always love when a mod opens up new sections of the map. You made great use of the extraneous doorways to add some unexpected encounters!

    Only real issue I encountered was in the hangar: a Skirmisher jumped their way up to where the Pelican was waiting, meaning I couldn't find it for ages and had a bit of difficulty trying to kill it so I could progress the mission. I'd recommend either removing Skirmishers from that area or including stuff like Portable Grav Lifts to get up there just in case?

    On a more superficial level, as cool as H2A Arbiter looks, it is rather awkward seeing him with his mandibles hanging open all the time and his mouth hole exposed in all its fleshy glory lol this is particularly for cutscenes, gameplay is not as much of an issue.
    1. RACLARY1960
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      I have the same problem about being stuck in the hanger.  How did you manage to kill the Skirmisher?  I have tried my best to have a look in the Pelican's hangar, but I don't see the enemy.  And it doesn't even show on the motion tracker. Odd.
    2. FunnyAnyway
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      I am looking into soft locks in the hangar. It can happen if a phantom is destroyed or if an enemy spawns and the scripting doesn't properly load them into the phantom with the rest of their squad.
  3. growlingscarab7
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    Would their be anyway to have Alpha-9 follow you to and through the barracks to the pelican evac. Was really fun seeing them, but only having them for one room felt like wasted potential, probably for balancing purposes, but would be fun for someone who likes a bit more A.I. chaos. Also curious about the warthog at the evac with two ODST i tried using them during that fight, but the just stand their. keep up the good work.
  4. skullmaster20
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    Very cool mod, I love the additions you've made, feels like a much more varied campaign.

    Lots of nice small details, I personally really like the addition of officer type personnel to crow's nest, it makes sense since that is one of the few bastions the UNSC has.

    I also like the mishmash of marine armors (tho the Reach shoulderpads look a little out of place with Halo 3's marine torso), but it really gives the feel that humanity is scraping the barrel with resources to fight off the covenant.

    Only found a couple slight bugs so far on Crow's nest. The marine(s) with the Reach style green facepaint seem to have a clipping issue on the back of their neck where their neck seems to clip outside their armor.

    Also found that the pelican evac wouldn't take off after loading up, my guess was that it was because there was a friendly grunt stood around on the landing pad, not sure if grunts have AI for boarding pelicans.

    But overall it's been a great experience so far and I can't wait to see what you add next
  5. Samtarooo
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    Very nice, can't wait for the full campaign release! You should make something like this for all the halo games if possible :D
  6. Skrydon
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    Would the latest update for MCC break your mods? I am worried
    1. FunnyAnyway
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      It did but I already recompiled and sent out the updated ones so you're good to go. However mod tools are now quite broken after this update so the uploading of some missions has been halted. I am still working on them and showing them off in my discord and youtube but a lot of maps can't compile after the update so until 343 fixes it it's an issue unfortunately.
  7. SKEHSEP
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    unfortunately i can not donate but if the mod is really good and i truly enjoy the gameplay and overhaul of the game then i may consider donating down the road
    1. FunnyAnyway
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      No problem if you can't afford to donate or anything like that I completely understand. I just ask people to donate if they can and want to in order to help support the mod and the work that I do so I can keep doing it. Either way definitely download the mod and give it a try and I hope you enjoy it because I mainly want to make something that people can enjoy and look forward to in the halo universe. Please let me know your thoughts on it after you try it out!
  8. AscendantJustice
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    Excellent series of mods!  Cant wait for the rest of the levels to be finished
    1. FunnyAnyway
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      Thank you glad you enjoy them and look forward to playing the rest. Don't tell anyone but I just ported the revenant from reach with all the proper animations and you'll be seeing that and some other vehicles in the next mission Tsavo highway.
  9. UnamusedMel
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    Just completed it on heroic & I really enjoyed it. Here's what I liked & what I'd suggest could use some change. Now the things I feel could use a little change is minor & only to help enhance/diversify the sandbox.

    The positives:

    - Loved the additional rooms you added like in the barracks, very cool to see covies drop through the glass up top. Plus it was nice seeing all these extra doors in the base actually being used. Gave me a surprise being near a door that didn't open in vanilla just to have a bunch of baddies swarming me out of nowhere.

    - The added marine presence AND allied covies really make the battles more grand in scale & give it some needed variety. I mean this is a UNSC base getting taken over, there should've been this much more resistance in the original. Starting off the mission with honor guards nearby put a smile on my face.

    -  Similar to my last point, all the extra enemies & encounters were a welcome change. I especially liked the little ambush near the end of the mission with the brute chieftain & guards The variety in enemies is something I hope you continue on other levels. It was awesome seeing H2-Reach models fighting alongside each other & it all just fit for me. Plus big thank you for making brutes a much more formidable opponent as they were pathetic in vanilla (even on legendary), plus nice touch of detail by making the armor only pop off where you're shooting them.

    - I got giddy getting to fight alongside our favorite ODST squad & to see them just chilling in the beginning. Would be cool to make them kinda like hero units similar to the Arbiter or Johnson where they only temporarily die & give them a possible damage buff.

    - The new weapon types were a blast to use & were incredibly effective. There were a few times where I scrambled to pick them up over vanilla weapons so that's a good sign. I loved the new two burst energy carbine, works wonders on shields & it's great that it can headshot. Also really liked buff for the plasma pistol, seems more lore accurate to me now that the overcharge can kill enemies. Also gives it a bigger role in the sandbox besides just spamming it for vehicles. Hell maybe give the overcharge a small AOE effect to make it that much more devastating to use AND face off against.

    - Big props on letting the player see their health bar, & making that mechanic from CE more prominent. Gave me awareness on when I needed to fall back & choose when to fight.

    - The jackals & skirmishers (THANK YOU for adding them) using human weapons just clicked with me. They are paid mercenaries & wouldn't give a s*** what kind of weapons they used. Nice touch of detail.

    What could possibly use change:

    - I didn't mind the added recoil to the AR, & the zoom was an addition I liked. However, I felt little need to use the scope due to the recoil as it hindered me more than anything. Maybe take some cues from SPV3 & make the AR far more accurate within the 1st second of holding the trigger then progressively lose accuracy & give it the ability to headshot. If not that, then maybe a minor damage buff but as is right now it made me drop the AR over other weapons.

    - The new rapid fire Plasma pistol was badass, always found myself picking it up when I saw it but man does it's ammo reserves drop fast. Almost too fast in my opinion where I can only get 1-3 bursts in before it's gone. Perhaps give it either a larger battery or make battery loss not so dramatic. This sentiment also echoes with the Mercenary Carbine where I just never had enough ammo to deal with the larger enemy presence.

    - This is a minor nitpick but would it be possible to change the HUD icons & weapon pickup text for the added weapons? In the heat of battle it would confuse on me on which gun I have as my secondary. If making a whole new icon would be too difficult then perhaps just a smaller icon like a red dot or something next to the larger one to signal which variant you have. (E.G the plasma rifle, repeater, merc carbine, etc.)

    - More on the new weapons, there's a possibility of them overlapping roles with vanilla weapons. Take the brute plasma rifle, besides the added damage & faster rate of fire there was little to separate it from the blue variant. Made me just choose the red one over the OG of course. Maybe as a suggestion for the new rapid fire plasma pistol & the brute plasma rifle, I say make them do fire damage & give a small damage-over-time effect. Flame grenades & the flamethrower were HARDLY used in the original so this would really help give some needed diversity with a new damage type for the new weapons being used.

    - Now this next point is actually a bug I encountered in the first big encounter in the hangar bay, I tested & it's consistent when it happens. I suggest making the phantoms in that particular section indestructible as when that last one is destroyed, it soft locks the game. The pelican won't come down & there's no way to continue the level. With the added allied resistance, it was pretty common for it to be destroyed despite me not interfering.

    - I feel the shotgun is in need of some TLC. I hated the OG version as it was just a futuristic blunderbuss, the damage fall off was far too dramatic outside melee range & it's sad to see it the same here. I say give it some love by making it more similar to CE's tool of destruction in terms of range, & perhaps keep the damage the same to prevent overpowering it & keep the slower rate of fire. As a suggestion, maybe making a different colored variant that acts like the new Halo Infinite Bulldog - an accurate, fast-firing lightweight contender - to contrast with the above changes.

    - Now as a minor suggestion, as you work on your future levels. Maybe add a bunch of hidden weapons placed in secret places all around the map. This rewards players for treading off the beaten path & gives far more replay-ability.  With new rooms being added such as in this mission, it's a perfect opportunity to place some hidden goodies. For example in this mission, you could add some secret weapons to the vents in the barracks seeing as there's already ladders going up there. Would give some extra depth & incentive to get up there & flank your enemies.

    - Maybe change the human & plasma turret to a first-person view & remove the movement penalty? Like come on, you're a spartan-II, something of that weight should be nothing to you.

    - I noticed that the H2 brute captains you added don't have a shield & man I love that attention to detail. Maybe give them a bit more health & damage resistance to compensate? 

    - Now this is a funnier minor nitpick regarding one of the ODSTs but could you possibly swap Veronica's voice with the female marine voice. Walked up & stared her down only to have a gruff voice come out her mouth instead & thought damn she really does have balls haha

    - This wasn't too big of a deal, but I noticed the elite AI was just a bit dumb at times. Maybe it's cause the elites weren't meant to be enemies as in vanilla, but sometimes they won't shoot you if you're standing in front of them. Like there was a Reach zealot towards the end of the mission for example, shot him a few times, only for him to run to cover. I come around with my shottie & it just stares me down not attacking even after a quick slug to the face. I say maybe make the AI target acquisition of the elites better than brutes, but not as good as jackals. Also make them a more aggressive force in general by maybe firing their weapons even faster. Right now, they were at times a little lackluster in comparison to their brute allies. Still loved being able to finally fight against them for a change in 3.

    That's about it for my input on the mission, thank you for your work on this & as a result I'll be trying out your other mission revamps as well. Keep up the great work & looking forward to more.
    1. FunnyAnyway
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      Hello,

      Thank you so much for all the feedback it's very useful for working on the mod and changing some things.

      In regards to the ODST squad they actually are all hero characters just like arbiter so they can resurrect.

      For the plasma pistol I will definitely try adding a little splash damage on it because it would be interesting and more unique.

      For the AR I will play around with progressive recoil and get it to a good balance. I don't want it to be a long ranged weapon I want it to be more of a short to medium ranged weapon so the recoil just helps balance that some and give it a more unique spot to fit in.

      I will definitely up the energy for the furious plasma pistol and the mercenary carbine.

      For the brute plasma rifle it is meant to overheat faster, spread a lot more, and deal more damage where as the plasma rifle is accurate and heats up less and is a good all around weapon. The plasma repeater is sort of the child of those two that is accurate and has a scope  but can overheat and doesn't cool as well and cant be dual wielded. Don't worry I will have fire effects more used on some weapons but I don't want to overdo it as fire is pretty chaotic and hurts the player and friendlies a lot as well so it can sometimes hinder gameplay if it is overused.

      I'll definitely fix that issue and make it so the pilots cant die which is weird because I never messed with them in the first place haha.

      I will definitely take a look at the shotgun and buff its range and lower the spread and make it more useful.

      As far as the hidden weapons go I do actually on every map make a unique character that is stronger with unique color and they are holding a unique weapon variant that the player can then use. Kind of like the bounties in infinite. However for this map it's finicky because this map has an overload issue and if I add more characters it will stop compiling so for this map I was trying to lessen the characters and extra stuff. But for other maps I will keep doing the special characters and maybe put some special weapons around.

      I will remove the movement penalty from carrying turrets.

      For Dare's voice it's because shes in the same cahracter as the other ODST for this map to reduce the amount of characters for the reason I described before. Once tools have audio support I will start editing stuff like voices and all that but for now I'm overlooking it but it is funny haha.

      I'll look into making the elites more aggressive and not cover as much and maybe make them more accurate for some weapons.

      Thank you very much again for all your input and I hope I addressed it all. Please feel free to add me on my discord @FunnyAnyway#9223 if you want to play files early and test them and give feedback it would be a great help!
  10. ALWAYSANGRON
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    For the Flood missions, do you plan on adding any new Flood? Like Flood grunts/Jackals etc
    1. FunnyAnyway
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      I musn't reveal my secrets but yes I plan to have some new characters and change the levels up.