I launched this mod expecting nothing and that was awesome, you did not mod the game, you made it better Played AotCR
added encounters are really cool
IA driving is REALLY fun
maybe you could add weapons like flamethrower or fuel rod gun (I don't know if there is a lot of custom tags for CE but I think that Ruby Rebalance has a lot of tags, and SPV3 too)
maybe some hog could be rockethog
I think there are tags for destructible spirit
During Pelican fly, pilot goes way faster than non modded pilot
I Had tried the last update, and i have to say that it is great being honest, the control room level was amazing, the wharthog section, the skorpion section everything is great, and have all that i always asked when i was a child, thank you so much for make this mod dude
can't wait till you do more with other maps looking forward to it this feels like halo for me great scenarios for sure i will offer some dough if your able to do the other maps,........when do you think you will get to them??? can't wait good job i think i like the update one better 2 thumbs up my friend
Thank you so much, I'm glad you enjoyed the mod. :)
I'll probably start working on another level in the coming months, editing a level requires basically learning it's entire script and if that level is particularly complicated than it can take a while. Taking that into account I'd expect an update sometime next year.
absolutely i understand will be waiting still playing your mod probrably more so than any mod in a good while will be on stand by and cant wait what you got on next mission
A nice remix on the level, overall a fun experience.
Did encounter some issues: the Covenant squad in the passage into the island interior was completely unresponsive; either AI flags for them weren't flipped properly by the scripting or some related issue to how they were set.
The stealth section music was out of place and jarring, but I did appreciate the reference (despite it not being the proper theme for stealth).
The whole section leading down to the Cartographer can be broken from that point if the player drops down the secret hole in the first room. This caused nothing more to spawn until after the cutscene, where it caused the initial encounters on the second and third levels to spawn behind (and usually on top of the Marines) as you head back up.
Thanks for playing the mod, I'm glad you enjoyed it! I'm sorry it had a few issues in your playthrough, I've fixed the bugs and uploaded a new version.
From what I can tell the issues you describe seem to be one offs and/or map compilation errors. Funnily, in my testing enemies weren't spawning regardless of which way you went, when I recompiled the map, it fixed itself which is par for the course with this game. You have no idea the number of times a bug would fix itself just by recompiling the map.
The stealth section music started out as a stupid joke but then I kinda started to like it so I left it in. It totally takes you out of the experience but I thought it was a funny novelty. I kind of see it as a fourth wall breaking moment, plus, the alert sound enemies make when you're spotted would feel out of place without it.
i already added a comment `bout this mod..Its unimaginable good, but can you make a flyable pelican ib halo ce, it would mean a world to me..Nothing special, just to somehow get pelican in silent cartoghrapher or assault on control room it would be nuts!
Bro this mod is amazing, you just made my childhood dream come true. Thank you very much for this mod, you have all of my respect. Also, I have an idea for The Library when you eventually start making it: Have 343 Guity Spark teleport the marines with you too at the start, though the marines often die at the end of the previous level, maybe have it as a feature if it's set on easy difficulty? Idk this is just an idea
Thank you so much, it really means a lot that you and others enjoyed the mod. This was one of the things that bugged me when I first played CE many years ago, it's awesome knowing there are others who felt the same way.
46 comments
Played AotCR
I'll probably start working on another level in the coming months, editing a level requires basically learning it's entire script and if that level is particularly complicated than it can take a while. Taking that into account I'd expect an update sometime next year.
Did encounter some issues: the Covenant squad in the passage into the island interior was completely unresponsive; either AI flags for them weren't flipped properly by the scripting or some related issue to how they were set.
The stealth section music was out of place and jarring, but I did appreciate the reference (despite it not being the proper theme for stealth).
The whole section leading down to the Cartographer can be broken from that point if the player drops down the secret hole in the first room. This caused nothing more to spawn until after the cutscene, where it caused the initial encounters on the second and third levels to spawn behind (and usually on top of the Marines) as you head back up.
From what I can tell the issues you describe seem to be one offs and/or map compilation errors. Funnily, in my testing enemies weren't spawning regardless of which way you went, when I recompiled the map, it fixed itself which is par for the course with this game. You have no idea the number of times a bug would fix itself just by recompiling the map.
The stealth section music started out as a stupid joke but then I kinda started to like it so I left it in. It totally takes you out of the experience but I thought it was a funny novelty. I kind of see it as a fourth wall breaking moment, plus, the alert sound enemies make when you're spotted would feel out of place without it.
imagine Like in RWBY's rebalanced taking the control room with a large army and setting up defenses. yes please.
Have 343 Guity Spark teleport the marines with you too at the start, though the marines often die at the end of the previous level, maybe have it as a feature if it's set on easy difficulty? Idk this is just an idea
This was one of the things that bugged me when I first played CE many years ago, it's awesome knowing there are others who felt the same way.