About this mod
Some people asked. So here it is, the modified LNOS map in my "Pushing Halo Reach to its limit" video.
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
I couldn't get this to work properly in MCC or even in Sapien, for some reason the mission scripts don't start and I had to manually type 'wake bch_encounter' into the console in order to run the first encounter of the mission. This might've been because I deleted all kill volumes.
All the changes only occur on the beach portion of the level, there are no changes to the interior facility or the space section.
I used stock Halo Reach tags for this, so you shouldn't need to download anything else in order for everything to run. This did slowdown my PC a little so be warned.
Lastly, You can use the .scenario and scripts for anything you want to.
[ CHANGES ]
So here's the full list of what I've changed:
- Added Small SuperCarrier, Cruiser and the corvette_battle from the DLC map Condemned in the sky (The Corvette firing is it's own tag from the condemned map so it fires by itself)
- Added a pelican that flys alongside the path and flys over the building (Was meant to be a Space Phantom but that is way to OP so changed it to pelican) [SCRIPTNAME: bchphantomdriveby], [COMMANDSCRIPTNAME: cs_st_phant_driveby]
- Added a Longsword Bombing run on the Corvette [SCRIPTNAME: longswordrun]
- Re-enabled two out of three Jetpack Elites that were cut from the final version of the mission
- Added an extra covenant Squad Drop Pod [SQUADNAME: sq_cov_bch_landing0]
- Made it so that one of the spirits carries a revenant [REVENANTSQUADNAME: st_bch_ds3revenant]
- Accidently made it so that a spirit deploys the wraith on the main path (I have no idea why this started happening)
- Modified the Seraphs to sometimes be Space Banshees
- Modified the ambient spirits to Space Phantoms
- Added two rocket warthogs with AI gunners near the UNSC Base AA turrets but they didn't shoot at any of the covenant spacefighters
- Deleted all Kill Volumes