Halo: The Master Chief Collection

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Spidermanman

Uploaded by

spiderguyman

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28 comments

  1. Ludantes
    Ludantes
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    Cool new stuff, any chance we get some tags ?
    1. spiderguyman
      spiderguyman
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      I've decided to release the full tag-set alongside my multiplayer mod (TBA).
  2. UndeadFox
    UndeadFox
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    Is there anywhere to request help?
    I've tried all sorts of installs of this (both Steam and Windows Store versions), but loading up The Arrival will crash it with a Fatal Error every time. :/
    I don't know where to look at what I might be missing?
    1. spiderguyman
      spiderguyman
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      I have not yet updated this mod on Nexus Mods but the most recent update is playable on the steam workshop: Steam Workshop page

      Let me know if you'd rather play it here I'd be happy to upload it
  3. tinypants8579
    tinypants8579
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    I played this whole mod by myself on normal without the use of acrophobia or anything else and while many parts of this mod were very well crafted such as sierra 117 being a wonderful introduction to this mod and essentially being able to show you what you've gotten yourself into. Levels like Cortana had zero redeeming qualities being rng hell having me hoping I don't get absolutely bombarded by 50 fire bombs at times being legitimately terrified when I've gotten past a part and don't see a checkpoint pop up. I swear this was harder than trying to get my time in gravemind for h2 under 3 hours. But other than that like I said many parts or most parts of this mod were very fun having me laugh as I blast enemies with the flower gun or run enemies over with the forklift ( Btw I am kinda sad that the forklift isn't fast enough to make the final jump in Halo) And lets not forget about the cutscenes being hilarious or just the models in general. A overall fantastic mod in my opinion that would mainly just need some changes with the gold bombs to make it a bit easier lol. Again thank you for this masterpiece :)
  4. DaCrumpet
    DaCrumpet
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    Thank you author, this is superb.
  5. skullmaster117
    skullmaster117
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    How did you get the dialogue to work I haven't been able to get it to work in my scripts
    1. spiderguyman
      spiderguyman
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      This was my script for arbiter's dialogue:

      (sound_impulse_start
      sound\dialog\010_jungle\letterbox\010la2_040_arb.sound
      (ai_get_object squad_arby/m1)
      1.0
      )

      This works for crude cutscenes and even does lip-sync but there are probably better ways to do dialogue using the ai_play_line_on_object or vs_play_line functions.
  6. Lancethederpgamer
    Lancethederpgamer
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    The modmaker is a sadist and you should play this mod 10/10
  7. KurtIrving
    KurtIrving
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    I went into this blind and assumed this was some elaborate s#*! post mod. It it, but it's also oddly balanced for a mod and shakes things up well. It actually made Cortana a fun level for me. Only complaint is that it made me hate driving warthogs.
  8. Drededangel
    Drededangel
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    Very Fun.
    Very Painful.
    Very Creative.
    Highly Recommend! 

    (Should have followed Spidermanman's difficulty recommendations)
  9. STARSCREAM501
    STARSCREAM501
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    The wallpaper on the smartphone was a strong flex. Truly a chad meme 
  10. Jigsaw1591
    Jigsaw1591
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    Less unfair guardian mines that instakill and more ammo and this mod would be one of the best.
    But even on normal the number of things that can instakill you is a bit problematic, including the pickaxe and as mentioned the random mines that appear with the chance of spawning a super explosion that you basically can't survive. I once got soft locked after the Monitor fight on Halo, because that reactor explosion would kill me before I had a chance to move.
    1. spiderguyman
      spiderguyman
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      I did place "Safe Zones" over the squad and vehicle start locations. The Safe Zones prevents the gold-bombs from spawning and exploding your vehicle as you+marines are loading up. Looks like I missed the area outside of the control room on the last mission so if that happens to you I am sorry, but you can always restart from rallypoint bravo.

      The gold bombs are by far the most deadly aspect of this mod. If you can hear the reactor windup you are too close! But if it spawns next to you then you will always have time to get away (unless it happens to get knocked into you at the last second after being ricocheted off another mine lmao) Avoiding traps is very dependent on audio cues, but I will look into adding visual indicators to make it easier for those who like playing without volume or while listening to music. I might also lower the spawn rate of the firebombings to make room for more chaos.

      Gold weapon ammo often spawns when the healing crystals break. Look for the gold weapon ammo packs around the golden light areas. This happens when one of the mines collides with the ground. Certain weapons may need more starting ammo (the golden assault blaster comes to mind). I might make a poll to figure which of the gold weapons need more starting ammo.

      The player(s) have access to the full golden arsenal of weapons forged by Lord Hood Boy. It's only fair that the covenant gets a few instakill weapons in return! And aren't the pickaxe flood just lovely? I will admit that some of the covenant's weapons don't quite scale down with difficulty e.g. the spike launcher brutes are an interdifficulty species that are just as dangerous on legendary as they are on normal.