Wished Firefight was a thing in the original Halo? It's finally come true.
A fully-fledged Firefight mode that offers features and customisation close to that of the official modes in ODST and Reach, with multiple gametypes and maps for relentless combat in the original Halo sandbox.
Requirements
DLC requirements
DLC name
Halo: Combat Evolved Anniversary
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
MCC menu files in the Vortex installation are provided courtesy of Slatchey. Link to their profile below: https://www.nexusmods.com/users/121631298
Donation Points system
This mod is not opted-in to receive Donation Points
Fix: Mod package updated to support latest MCC build released on February 14th 2024.
Resolved an issue where due to a CE engine bug, enemies would sometimes have incorrect faction flags when AI allegiance is set to default. Following backend workarounds, enemy factions should now always be properly hostile to each other when this is set.
Fix: Resolved an issue where several gametypes had incorrect bonus round squads following a change made in v1.02.
Fix: Resolved an issue which prevented the AI grenades drops option from working as intended, and also amended the string entries to reflect actual CE game engine behaviour. This is now "AI Grenade Use". Players who would like to stop AI from dropping grenades will need to disable AI equipment drops. Blame undocumented hardcoded behaviour for this one!
Fix: Resolved an issue when navigating secondary weapon options backwards.
Change: Multiple scripts have been optimised, though players should not notice any differences in functionality unless otherwise mentioned.
Change: Several string entries have been tweaked as part of future update work.
Feature: Player secondary weapon can now be set to "None".
Version 1.02a
Fix: Mod package updated to support latest MCC build released on September 19th 2023.
Version 1.02
Change: "Grunt Heavy" squad type has been removed and replaced with "Elite Purifiers". Hope you like swords!
Change: Marines in Floodfight are now armed with shotguns, marines in Robocalypse are now armed with covenant weapons.
Change: Fiesta by default enables newly added Digsite content.
Change: Marines enabled/disabled toggle removed in favour of weapon set customisation, and are now enabled using the new option.
Feature: Marine weapon set can be customised (Disabled / Default / Human / Covenant / Plasma Rifle / Needler / Shotgun / Sniper Rifle).
Feature: A toggle for Digsite content has been added. This will enable Digsite weapon equipment on the map, Digsite vehicles will spawn, and enable random weapons to also include Digsite weapons, depending on game settings.
Feature: The Chaingun, MA-5 Assault Rifle, SMG have been added as weapons.
Feature: The Kestrel and Spectre have been added as vehicles. The Kestrel has been significantly modified from the base released tags, and takes heavy inspiration from the Hornet which it developed into for H3.
Version 1.01e
343i fix: HUD text no longer incorrectly scales with resolution when maps are compiled with 'classic' keyword. Note: the latest update introduces some new bugs with the HUD, please refer to known issues.
Fix: Mod package updated to support latest MCC build released on July 12th 2023.
Change: Some enemy spawn blockers have been enlarged on Island and Extraction.
Change: The secondary skulls menu has been removed, please use the main MCC menu to enable secondary skulls and primary skulls (e.g. Eye Patch) not used as part of standard skull selection. The Assassins skull used in the Phantoms gametype and not currently available normally has been moved to the "Cloaked Enemies" option in the General Settings Menu.
Flamethrower starting weapon ammo has been increased by 200 units (1 canister).
Change: Menu string entries now refer to the zoom button instead of the action button, following introduction of a bug impacting the gamepad control scheme. Keyboard users were already forced to use the zoom button due to a similar bug and will notice no difference in functionality. Gamepad users please use the zoom button instead of action to navigate the menu in the meantime.
Version 1.01d
Fix: Resolved an issue where bonus round enemies could spawn and remain alive past the end of the bonus round when dropships were enabled.
Fix: Level preview images in the MCC campaign menu no longer extend past the UI box.
Fix: Amended a dropship spawn on Rockslide to prevent an enemy clipping through the level.
Feature: New map Extraction added.
Version 1.01c
Fix: Mod package updated to support latest MCC version.
Version 1.01b
Fix: Resolved an issue with grav lift acceleration on Hangar due to MCC engine changes in December MCC update.
Fix: Maps have been rebuilt to resolve graphical artifacts following a change to how legacy map files are handled in December MCC update.
Change: Maps have been recompiled with latest CE tag set released in December MCC modding tools update.
Feature: Firefight CE has been updated for Steam Workshop. This provides native level previews and descriptions, as well as not requiring any installation steps or overwriting files.
Feature: Mod has been rebuilt to use the new file structure as part of the MCC December update, and is now compatible with Windows Store client.
Version 1.01a
Fix: Resolved a lighting issue on Snowfield (Night) due to missing light objects.
Version 1.01
Fix: Grav lifts on Hangar will now use altered acceleration values if Sputnik is enabled to ensure closer adherence to default behaviour.
Fix: Resolved an issue where the soft kill barrier counters were not decaying properly. These will now slowly decay when the player is out of a soft kill area as originally intended.
Fix: Resolved an issue where the game would print Firefight sound file names when the player has subtitles enabled.
Feature: Added two new skull presets designed for Floodfight and Robocalypse.
Feature: Added two new options for the map vehicle set: Human, and Covenant. These may also be selected by the "Random" option.
Feature: Added two new options for map equipment: Covenant, and All. Covenant will replace all weapon and ammo drops on the map with Covenant weapons. "All" will enable all weapon drops. Unless otherwise noted, default game settings are unchanged.
Feature: Added a toggle for the bonus round to enable additional randomisation if a random squad (Random / Random Covenant / Random Flood) is selected. Normal behaviour is to randomise the squad once at the start of the bonus round and use that for the entire round. This can be used to result in different enemies spawning over the duration.
Feature: Added a toggle to increase the enemies spawned in the initial and final waves to match middle waves (i.e. from 2 squads up to 4 squads). This is mostly intended for gametypes where the enemy squads do not vary between waves, and will require built in spawns to be disabled. Certain gametypes will now use this feature.
Change: The recession skull has been removed from the Firefight menu (players do not truly die so this is de facto non functional).
Change: That's Just... Wrong is now considered a primary skull, which means it is now used in the bonus round, the all skulls/all except Black Eye option, and can be enabled by random skull selections. It was already enabled for Gruntpocalyse/Beakageddon as a secondary skull, and has been made active in this preset as a primary skull.
Change: HUD messages now indicate when skulls have been reset at the end of a round (i.e. with x random skulls enabled), or randomised (Random Toggle option).
Change: Gruntpocalypse, Beakageddon, Floodfight, Robocalypse, and Fiesta now have more enemies in the initial and final waves.
Change: Floodfight now uses the "Floodfight" skull preset (was Classic).
Change: Robocalypse now uses the "Robocalypse" skull preset (was None).
Change: The bonus round enemy spawning logic has been tweaked slightly, which should result in enemies spawning more frequently and enemy counts closer to the limit.
Change: The bonus round will start more quickly.
Change: Fiesta and Robocalyse will now use the "All" equipment option.
Change: The game will now progress to the next wave more quickly if a certain number of enemies have been killed, but not enough to automatically trigger the game advancing. This is intended to reduce the amount of time spent hunting for stragglers.
Change: Thumbnails, level names and descriptions are now added in the MCC menu (Vortex installation only).
Version 1.00a
Fix: Resolved an issue preventing players from navigating the Firefight menu using KBM. Players can now also use the zoom button (default: RMB) to close the current menu and go back a level, or complete the game setup.
Version 1.00
Original release.
Edit: Firefight CE is now on the Steam Workshop. The file hosted here is suitable for manual installation with both the Steam client and Windows Store client.
Steam workshop link can be found below: https://steamcommunity.com/sharedfiles/filedetails/?id=2898809930
Firefight CE is a customisable Firefight mode for Halo: CE as part of the Steam and Windows Store releases of MCC PC, with features roughly on par with that of ODST and Reach, implemented as best as possible in the original CE's game engine. Which really does not want to do these things.
With multiple maps and game modes, this allows a lot of opportunities to explore the Halo sandbox, and relentless combat not really offered during the original game.
Customisation is offered within the game itself, meaning only a single map file. I still have no idea how I managed to implement this.
Key Features
Customisable Firefight experience with 11 built in game modes, which can be tweaked as desired with many options.
6 unique maps and one night variant.
Fuel Rod Gun and Flamethrower are available from multiplayer, and tweaked for PvE balancing. The Rocket Hog has also made its way over.
Drivable Wraith can be optionally spawned.
Experimental coop support.
Skull progression to vary the game.
Additional enemy variants where this makes sense, such as Jackals with Needlers.
Optional Halo Digsite content.
Built in game modes
Firefight Classic - The standard Firefight experience we all know and love.
Sniperfight - Infinite sniper rifle, pistol, and grenades.
FRGfight - Infinite fuel rod, needler, and grenades. Look into the light...
Rocketfight - Infinite rockets, flamethrower, and grenades. And explosions.
Gruntpocalyse - An old classic returns.
Beakageddon - Jackal equivalent of Gruntpocalypse.
Phantoms - Firefight, but all enemies are invisible. Uses the "Assassins" skull not currently officially implemented in CEA.
Fistfight - No weapons other than the skull and the flag, uses the Black Eye skull.
Floodfight - Firefight against hordes of Flood.
Robocalypse - A lot of 0s and 1s, out to murder you.
Fiesta - It's a surprise party and everyone's invited. Completely random enemies, random weapons, infinite ammo, random skulls, all vehicles.
Maps
Rockslide - Based on the rockslide section from "Halo"
Hangar - Based on the hangar on "The Truth and Reconciliation"
Island - Just outside the main facility on "The Silent Cartographer"
Snowfield - A snowfield on "Assault on the Control Room"
Snowfield (Night) - Night version of the above
Swamp - The initial swamp area on "343 Guilty Spark"
Extraction - Set in the area with the first group of marines on "Halo"
Primary Skulls
This mod does actually enable the skulls used in CEA for skull progression, instead of using enemy variants.
Anger
Black Eye
Catch
Cloud (Fog)
Famine
Mythic
That's Just... Wrong
Thunderstorm
Customisation Options (Single Player Only)
In addition to the built in gametypes, single player allows many other options to be changed. A few examples are:
Map hazards - map hazards such as enemy Banshees.
Marine allies, which can be optionally made invincible if you'd like them to live more than 2 seconds.
Starting weapons and equipment
Infinite ammo, including bottomless clip
Infinite active camo
Vehicle map set, with most maps allowing some form of vehicle use. Covenant vehicles can also be made indestructible.
Enemy squads can be customised. Yes you can fight entire waves of Gold Elites, or Hunters if you want. With a skull.
Skull progression. Enable them all, disable them, randomise them, or play with pre-set variants.