Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo Anniversary Reverse v1.5
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Engine: Halo1
Game Content: Campaign
File Size
Posted
Updated
2.975 GB
9 Oct, 2024 @ 11:06am
21 Sep @ 1:41pm
5 Change Notes ( view )

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Halo Anniversary Reverse v1.5

Description
UPDATED FOR MCC VERSION 1.3528.0

A campaign mod for Halo Combat Evolved that replaces various models and sounds with assets from Anniversary, Reach, and Halo 3.



WHAT DOES THIS MOD DO?

This mod replaces the majority of Characters, Weapons, Vehicles, and misc models with their assets from Halo CE Anniversary, Halo Reach, and Halo 3. It also makes some a few tweaks to balancing, though my goal with these was to give the game some QoL improvements rather than alter how the entire game plays.



WHY MAKE THIS MOD?

This mod is meant to be more of an experiment and curiosity, rather than a definitive HD mod for Halo CE. If you're looking for this to be a faithful remaster using new assets, you're going to be disappointed. If you are curious to see what CE would look like using CEA assets and keeping the level design unchanged, you've found the right mod.

At the same time though, I did opt to either use more lore accurate models (H3 banshee instead of HR banshee), as well as add some improvements that I feel CEA's models lacked, such as greater variety to the character models.



WHAT'S CHANGED?

- Adjusted fall damage range and slightly increased player Jump power
- Increased Flashlight power, has infinite battery and no longer disappears when using Active Camo
- Decreased collision damage against Chief and the Marines. This should lead to less instances of players accidentally killing themselves or friendly marines while still be able to abuse the collision damage against enemies.

- Melee damage deals more consistent damage, and is more effective against Flood
- Made Needler needles faster
- Decreased Rocket Launcher firing delay
- Increased Sniper Rifle and Rocket Launcher damage against Sentinels
- Added Reach Assault Rifle, Reach Magnum, Flamethrower, Plasma Cannon, and Sentinel Beam. Some of these are wielded by NPCs, others added to the levels. Some can be found near or at skull/terminal locations
- Added the Scorpion Cannon and a Golden Shotgun as overpowered bonus weapons to a few levels. They can be found near or at skull/terminal locations. Ones that require a grenade jump usually have an overshield placed nearby.

- Made Flood Combat Forms infector pod destructible, making it easier to tell when they're playing dead
- Flood Elites now have different armor colors depending on how dangerous the weapon is
- Flood Carriers now explode when normally they'd be launched in the air
- Flood Rocket Launchers and Fuel Rod Grunts now have a chance of spawning with the Plasma Cannon instead, which can be wielded by the Player
- Elite Ultras now replace Elite Zealots that are wielding Plasma Rifles.
- Elite Zealots Energy Swords can now be picked up and used by the player. Stealth and Ultra Elite swords still self-destruct.
- Restored original variants of normal Elite models (instead of each rank having its own models)
- Added more variety to the Marines, including an ODST variant.
- Marines/ODSTs & Flood Combat Forms will sometimes spawn with the Reach Assault Rifle or Reach Magnum
- Scorpion Cannon and Turret are more accurate

- Placed Overshield pickus near Skull locations that require a grenade jump
- Adjusted spawns of certain NPCs and items for easter eggs
- Adjusted the player spawn roatation on Two Betrayals
- On Two Betrayals, added a couple Ghost spawns and the Scorpion approximately where you left it



KNOWN ISSUES

- Some of the character models don't align perfectly with animations. Others look straight-up cursed.
- Hunters spikes have no collision.
- Some hud texts are broken.
- Sentinels still use original "garbage" models when they die
- Some shaders (like those on the Master Chief) look broken in some cut scenes
- I couldn't add custom strings or custom hud icons, so new weapons like the Scorpion Cannon reuse existing ones



SPECIAL THANKS TO:

- Ruby of Blue for their Rebalance mod, which this mod uses some assets from
- The various people on the Halo Modding Discord, who's assistance kept this project alive at multiple points where I was ready to give up on it. Thank you guys!
- The various people in the Steam comment who provided suggestions and feedback
108 Comments
Old Sport 24 Oct @ 2:43pm 
Hi, i am big fan of your mod and your tags are pretty much best fan recreations of CE anniversary i saw.

So i would wish to use your tags in mods that i am helping user @Collin with. Could you send us a link to download your tags?
Italian Stallion 21 Oct @ 9:42pm 
not sure if im crazy but mod isnt showing up in game
IanLacksLogic  [author] 25 Sep @ 11:53am 
Apologies for the late replies everyone.

@exotic!
I said in the description that this is meant to be an experimental mod using CEA's assets, not an definitive HD mod. I also have no plans to update this mod any further.

@2drunk2win
Thank you! ^^

@Virscelestus
343 made that mistake, not me. I'm just reusing their assets and trying to improve upon what was already there. Also the Marines in Reach wore different helmets

@zxSoulReaver
Thanks for letting me know the mod wasn't working ^^
zxSoulReaver 22 Sep @ 2:09am 
thank you so much you have made us smile :steamhappy:
zxSoulReaver 21 Sep @ 12:31pm 
sadly not showing up in game anymore if you have time could you update please thank you :steamthumbsup:
Virscelestus 9 Sep @ 1:34pm 
there are 2 separate UNSC soldier models in halo reach, one is the army troopers you see on the planet, and one is the UNSC Navy Marines you see on LNoS and PoA (couple other places too) you have replaced the marines with troopers, instead of replacing the marines with marines.
2drunk2win 4 Sep @ 4:03pm 
Really cool mod, stays true to the feel of the vanilla campaign but gives you some better visuals. Really bridges the gap between new and old. Appreciate your work.
PayMe10 15 Jul @ 2:27pm 
the only problem i have with this is that the elites, instead of being the Halo 3s model, its Reachs, I know a lot of people agree with me on this, so i thought id ask if you could change them
IanLacksLogic  [author] 15 Jun @ 2:30pm 
At the moment, I don't really have any plans to work on future updates for this mod. I still have the tag files, but compiling the levels required me to alternate between using Invader or the official tools, which got tedious. Pretty sure I did stretch the tools to their limit with this mod.

Despite the issues, I hope they're not major enough to ruin the experience overall, and I appreciate the feedback you guys have given.

P.S. also sorry for the *really* late replies :0
IanLacksLogic  [author] 15 Jun @ 2:28pm 
@ Red the music Zoro
I went back and I see what you mean. I did redo a lot of the models after the initial version, but it looks like I forgot to fix some of the weights on the Jackals.

@StarBard
Thank you!

@Šáhloň
Glad you enjoyed! There are some aspects of the mod that I never got around to finishing or fixing up (the above mentioned Jackals being an example)

@Pog Miser
The needler really needed more love for this game, so it deserved the buff I gave it! XD

As for the blue needles, I though it'd be cool to use the blue needles, though in hindsight I maybe should've just used pink instead after all.