Halo: The Master Chief Collection

Halo: The Master Chief Collection

151 ratings
Halo CE Extended (A10, A30 Demo)
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Engine: Halo1
Game Content: Campaign
File Size
Posted
Updated
1.651 GB
20 Sep @ 11:09pm
21 Sep @ 3:41pm
5 Change Notes ( view )

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Halo CE Extended (A10, A30 Demo)

Description
*THIS MOD REQUIRES HALO CE MULTIPLAYER TO BE INSTALLED*

Principally, this mod implements old BSP's that were seen in SPV2. Some of these BSP's would go on to feature in Halo SPV3, but many more were lost to time. As such, levels are drastically lengthened. With the exception of Truth and Reconciliation, 343 Guilty Spark, and The Library, most levels doubled or tripled in length (looking at you, Halo).

*THIS MOD WAS MADE BY A PERSON WHO LIKES TWO BETRAYALS, FOR PEOPLE WHO LIKE TWO BETRAYALS*

As such, many of these levels have been split into two, and in this demo release you will be able to play The Pillar of Autumn and the two halves of A30 (Halo), at one point Halo was all one level, but it's not fun having to play through a mission that's over an hour long.

Additionally, with these lengthened missions there's more opportunity to include prerelease content or even content from other older halo mods as well. This mod takes a variety of assets from various community projects/teams, such as CMT, VKMT, Ruby's Rebalanced.. and so on. There is a wide variety of weapons, many of them having overlap with one another. To avoid too much sandbox bloat- you will find that many weapons don't appear alongside one another- or show up alone in certain sections (such as the Chaingun and the GPMG, or the M7 Caseless and the MP99). In later missions, the focus rifle (retooled gravity rifle) can replace the beam rifle, and the particle carbine (old particle beam rifle) will replace the Covenant carbine.

I hope this philosophy makes sense, and gives each level their own little sense of style and sandbox.


What you play is an incredibly WIP build, I have been working on this project for maybe three years, on and off in my free time. I am currently in university and very busy, but I think it would be nice to have something to play of the more complete or interesting levels.

Engine limitations:
- It's impossible to have weapons transfer across level transitions, as well as any stored data.
- I cannot physically reconnect A30 and A30 II anymore, they were playable one after another, but this required me to have far less advanced scripting, AI squads, and scenery.

Some known issues:
- The Pillar of Autumn opening cutscene flat out crashes when it tries to transition to the hanger scenes. This is because the map is entirely filled up with new BSP's that took up the hangar's space.
- I ran into some crashing at the 'Lock and Key' section on A30, as well as the crashing at the A30 II defense section.
- During the A30 II defense section, if you enter the tunnel, enemies can be seen spawning in front of your eyes. I tried scripting this to not do that, but it still happens anyways. I need to record some more animations of dropships to help rectify this.
- The shield + health hud is anniversary, not the original hud. I still need to mess around with this, I hate the anniversary hud. lol.

Some stuff I'd like feedback on:
- Should The Pillar of Autumn be split into two levels? *highly important*
- Sandbox elements earlier on? (ie: shotgun on first levels?)
- Are the half-life scientist lines too immersion breaking? I really like them, I think they're really funny when crewmen get exploded. (Also applies to Flood ODST's, which aren't in this build, but have a mix of flood lines and HECU Zombie ones)


Credits:
*(PLEASE LET ME KNOW IF THERE IS ANYONE I HAVE NOT CREDITED, OR CREDITED SUFFICIENTLY ENOUGH)*
- CMT (MA5K, BRGL, GPMG, Pelican)
- Arteeen (SPV2 BSP's) *Probably the biggest one here, thank you for your wonderful work!*
- VKMT (Excavator, Gravity rifle, grunt ultra, hud elements)
- SOI-7 (Blind wolves, flood brutes, equipment pickups)
- Galap (Female marines, new sentinel variants)
- Ruby's Rebalanced (sentinel beams, some balancing, flood chunks, used as the basis for 343 Guilty Spark & The Library, audio SFX)
- porottaja (Skirmisher tags, hunter variants) *taken from Super Campaign, definitely worth checking out*
- Sergeant Stacker (colorable marines, hunters, flood tank)
- Digsite (various assets, basically everything)
- Mynameislol (Flood overhaul, honor guards, flood grunts, elite rangers, destroyable scorpions)
- Altis (Various tags taken from Mercury Rising 1 & 2, which is an excellent mod that *also* made use of some SPV2 BSP's)
- Elephant (Marine sniper tags)
- TSCE team (some audio files, one 'doodad' device machine, extended animations for marines, elites, jackals)
- Elite (brutes, some Halo 2 music ports, sniper jackals, covenant scenery objects) *Check out Canyon+ or just Canyon, another great mod*
- ZTEAM (Firebomb grenades, multiple SFX ports, Halo 2 & 3 dialogue)
- Spiral (Those ODST's that everyone on the face of the earth uses)
- Connor Dawn (Fireteam Raven, and probably more that I cannot remember) *Check out Combat Revolved*
- Roxanne (Fusion coils, halo 2 plasma batteries, halo 3 flood brute dialogue) *Check out Halo: Brutality Evolved*
- Vuthakral (Retro/surplus assault rifle tag)
- Altsierra (Scorpion tags, many bits of prerelease dialogue, 1749 health packs)


And finally:

- Me: Compiling, scripting, porting some dialogue from Halo Infinite/Half life, balancing. (and taking far too long to upload ??????? anything to the workshop or my youtube)



The future:
- If there's demand for another level, I may add The Silent Cartographer (B30) or Two Betrayals + Final Run (C40 I & II). I am a bit of a perfectionist and it's going to be hard watching videos of some of the messier parts of this mod, lol.

- Currently I am starting work up on Keyes, but I want to do a pretty complex scripting thing, so we'll see if it's possible at all. After Keyes, I will work on None Left Behind & (a sister level that I haven't named yet) which are both retreads of A30 and A30 II, but with flood and a return to Alpha Base.

- Potentially entirely new levels if I actually get good at modelling, I have some ideas already.
71 Comments
roganthekidd 8 Oct @ 8:40pm 
shotgun please
SUPER-GRILLO 8 Oct @ 7:36am 
One of the best Halo CE mod i have ever played!
YORK 7 Oct @ 5:19pm 
No clue what Lizard is on about, Nothing but negative reviews from him with a dash of narcissism...While the where a few issues i came across, none of them were glaring. In fact i would say i actually had some of the most fun ive had on Halo CE since i first played it as a kid. and man do i have to thank you for the nostalgia trip.


PLEASE ABSOLUTELY KEEP WORKING ON THIS!
A Jaded Lizard 7 Oct @ 2:30pm 
I wanted to write more because there's a *lot* wrong here but Valve has an arbitrary character limit, so I'll summarize: a lot of the choices here feel like they weren't tested or are just done on a whim. I'm curious to see where this mod goes but the first place I hope it stops is back at the drawing board to rethink some of the choices made here.

I love the Marine variety, especially how well integrated the female Marines from later games are. You also did a great job implementing guns from Digsite and this is about the only mod I know of which does that without replacing the vanilla guns (on a related note, thank you for *not* using the Space Luger, I hate that gun). Using the other side of the light bridge area as a second combat encounter is refreshing and I can't remember another mod which does that.
A Jaded Lizard 7 Oct @ 2:28pm 
This is such a baffling mod. Seeing the SPv2 BSPs again is great, but so much here feels like a pre-Alpha. (I don't know where you found that SMG, for instance, but its animations are appalling, CMT's even semi-finished version in some of their mulitplayer maps is better). Here's a non exhaustive list of gripes I have in general about the mod:

Jackals with headshot capable weapons are busted because they fire them like they're plasma pistols. Elites with headshot capable weapons are even worse because they fire them like they're plasma rifles (we learned this back with CMT pretended to "improve" Lumoria and made it worse in every respect).
TheOneAndOnlyYayaya 5 Oct @ 10:19pm 
This mod is awesome! Can't wait to see the rest of the levels.
JediMasterChief 4 Oct @ 6:53pm 
I just reached the end of A30 Part II's extended areas. It was quite the nostalgia trip, having played the SPV2 beta builds (both the real ones and the fake ones on halomaps). So far it is looking to be amongst my favorite CE mods, both MCC and the old PC port.

One question, you mentioned wanting to do complex scripting for Keyes. I remember the official SPV2 version started the player off in an entirely new BSP out of the gate (though I think you needed to use the console to load that BSP if I remember right). Do your plans relate to those BSPs?
Giro 3 Oct @ 8:03pm 
Glad to see a release; I remember watching your youtube videos when you announced working on these in the SPV3 discord. Splitting the bsps into different maps was definitely a great idea (getting around pesky limitations and working like Rally Points for easier replay value)! I'm sure we would all love to see more from you!

Also, I noticed an error with the SPV2 Needler first person model's reload ammo, Roxanne has tags for the reload ammo with the correct purple color instead of the SPV2 blue from their Brutality Evolved mod.
Notorious Penor Snipper 3 Oct @ 3:11am 
Solid mod, pretty lengthy but not boring lengthy

9/10
DarkB1ad3 2 Oct @ 1:45pm 
oh yeahhh v2... i used alot of this in operation purgepoint