Halo: The Master Chief Collection

Halo: The Master Chief Collection

Echo Ops - Season 1
Viser 1-9 af 9 forekomster
Opdatering: 2. okt. kl. 20:02

Massive overhaul from Version 1.0

- Replaced Elite, Grunt, Jackal, and Hunter models with updated versions using new kitbashes I made from Halo Reach, Halo 4, Halo 5, and Halo Infinite Assets.

- Replaced weapon models and firing sounds with Halo Reach/4/5 counterparts.

- Updated HUD and added custom HUD icons for new weapons and updated icons with Halo 4 version.

- Replaced Spartan models with kitbashed H2A/Halo Infinite Spartan parts.

- Cleaned up some shaders and texture work, improving on older version now that I have better knowledge of how they are setup and work.

- Replaced some old audio with re-recordings and improved some lines of dialogue to fit the narrative more cohesively.

- Lots of weapon rebalancing/tweaks. Most significant were the adjustments to the Promethean weapons.

- Bolt Shot now fires faster projectiles and can be fired as rapidly as player can pull the trigger. Projectiles no longer track but do travel faster and more accurate to act more like a proper pistol.

- Suppressor now ramps up its rate-of-fire more quickly. Its projectiles do track, but only at a closer range and have a wide spread. Ideal usage is close-medium range, firing in short bursts for maximum accuracy and tracking.

- Replaced Halo 3 Missile Pod with Hydra Launcher. Firing operates the same as Missile Pod, mostly a visual/audio replacement to better fit the "Reclaimer" era.

- Storm Rifle zoom removed, firing adjusted to be more like the Plasma Rifle. Similar to the Suppressor, has a wider spread at longer distances and overheats, but fired at close-to-medium range in bursts, very effective!

- Magnum FP animations replaced with CE-style animations. Framerates adjusted so players can melee, reload, and melee again without the weapon not finishing the reload cycle.

- Grenade Launcher finished and added to Canyon. Only one firing mode, no charge, but direct-hits with the grenade will cause an EMP. Good for groups or vehicles.

- Needle Rifle markers fixed.

- All Weapons given new CHUD definitions and proper ammo ballsitic meters. Weapon ammo adjusted to new meters.

- Player health adjusted from 100/100 to 75/75. Health recharge reduced to almost zero.

- Health packs restored to ODST model due to physics issues with custom model.

- Health packs redistributed across levels.

- Dead marines added including custom scenery bodies with special poses and damage.

- Added skull to Caveout with special event that happens later in the mission if the skull is collected(doesn't require the skull to be kept or carried)

- Removed Brute encounters to correct for Reclaimer-era lore.

- Imported proper Halo 4/5 Jackals and recoreded new voice lines for their dialogue.

- Imported Reach "alien" dialogue for Covenant to use. Certain units will use it more frequently, mixed in with the english-speaking dialogue.

- Drone textures upscaled, cleaned up, and revised.

- Two Drone ranks: Minor and Ultra/Pupa. Minors health is indicated by their antigrav plates on their wings (blue > yellow > red) while Drone Ultras have weak shields and explode when killed.

- Created Drone body part crates for placement when Drone Ultras are killed and pop. (Pro Tip: Don't Melee Drone Ultras.)

- Fixed broken shader on Grunt's mask so it now matches their rank coloration instead of defaulting to black.

- Rewrote title chapters and fixed their fade-in/out to match Halo 3.

- Modeled and imported custom Dulcinea model, based on Halo Infinite personal AI.

- Replaced Dulcinea humanoid model with new "pyramid" design.

- Added H4 "Condor" and replaced Falcon with it for Caveout intro cutscene.

- Added new Pilot Character, Pulsaski, and added her new lines to several levels.

- Reworked old skybox into new custom skybox with better geometry and sky.

- Moved Cruiser in Caveout sky to better match it's location in later missions.

- Remodeled the hilltop of Caveout and added new pathways to give it better combat flow and move options for AI and players to navigate. Fixed Encounters and spawning bugs.

- Added new area to the end of Caveout leading to elevator, which connects to Facility and adds some continuity between the levels.

- Fixed textures and shaders on Facility, added entirely new dialogue, and mini cinematic scenes.

- Revised Prometheans to have their own unique armor material and added hardlight weapon damage.

- Imported Halo 2 Sentinel Enforcers and upscaled and cleaned up its textures to fit the sandbox.

- Upscaled and improved the Halo 3 Sentinel shaders to match the sandbox.

- Imported Halo Reach/4 Banshee.

- Redesigned encounters to have more Covenant and additional plinths for Dulcinea to spout exposition in a more natural way.

- Modelled an entirely new section of the level, adding new rooms, hallways, and a final elevator shaft leading up to the room at the start of Canyon.

- Added multiple new encounters to new playspace, new dialog, and references to lore, such as the inclusion and mention of Requiem.

- Added spoken lore reason as to why Prometheans and Covenant are fighting and not working together, despite being set during the attack on Ivanoff Station.

- Revised weapon placement and encounters on Canyon.

- Replaced Halo 3 shades with the cool CEA ones that Kat and I made.

- Added Plasma Batteries nearby to eliminate them, but on higher difficulties they can sometimes endure the explosion, leading to players having to improvise.

- Fixed "Flood" cutscene, removing Dulcinea visual and stopped the cutscene from freezing the player randomly before fading out.

- Cutscene now starts when player approaches the AI plinth and now has them lower their weapon and raise it again after the cutscene ends to signify when player gains control again.

- Removed invisible box that spawned in cutscene room before it was supposed to and broke combat.

- Elites now have several special combinations based on rank. Minors usually use storm rifles, carbines, Majors - Carbines, Needle Rifles, or Concussion Rifles, and Spec Ops - Carbines, Needle Rifles. This isn't strictly done, but is done consistently so players can recognize the pattern and plan a counter to combat based on enemy types.

- Needler and Plasma Pistol firing rates increased for ai, especially Jackals and Skirmishers.

- Storm Rifle will often overheat when used by Elites, giving the player a brief window to return fire.

- Sniper Rifle damage buffed to match higher Elite HP.

- Elites have higher health than Halo 3 base game. Typically around 100/100 or higher, based on rank, to match CE and Halo 2. More often, their shields are higher than their health, rather than both.

- Removed elites using promethean weapons from Canyon.

- Grunt Ultras given Storm Rifles and weak energy shields, similar to Kat's rebalance and Halo Infinite.

- Ranks have been revised for some Covenant species.
> Grunts: Minor, Major, Heavy, Spec Ops, Ultra
> Jackals: Minor, Major, Sniper
> Elites: Minor, Major, Stealth/SpecOps, Ultra, Zealot, and Honor Guard.
> Drones: Minor, Ultra

- Added Sticky Det. to Canyon and Facility.

- Added SAW to Facility.

- Removed Crawler encounter after Flood Lab, replaced with additional watchers and Covenant.

- Removed Promethean Knights and Soldiers. Both need a major overhaul and didn't add much to the sandbox.

- Removed Light Rifle, Binary Rifle, Scattershot, and Incineration Cannon until they could be rebalanced and better implemented, along with Knights/Soldiers.

- Added Shades to Facility during Enforcer/Banshee fight.

- Create new HUD to resemble Halo 4/5 Reclaimer Era design.

Opdatering: 6. apr. kl. 22:13

- Added Version 1.0 of Cruiser to Season 1.

Known Issues:
- Drone Encounter is buggy (ha!)
- Jackal in Gold Lift Room sometimes spawns with BR, not Carbine.
- Intro Cutscene Cruiser doesn't animate in MCC for some odd reason?
- Fade to black during bridge cinematic delayed too long.
- Didact Scan doesn't complete animation in MCC.

Opdatering: 4. mar. kl. 18:54

- Mission 3, Canyon, is now available.
- Adjusted various weapon values slightly for balance.
- Refined Promethean health/shield values and effects.
- Added new models for Covenant Grunts, Skirmishers, and fixed existing assets.
- Increased AR damage values slightly.
- Spiker and Suppressor both fire tracking projectiles, no supercombine.
- Promethean Weapons are now Anti-Flood and deal additional damage to Hunters.
- Shotgun damage buffed.
- Several weapon models replaced with updated versions from Halo 4/5, including Sniper Rifle.
- Pulse Carbine crosshair fixed to resemble H4/5 iteration. Bloom added for visuals.
- Concussion Rifle and Brute Shot projectile ranges increased.
- Brute Shot crosshair created to resemble H2's, indicating weapon has bouncing projectiles again.
- Bloom for Sniper Rifle added. Sounds added from Halo 4.
- Spiker replaced with new model, then reverted to old after bugs causing crashes. May revise for later update.
- Added Shield FX to Promethean Knights and Soldiers. Previously, the effects were they but invisible.

Known Bugs:
- Melee with Suppressor seems to have issues when crouched.

Opdatering: 18. jan. kl. 21:21

- Updated Caveout mission to have current character models, weapons, sounds, etc.
- Added mission 2, Facility, to mod.

(More coming soon)

Opdatering: 5. dec. 2024 kl. 18:55

== Version 1.5.0 Update ==
- Updated Pulse Carbine model to Halo Infinite version.
- Created new shaders for Pulse Carbine, Battle Rifle, Assault Rifle, and more.
- Adjusted damage dealt by Concussion Rifle, Pulse Carbine, and Mangler to be higher in player's hands.
- Added suspense music too Drone encounter.
- Adjusted Drone variants to have green minors and gold/red ultras (shielded).
- Adjusted turret ammo/drone health.
- Tweaked Covenant Carbine firing sounds and model shaders.
- Modeled and rigged Halo Infinite Elites to the Halo 3 skeleton.
- Replaced stock Elite animations with Byzantine's new animation graphs.
- Replaced Plasma Rifles with Pulse Carbines.
- Swapped two Needlers near Active Camo powerup with a Concussion Rifle.
- Tweaked Concussion Rifle shaders.
- Adjusted Jackal health values
- Adjusted Brute health values
- Increased Assault Rifle damage slightly.
- Fixed hidden Grenade Launcher to spawn correctly.
- Added Spartan Plushie easter egg.
- Re-recorded some dialogue for Echo-2 Pilot and Dulcinea.
- Added Falcon attack run sequence to Phantom encounter.
- Added new voice lines to Falcon attack run sequence.
- Created new character models for Dulcinea, Echo 3(player), and Echo 2 Pilot.
- Imported Forerunner AI plinth and added outside door for Dulcinea to stand on.
- Imported Halo 2 AI appear/disappear sound effects for Dulcinea.
- Created custom looping idle animation for Dulcinea.
- Recolored Echo Team Spartans: Black, White, Gold, and Violet.
- Added marines and ODSTs to top of hill defending structure.
- Adjust BR weapon sounds.
- Imported Halo 5 "CE Pistol" and created new shaders for it.
- Replaced Halo 2 Anniversary Master Chief with custom Echo 3 Spartan Model.

Opdatering: 24. nov. 2024 kl. 20:27

Version 1.07 Update
- Concussion Rifle blast radius and damage reduced.
- Battle Rifle replaced with vanilla render model.
- Replaced Battle Rifle default shaders.
- Replaced the Reach Assault Rifle with the Halo 3 vanilla AR.
- Upscaled and replaced Assault Rifle bitmaps/shaders.
- Fixed bloodsplats on Marines and Drones to match new bloodsplats for other AI.
- Darkened Brute Blood to match their default maroon(old version was too pink)
- Increased Shotgun Damage, reduced clip size slightly to compensate.
- Fixed dead "sniper marine" not spawning near flare at level start.
- Updated Plasma Pistol, Plasma Rifle, Energy Sword, Spartan Laser, and Gravity Hammer HUD to display correctly.
- Added marine AI to "defend the door" at the end of the level.
- Fixed Drone bipeds to display their colors (Green for minors, gold for ultras.)
- Fixed Drone Ultras shields not showing up.
- Adjusted BR and AR firing sounds to be "beefier"
- Adjusted AR damage slightly.
- Fixed "floating" decorators.
- Reduced Assault Rifle "recoil" climb to match Silenced SMG.
- Revised Mangler to act like a close-quarters "crowd thinner"
- Mangler now fires bursts of spikes that deal high damage to close targets
- Mangler projectiles now only reach 5-7 world units, making it dangerous only at close-range.
- Added orange glow to Mangler to make it easier to notice from a distance so players don't rush in and get killed.
- Removed 2x zoom from Mangler. Close quarters only!
- Adjusted weapon glow on Concussion rifle to match pink/red projectiles.
- Adjusted Magnum weapon capacity to match H3 vanilla.
- Added Player Health Regeneration
- Added more Health Packs
- Player Health will recharge after a 5 second delay (slightly longer than shields) and will return to full in about 45 seconds. This lets players who've expended Health Packs still regain health by laying low for a few seconds, but they can bypass this if they grab a pack.
- Move Active Camo pickups into Cave to allow players to engage in more stealth if desired.
- Removed Needler and Plasma Rifles placed near weapon crates.
- Added a Concussion Rifle near crates to replace removed Needlers/Plasma Rifle.
- Fixed Drones eating bodies to spawn before player can see them.

TO DO
- Adjust weapon ammo text size/graphic.
- Possibly swap some Concussion Rifle Elites out for Plasma Rifles (depending on feedback, after revising the Concussion Rifle damage/radius.)
- Possibly adjust Brute Health values, as needed.
- Better ground blend-map for "opening" hillside before beach.
- Add subtitles to Dulcinea and Echo-2's dialogue.
- Add Mission Objectives to Pause Menu.

Opdatering: 22. nov. 2024 kl. 18:22

- Quick patch to replace broken font package images with text prompts.

Opdatering: 22. nov. 2024 kl. 14:32

- Fixed Skirmisher weapon holding nodes.
- Attempted to fix weapon icon font issue.
- Added first level, Caveout, to playlist.

Opdatering: 22. nov. 2024 kl. 13:05

Added first level, Caveout, to playlist.