Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo: Reach - Sky on Fire
106 kommentarer
Bush Wookiee  [skapare] 21 sep @ 22:29 
Fix uploading now. Should be ready soon.
Bush Wookiee  [skapare] 18 sep @ 22:06 
Just so everyone knows, I am aware of the current compatibility issues between the latest version of MCC and the current version of this mod. I intend to reupload and fix it at some point within the next couple of days.
Psycho 18 sep @ 16:15 
will this be updated
Tiki Mickey 17 sep @ 22:00 
Latest MCC update is incompatible with this at the moment.
thedarker 22 aug @ 7:17 
Im pretty new to assembly myself so i just tried replacing some of the existing vehicles with falcons and even scorpions however at random sometimes after a few rounds or even a set the game will stop spawning the enemies
Bush Wookiee  [skapare] 21 aug @ 17:20 
To thedarker - I've tried using Assembly to make live changes with my mod in the past, and IIRC it tends to break scripts (which are how my mod works). If you aren't calling the Falcon squads and are instead spawning one in, it shouldn't be impinging on population maximums, so I can't see that being an issue.
thedarker 21 aug @ 7:28 
So I managed to get a falcon via assembly and this seems to break the mod, after a few waves the enemies stop spawning.
Cholo Tengu 16 aug @ 7:37 
Very cool mod.
Iron 8 aug @ 17:27 
Absolute cinema
McSpazatron357 3 aug @ 15:16 
Pretty good! I would tweak some of the firefight settings because going in with normal settings was a little too hard. It`s neat to see all of the sandbags, and fortifications. It feels like the UNSC is really dug in, and trying to defend this location. Not for the faint of heart. :steamthumbsup:
hexosecurity319 26 jul @ 10:35 
Well, maybe it's due to my mods but it doesn't work for me.
I can empty three, four clips of AR on those grunts without even scratching their shields.
Bush Wookiee  [skapare] 26 jul @ 8:39 
To hexosecurity319 - I've read your last two comments and am confused by what you've said about the shielded Grunts.

There are two Grunt variants with shields: Grunt Ultras and Spec-Ops Grunts. They both have fairly light shields that have long recharge times, although Ultras also get armored helmets that work like those on Brute Minors. Both the shields and the helmets only take a a few hits each to remove, and despite their sharing the Grunt Major's increased health pool both aforementioned Grunt variants will die in 2-3 AR bullets to the chest. I made sure to reconfirm that via testing last night, and what you said about the Assault Rifle not being able to do anything to them seems untrue.

Are you using the Tilt skull? I must admit I never play with that active, but I know it greatly hurts ballistic weapons' ability to strip shields. Perhaps that is your problem.
hexosecurity319 25 jul @ 16:24 
After long playing this mod, I have some suggestions.
Don't take me wrong, I still love it, but there are some issues about how it works.
First of all, wraiths... too many tanks. I can't help but feel frustrated because I kill a tank and they immediately drop another one. Even if there are the turrets online. And strangely enough I still don't understand if they work or not. I put them online and sometimes they shoot, sometimes they dont.
The there's this thing of the AR. It's really great and I love to be able to aim at long distance with the scope, also, now the AR is so powerful I can use it to destroy wraith tanks. Yes, tanks.
But strangely enough, when it comes to a single grunt with shields... they can't do anything.
And btw, there was need for grunts with shields? I mean in canon grunts often are deployed even without weapons... let alone shields.
Brutes too.
hexosecurity319 17 jul @ 16:54 
This mod is actually amazing.
I mean, it's almost perfect. If it wasn't for a couple of bugs (like corpses that disappear togheter with weapons and some Covenant models that are almost unkillable in the end)(I mean even brute chieftains and sangheili zealots can be killed but a space grunt with shields can't be handled) it would be perfect. A masterpiece.

I love it. Well done. :steamthumbsup:
Bush Wookiee  [skapare] 9 jul @ 10:42 
To thedarker - Not right now, although I have experimented with triggers to rebuild them and restart the activation task after each Firefight set. I didn't really like that, though (it felt artificial), and in the future I'm thinking about doing some kind of scripted event where you can protect UNSC engineers who will repair the guns.

That requires some stuff (animation sequencing and triggers for multiplayer) that I don't currently know how to do, though, and time that I don't currently have. I just got married, but after my honeymoon I'm considering putting more time into this mod to try to improve things. Repairable guns are certainly on the docket.
thedarker 5 jul @ 15:46 
Is there any way to repair the AA guns once they get destroyed?
Hellbilly 26 jun @ 8:22 
Can you make it so that the infantry aren't cowards that make me fight this battle alone? Would be pretty cool. Otherwise a good mod all around
[GA] Church 25 maj @ 15:45 
Few or no power weapons they said balanced around existing weapons on map they said

i then proceed to get my colon pushed into my throat by the rapid fire wraith and "lil wraith"

all in all a fun hour n a half of holding out with my ODST n Marine allies

great map 10/10
SleepyInPajamas 5 maj @ 13:05 
This is such a freaking masterpiece! 100/10
Splyci 29 mar @ 23:22 
could you make an AI mod for forge pls?
Bush Wookiee  [skapare] 4 mar @ 23:02 
New update released! It should now work with the latest version of MCC.
Bush Wookiee  [skapare] 2 mar @ 21:04 
PSA: The mod has been broken by the February 2025 update, and so it is not currently visible when installed. I am on vacation right now, but will be trying to update it ASAP after I get back home in the next couple of days.

I fully admit that I have slacked off working on this mod (life very busy, and I also got into other games like Helldivers 2), but I promise I will prioritize keeping it playable whenever I find out there is a problem. I'll update the description when I get around to fixing this.
Han Solo Burger 2 mar @ 20:38 
mod not visible :(
sol 28 feb @ 20:15 
Probably one of the best if not the best firefight mod on the workshop. 343i or Halo Studios or w/e could take sum notes lol

Would love to see you make some more :MCCLEGENDARY:
Audio.IV 6 okt, 2024 @ 2:32 
Very cool!
Visionair31 1 okt, 2024 @ 8:32 
THe AA guns fire?
RememberReach6 5 sep, 2024 @ 10:51 
Hey uh,do you think you could add an option to not have any reinforcements and to have a few Spartans? I'd be like an epic last stand sort of thing.
Basil II 31 aug, 2024 @ 3:19 
Hey wanted to say thisis the best modded firefight i played so far amazing atmosphere the only thing i would change really would be the weapons to vanilla its just feels so weird for the dmr to shot like that or the assault rifle actually being useful xd i wanted to ask if you got any intention of doign somethign similar to the firefight map holdout like having the mariens defending on the area *crow nest* with sadnbags and the stairs blocked off as a safe place with like 4-5 mariens on top
winchick2 16 jul, 2024 @ 21:32 
3 words: fast rocket launcher.
Love it.
Kaisar217 4 jun, 2024 @ 13:24 
btw are the chainguns supposed to stop working after awhile?
Kaisar217 4 jun, 2024 @ 13:18 
this is still hands down one of the best mods that was ever released for halo reach! you did a fantastic job with it! i agree with others when they say would like to see different maps have a similar experience, like possibly on overlook, but beachhead was a fantastic choice! you manage to really show how bleak the situation of new alexandria is during its battle and evacuation.
Delta_ 9 mar, 2024 @ 6:54 
Please make more of these on other maps with the same vibe/aesthetic, I really enjoyed my first attempt at this solo! can't wait to try it again with a buddy! :MCCHELMET:
Leonard L. Church 6 mar, 2024 @ 17:19 
Could you make a different version of this that's a little heavier with the marine and maybe a couple of Spartans. Absolutely love this Firefight mod as well don't think ive really played a better marine defence Firefight
Brother Azrael 16 feb, 2024 @ 12:27 
thx man your awesome
Bush Wookiee  [skapare] 15 feb, 2024 @ 22:36 
New update is out!
Bush Wookiee  [skapare] 14 feb, 2024 @ 20:32 
To izzyg697 -

Indeed, it is. You can expect a fix tonight. Thank you for pointing this out to me.

It looks like the update is coming early! Or, at least, most of it. There are some big things I have in the works, still, that I was hoping to bring out with the latest features. They will have to wait, but hopefully not for long.
izzyg697 14 feb, 2024 @ 19:28 
i think its broken
kernel 6 feb, 2024 @ 4:16 
This is a really cool map! Really feels like that Firefight menu artwork in the original Halo: Reach, except playable.
Though I have one major issue, and that's the lack of aim-assist, it kinda takes away from the experience for me just a bit. Everything else, I'm loving.
Thrashed 4 feb, 2024 @ 19:10 
kinda reminds me of Prototype from halo legends, looks awsome
peter2.EXE 3 feb, 2024 @ 11:07 
i absolutely love this map . i personally think its one of the best fire fight maps that i ever found . the intense battles . all the cool events . the fact that theirs more than just 4 marines fighting with me . the beutiful scenes . the amazing defenses and cool back room area . its all simply fantastic .
JOHNW1CK 1 feb, 2024 @ 17:38 
i just want to thank you for your hard work making a great map
Bush Wookiee  [skapare] 19 jan, 2024 @ 8:11 
I'm sorry there hasn't been an update in a while! Life has been very busy since November, what with finals, taking certifications and other business. I've learned how to use Blender, though, and gotten a lot better at scripting. My upcoming additions are getting quite significant!

I'll see if I can get this out in a few weeks, once my cert exam is over and I've gotten my bearings in the new semester. I think there's a lot to look forward to.
SILVERWARE-ATG 13 jan, 2024 @ 3:46 
This map is exactly what I imagined while playing with my halo lego as a kid, Best firefight map ever. Brought my imagination to life. :praisesun:
Snekenjoyer6 3 jan, 2024 @ 23:28 
ok this map, is really really good, but i do have one honest suggestion
and that is, to make it so that the covies have some consistant way to destroy the two falcon supports, as they kinda just bulldoze everything that makes it out of the drop ships to the ground without much issue, leaving only a few squads making it to the base
oh and also, is it possible to make it so that the AA turrets get disabled after a wave or two, just so that it adds more pressure on the player to keep them up and running as to not get murdered

also also is there any firefight wave settings you feel works best for the map?
Bush Wookiee  [skapare] 28 nov, 2023 @ 8:02 
To Takiwaka-

I've got some things coming down the line for this map that I think you'll enjoy. I'm always grappling with resource limit issues, though, so we'll see about how it will be implemented. If I can build my own custom assets for the big blocks of sandbags, that will be a godsend and should allow a lot more complicated events to occur.
Takiwaka 27 nov, 2023 @ 7:36 
Hey Bush wookie, apart from II AVIATOR II, your map is the only other one I play consistently. It's so immersive, I really feel like me and these dozens of marines are fighting for this damn beachhead. I'd love to see your take on another map with the same plot/format, it's fantastic.

My only dream request would be more air support, and maybe more custom assets, possibly some spartans even? that's simply me trying to manifest,don't mind me hahaha, love the mods a lot. Thanks mate.
Bush Wookiee  [skapare] 13 nov, 2023 @ 14:43 
To Hi Im Waffle-

I think that behavior is a symptom of pathfinding errors. I've not had it happen to me much, but I may be able to put in a volume that will check for loitering AI and force them to get moving. I need to get better at coding AI behavior and objectives, anyway. Thanks for mentioning it!
Hi Im Waffle 13 nov, 2023 @ 13:34 
Always love that you keep updating this map! One tidbit, the troppers tend to just afk on the stairs when they get dropped off on the roof of the building and it's a bit jarring to just see them stand around afking. Maybe somehow force them to at least go down the stairs?
Takiwaka 1 nov, 2023 @ 20:34 
fantastic work. i enjoy this map a lot, it feels very, alien invasion.
sol 9 okt, 2023 @ 21:07 
if you can add this soundtrack to repeat on this map, then it will be complete https://www.youtube.com/watch?v=jLnWIU4Aix4