Halo: The Master Chief Collection

Halo: The Master Chief Collection

Escape
93 Comments
ZealotSPNKR 26 Oct @ 2:19am 
I enjoyed this. Motion tracker placement was a little odd, but aside from that I enjoyed having to worry about the infection forms. Did it on Heroic, and only died once or twice to vehicles so it isn’t one of those ridiculously unbalanced levels.
Wesker1991 25 Oct @ 8:33am 
Really enjoyed this level. I played on normal difficulty, tried my best to keep the other Marines alive, managed to get two of them to survive near the end but them infection forms are nasty, had to watch my own back to make sure they didn't jump on me lol.
Tohka  [author] 20 Oct @ 10:43pm 
I made a discord for those that want it.
Tohka  [author] 20 Oct @ 10:06pm 
If anyone that played this mod, that has played my Landfall mod, im making a second part to that now. I also just put out another mission, Assault, if anyone is interested in that.
Tohka  [author] 8 Oct @ 12:15pm 
yeah its probably just due to having so many marines lol, and yes, if you manage to bring them all with you, they wait on the ice bridge while you go to the tower, and they get evac as well
Master Slang 8 Oct @ 10:45am 
Quick update on how to get the marine through the hallways: I played through again and inched my way across those hallways at the bridge section and slowly but surely, the marines made it through. I did have to wait 20 or so seconds to let them all catch up but I know where the loading trigger is, so I purposefully waited as close to it as I could without causing the load. I did experience a couple of marines falling again when going from the exit hallway of the bridge section to the interior this time. I reloaded a checkpoint and slowly walked through again and they all made it through. It's pretty clear it's the BSP loading, as Tohka said. The marines getting evacuated on the ice bridge was a great addition! I did not see that on my last run.:MCCHELMET:
Tohka  [author] 7 Oct @ 7:21pm 
And if any marines*
Tohka  [author] 7 Oct @ 7:21pm 
So its a BSP section thing, each loading trigger loads that section of the map as its own BSP, and if the any marines are outside that bsp area, they deload until you go back. but since i have the ai migrate to a specfic encounter to that specific bsp with the loading zone, they wont function correctly when you go back. Im not sure how to make a trigger work multiple times when touched, i could work on it, but im not sure how to do that. I'm technically still new to doing Halo scripting, this was my first mission I made.
Master Slang 7 Oct @ 4:55pm 
I had around 10-15 marines follow me into the interior after they would have been evacuated in previous versions. I experienced them falling through the geometry when I passed the loading point in the hallway right before the first bridge section (the dual bridge battle area), I did try waiting for them but because there were so many marines they sort of clogged the area outside the hallway while around 5 made it in. Usually they will follow after the load point but I heard them all start screaming so I reloaded a checkpoint to see what was happening, I re-triggered the loading section as I walked back into the interior room and all the marine that hadn't made it past the load point were frozen in place (sort of twitching) and some were halfway through the floor. This is how I confirmed what was happening. As I passed back through the hallways they fell. It appears to be a loading zone thing as I've seen it in other mods before.
Master Slang 7 Oct @ 4:53pm 
(I had to split my comment in 2)
I think it's great you're listening to feedback or glitches but please don't worry too much about this or give yourself a headache! The mod is still fantastic. I shared my experience since you asked and I tried give as many details as possible. I'm going to play through the mod again soon to see if I can get it to happen again. It's a level about escaping with your marine buddies after all! :)
Tohka  [author] 7 Oct @ 3:15pm 
If more people that played would leave a review, i can adjust the map flow from there. I'll keep your feedback in mind. The only way i can think of at the moment to fix them falling out of the map is set spawn points in the next room to teleport them too when you walk through a trigger, but it wouldnt make much sense to see them just appear in front of you. Did you wait for them to come into the hallway before moving to the loading trigger, or was it you just running through without waiting? Asking so i can go back and see if i can re-create it to see how to fix it if possible.
Tohka  [author] 7 Oct @ 3:15pm 
I removed that section of evac simply due to the fact of how i set the mission setting up. I wrote that the control room area was the final evac zone, yet i had 2 evac pelicans come in prior to getting there, making the whole setting not make sense. Plus after watching some peoples Youtube playthroughs, they tried getting on them rather than continue on, so i just felt it made more sense to just cut them entirely.

As for the crowded bit, i did say it would be crowded, depending on how many you kept alive. I can lower the number of marines that follow you, by having some stay behind to "guard the door" or something. The marines falling through the map though I haven't had happen in my testing so thats a new one.
Master Slang 7 Oct @ 7:02am 
I personally enjoyed seeing some of the marines get to evac at the halfway point in the mission but it makes sense that your character would most likely hop on the pelican so I get why that may have been removed.

The issue this caused me was I kept having marines fall through the floors in the interior sections when I crossed the load barrier in the hallways before they all made it in (i had 15ish marines which may be too many to bring with me). The marines will fall through the floors and you can hear them all yell in unison which is pretty funny but they sadly die. I like that they follow you but it does get crowded.

I enjoy most of the updates but I hate to see my marines get banished to oblivion when progressing through the level. If there are any workarounds please feel free to share. Not asking to change the mod significantly but figured I'd bring this to attention. You did some fantastic work on this one.
Tohka  [author] 28 Sep @ 4:00pm 
I am currently learning how to use Blender for making the actual level geometry itself, so i can make my own maps rather than just use the existing campaign levels.
Tohka  [author] 28 Sep @ 3:58pm 
Although it might be a bit crowded, if you wait in each hallway all the marines will follow you to the end. To simulate them following you I just teleported them up/down the elevator sections after you walk out of the elevator rooms, since they cant use the elevators themselves lol. I also made the marines thats fighting the flood with the covenant follow you too when you go to leave the area.
DustRider 28 Sep @ 3:54pm 
"-Made the marines follow you all the way" My man!
Checkpoint Guard 28 Sep @ 3:42pm 
Welcome surprise to see this mod still being updated with additions. Love the AI additions!
Orzen_the_orzo 25 Sep @ 11:46am 
Just played through this and had a lot of fun. I like the idea of playing as a Marine in Halo so I really enjoyed it. It was a fun remix of the level from the campaign
Arax 23 Sep @ 9:49pm 
I had a lot of fun with this. Some people here in the comments clearly have a skill issue. Even though its a vanilla map it plays a lot differently. Hope to see other experiences by you.
Kardel 18 Sep @ 7:35pm 
Mod isn't appearing in Halo CE. Maybe it needs an update?
Marcus ZIMBOLO N BOLO 7 Jun @ 7:21pm 
bad control points, I respawn to be killed by a banshee, without being able to do anything....
Lox - ロックス 19 Mar @ 6:39pm 
THANK YOU<3
Tohka  [author] 19 Mar @ 5:43pm 
I'm sorry for the delay, it should be updated now.
Closed 19 Mar @ 10:37am 
I cant find it sadly I guess its bugged???
Lox - ロックス 4 Mar @ 11:26am 
Please update this mod this was my favorite :(
Checkpoint Guard 31 Dec, 2024 @ 6:54pm 
Did you press the button to open it?
the_tonypizza 31 Dec, 2024 @ 5:44pm 
I assume end of level bugged. I get to top of pyramid and door didn't open
travellingsax 23 Dec, 2024 @ 12:52am 
That makes sense! Having lots of marines at the end definitely made up for them not following and felt similar.
Tohka  [author] 23 Dec, 2024 @ 12:06am 
To answer the marines not following you, are you referring to the elevator that goes to the bridges? They cant get on the elevator as it counts as a device rather than level geometry. I suppose i could have waited for the player to get further in the room, then just teleport them up to simulate that. Most of the time they just died to the flood in the room prior to the elevator anyway, so i figured having a pelican come pick them up was a better alternative than just leaving them there.
travellingsax 22 Dec, 2024 @ 11:57pm 
The fact that the marine squads I saved didn't continue on with me lent itself to the my head canon that I'm the only one that knows about the impending destruction of the ring and no one will believe me, which I was laughing about quite a bit. Genuinely, that added to the experience. Is it not possible to have them join up? That would feel incredible, building up a platoon. As it stands they are all stranded, of course.

Regardless, working through this nicely expanded set of small battles as a lone marine was a cool vibe. Almost felt like the movie 1917 in that way, like I was a foot soldier with some important asset I was assigned to deliver. Premise could be reworked to account for that, like playing as the guy who needs to deliver the news of Cortana's detonation plan to Johnson or something.

Side note: can non-Spartans use active camo?...I think not, but that's alright :P

Exceptionally good work, overall!
Ramton 20 Nov, 2024 @ 1:33pm 
This mod is so good I include it in my CE campaign playthrough. Perfect between library and two betrayals. Marvelous mod, can't thank you enough.
Hanllelus 15 Nov, 2024 @ 6:58pm 
i need more of this Mod plssssssss
AdrenalineHigh 14 Sep, 2024 @ 12:41am 
That was fun. Playing heroic as a marine with little popcorn dudes everywhere is actually terrifying
Loyalist 27 Aug, 2024 @ 3:45am 
cool as fuck, fantastic work
Mr.Ganzalor 12 Aug, 2024 @ 6:31pm 
Nice rework Assault on the Control Room!

There was this bug where my bullets were going through an invisible elite (luckily it only happened once), idk if that's on your end of Halo CE being a twenty-year-old game.

The ending was a bit frustrating, but that could have just been a skill issue.

Overall, enjoyable time and it is rough being a marine (I miss my shields).
Fluzziii 15 May, 2024 @ 1:54am 
pretty lazy campaign
michael 11 May, 2024 @ 5:43pm 
I couldn't play the campaign because the loading screen froze
Merp 14 Mar, 2024 @ 2:02am 
I've been trying out Halo Campaign mods of all kinds for years and this is genuinely one of the best. Utilizes the CE sandbox to create so many unique, memorable encounters that can be played in a variety of ways. It's challenging but well-balanced with ammo/weapon/enemy placement. The presentation is top-notch. This perfectly captures the large-scale battle element of the original Halo games and specifically the cross-faction chaos of Two Betrayals. In fact, it does it better in a lot of places.

My only note of feedback is that the check-pointing system got a little rough near the end. The last checkpoint the game was willing to give me was at the top of the bridge in the final area. This led to me having to clear that bridge, the next two rooms, the bottom of the pyramid, and the final holdout all without dying. Took me a lot of tries.

Regardless, this is awesome. Thanks so much for making this. Can't wait to see what else you might make!
Tohka  [author] 20 Feb, 2024 @ 12:03pm 
hmmmm an interesting idea, might have to look into doing something in that area
Leka Landaree 20 Feb, 2024 @ 11:07am 
That would be just amazing. If i can ad just one suggestion to the actual mod :
when you got to the canyon where the second pulse generator is supposed to be in the campain, i always tought the tower in the center was a bit weird. I mean, you can go inside, but there is no elevator to get to the top. However Bungie did put what looks like an entrance in the top.

Would be interesting to make it a stonghold for human forces, besiged by the covenant surrounding the tower.
Tohka  [author] 18 Feb, 2024 @ 2:34pm 
you know i did think about doing that, but i need to re-learn how to set up objectives to pop up on your hud. figured that might make it easier to figure out where to go and everything.
Leka Landaree 18 Feb, 2024 @ 2:28pm 
It would be crazy good to have a sequel to your mod : the attack from the remaining UNSC forces on the Truth and Reconciliation by Fireteam Raven. That would be damn crazy !
Tohka  [author] 18 Feb, 2024 @ 1:24am 
that would be my bad Ultra Smoke, didnt realize the game updated. just updated the mod
xUltraSMOK3x 18 Feb, 2024 @ 12:55am 
Not sure if this is still working :/
Waves 11 Feb, 2024 @ 2:40pm 
That was a fun little map. I found that one room with the allied humans/lower rank covenant funny. Wouldn't be surprised if that actually happened.
Ramton 9 Feb, 2024 @ 4:08pm 
You did an incredible job, definitely among the best campaign mods out there for Halo CE. Please make more marine inspired campaign missions. The blend of stealth, evasion and combat is so unique and stellar I'm honestly shocked how well put together this is. I pray that you or someone with your talent can create more marine content!
Void Dragon 20 Jan, 2024 @ 2:54pm 
Just played though this, Id always wondered how Chips Dubbo escaped alpha halo
Leka Landaree 25 Dec, 2023 @ 1:02am 
For anyone having trouble launching the game (infinite loading, etc.) : install the multiplayer pack and it should be alright. Merry Christmas! :)

And for the creator of the mod : a fine piece of work ! :)
Lysol wipes container 20 Dec, 2023 @ 11:04pm 
This is the coolest halo mod ever. I've thought about playing as a marine in CE since I was like 12. This is amazing. Very tense with the flood and no shields. Absolutely awesome. This could be dlc
Billy 9 Dec, 2023 @ 10:30pm 
the mod does not load
stays on the loading screen

Is there any solution?