The original Lord Hood Boy Experience. Gold Rush is a firefight mission built from the ground up overflowing with custom content and surprises. Can be played SOLO or COOP (up to 4 players).
Requirements
DLC requirements
DLC name
Halo 3
Permissions and credits
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Just ask!
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Changelogs
Version 1.2
Entirely new playable epilogue! (130_epilogue.map)
Smoothed out geometry on masterchief (hat and visor)
Removed killbox system for out of bounds (replaced with autoturrets)
The roof of the arena is now playable and in-bounds (if you can find a way up there)
Gold weapons now have names
Finished overhaul of the HUD system, with new pickup/swap strings for all the gold weapons and vehicles
Gold weapons now appear yellow in the backpack
Trees have new physics
New instructions before firefight initialized
Brutes will now use fewer bubble shields
Buffed damage of the autoBR
+40% more ammo for the gold automag
Upgrade to gold wraith's anti infantry gun
Switched map file for main mod file to align with the new epilogue
Detailed cloth despawns during firefight to save resources
Adjusted a few gold crystals to make them easier to break
Fixed bug where player could break the exit sequence using the golden shotgun
Two new novelty guns in the epilogue
Vortex Support
Version 1.1
Added a new air support mechanic – the orbital strike
Added a garbage disposal switch disguised as a rat
Added stone wall torches (devices)
Lord Hood boy now has a tail
Added larger gold block to Northwest corner to prevent enemies from getting stuck
New enemy gun based off of the sentinel beam
New brute miniboss variant with above weapon
Added bugger enemy type (with shotguns)
New weapon spawning equipment types
Worker allies now drop toolbox equipment
Added instructions for breakable crystals
Added regular weapons around the open map
Added special weapons around the open map
Added EXTRA special weapons around the open map
Gold weapons now have gold icons in the HUD
Added radio sound scenery
Enemies now die at the end of rounds (instead of disappearing)
Placed a gold mongoose on map
Placements of multiple new weapon variants
Reworked the combat mechanics of the gold skulls
Added explosive weapons near hood characters
Lord hood boy digs up more gold weapon copies to allow dual wielding opportunity
Forklift gun has a new projectile type with debris
Forklift gun now spawns in play
Ice spiker brute now has unique armor
Updated and resized poster decals
Changed opening tag line
Changed boss tag line
Updated map decals
Flame SMG is now dual wieldable
Gold Magnum is now dual wieldable
LHBs outside the arena now drop equipment containing the mini monitor guns
Added new icons for custom equipment
Added double ice brute spawn
Increased render integrity of tank & gauss cannons
Wraith’s AI is now more aggressive (shoots at closer ranges)
Phantom’s chin turret now shoots giant needler needles
Buffed damage of autoturret beam
Adjusted enemy spawn weights
AI pathfinding fixes
Optimized character instances
Performance fixes
Removed muzzle flash from hornet sniper rifle
Gold weapons that spawn in the second set now correctly despawn
Optimized spawns to prevent enemies from getting stuck behind closed doors
The mortar projectile on the monitor gun had its effects/colors reverted back to blue
Fixed spawn for invisible sword elites (more consistent delivery)
Extended the viewing distance of the welcome sign
Players have their invincibility status reset each round to prevent rare exploit
Players are now rewarded a trophy for completing the mission
CHUD turned off for final cutscene
Starting hood character is removed from screen at the end
Increased bounding radius for instructional signs to avoid clipping
Unlisted changes
Version 1.0.6
Added decorators around the main arena (vines, rocks, grass)
Added ODST weapons to the resupply racks
Increased firing speed for the golden wraith
Increased damage of the golden burst glock
Increased starting ammo count of the golden magnum
Fixed volume levels of music cues
Expanded safe zone to remove kill barriers
Restored gold shader for fp_body render model
Restored gold shader for frigate
Reduced light volume/lens flare for the fire grenades
Adjusted gauss gun viewmodel to be closer to the camera
Elites no longer pull out energy swords when they die
Version 1.0.5
Updated tag set to be compatible with MCC's April update (Game Version: 1.2835.0.0)
Terrain shader updated to remove bloom effect
Fixed fp_body viewmodel
Automag equipment animation fixed
Version 1.0.4
Updated render model for Lord Hood Boy (smoothing groups to face and hat, fixed teeth, added back medals/nametag)
Added Stinger Rifle to the gold weapon roster (replacement for golden hammer)
Removed the golden hammer (needs major rework)
Added powerspike gun for covenant faction
Added new enemy spawns and adjusted spawn weights
Forklift Gun is no longer just a prop and can be used by players/marines
Players outside the forklift area will now teleport for the adverse forklift event
Dual monitor guns now spawn after the adverse forklift event
The final boss will no longer get stuck trying to pathfind to the gold turret
Buffed damage of the golden blaster AR
Corrected color of the splash effect for the golden shade turret's projectiles
Fixed bug that caused old set counter to not despawn
Tightened up the grounding script for the hornet air support
Adjustments to shaders of the central turret
Version 1.0.3
Lowered atmospheric brightness 0.55 stops
Spike Launcher can now be dual wielded
Hidden set of dual wield-able monitor guns
Added forklift themed prop
Added holographic sign for air support
Added large neon sign to ending scene
New bitmap for front title decal
LHB’s spraypaint action now generates paint clouds
Graffiti tags had their duration doubled
Gauss gun viewmodel adjustment (blocks less of screen)
Gauss gun is now full sized in the hands of marines
Reduction in the ticket cost of later round encounters
Golden Hammer had range and damage buffed
Reduced heat generation for flame smg
Increased Neon Jackals health by 25%
Replaced golden hunter’s weapons with flamethrowers
The covenant can now fire the gold shade turret
Players who jump out of the hornet will no longer teleport
Air support weapons are much harder to ground
Hud fixes for special weapons
Version 1.0.2
Equipment shader adjustments
Pelican shader adjustments
Fixed large jackal jump spawns
Added more fusion coils around the map
Removed flare from flame-smg
Increased range of flame-smg
Damage changes to gold gravityhammer and gold bolt carbine
Streamlined music library
Optimizations to the game script, should reduce stutter at the beginning of rounds
Grunts throw fewer grenades at players using the central turret
Added indicator for the Final Set
Changes to content and colors of strings
Fixed the binocs on the gold autobr
Fixed ammo meters on the rat launcher, gold mag, gold silenced sniper smg, gold glock
Fixed bug where marines would start attacking the pelican carrying the railgun turret
Boss uses ability on solo playthroughs
Version 1.0.1
Boss Fight Overhaul:
- re-balanced the boss fight to scale difficulty based on number of players
- boss given single use self-heal/invisibility ability
- boss given more health, but lowered health recharge fraction
- removed central scenery to improve boss's pathfinding
- gold turret can be destroyed during the boss fight
- equipment/grenades/weapons spawn at start of encounter
Bug fixes:
- LHB should no longer get stuck in the area behind the sandbags
- players should no longer respawn outside the arena when another player is on the railgun pelican
Other changes:
- added descriptive text to the air-support teleporter for round 1
- deployable cover equipment now self destructs after 40 seconds
- fixed HUD for gold needler
- increased health of the grunt tanks
ALSO ON STEAM WORKSHOP This mod replaces the Cortana mission in Halo 3. (110_hc.map)
Lord Hood Boy’s Gold Rush is a challenging arena style firefight mission that is packed full of custom content and surprises. This mod is best played COOP with friends (up to 4 players) but it can be a fun challenge to complete it SOLO.
Background: Your mission is to demolish the gilded temple in order to excavate the gold deposits located underground. This gold will be used to fund humanity’s war efforts against the Covenant. You will be heavily armed but so will your foes. Lord Hood Boy will reward you generously if you succeed.
Features:
Over 12,000 lines of code in the mission script
Dynamic spawn algorithm for varied replay experience
Lord Hood Boy digs up Powerful Gold Weapons for the players
Allied reinforcements (401k and benefits)
Arm your allies with powerful armaments
Unique enemy types
25+ Custom Weapons
New Equipment
Call in one of three powerful Air Support Events
Regular supply drops and equipment spawns
Shields Regenerate from Crystals
Combat Music
Cinematic Cutscenes
Final Boss Fight
Alternate epilogue to fit the Lord Hood Boy timeline (Moved to Goldmine mod)
Optional Endless Firefight Mode
Spoiler:
Show
Select rallypoint Bravo to play the endless firefight mode.
Free Hat
COMPLETION TIME: This is a challenging mission - the duration depends on the players skill The recommended difficulties should take 60 minutes
Difficulty Recommendations (For your first playthrough): Solo: Normal 2-3 Players: Heroic 3-4 Players: Legendary Extra Challenge (for the sadists): Enable Skulls
Gameplay Tips:
LHB digs up more gold weapons when you move around the map (camping lowers the loot rate)
Instead of running for cover, try breaking one of the golden crystal nodes to recharge your shield
The air support teleporter can be used once per round. It consumes your weapons upon activation but not equipment.
If you have extra power weapons, give them to your allies (especially before calling air-support)
Defend the central turret from the covenant. It can be very deadly turned against you.
The Extra Heavy Gold weapons only spawn after the first set. (these can also be found before starting the firefight)
Extra grenades and equipment spawn each round
Firefight Details: The FIREFIGHT has 2 SETS comprised of 8 ROUNDS. Each round will spawn more advanced enemy types and each encounter is uniquely randomized for a varied game experience. Checkpoints are awarded at the end of each round. All the really big guns debut in the second set and the firefight concludes with a dramatic boss encounter.
Each playthrough will have a unique combination of experiences. You will not experience every rare encounter in a single run.
Spoiler:
Show
Select rallypoint Bravo to unlock unlimited firefight. This mode excludes the final boss fight and cinematic endings for an endless firefight mode with ever-increasing difficulty.
Can you uncover all of Lord Hood Boy’s secrets?
How to install on steam: This map replaces the maps “Halo” and "Epilogue" in Halo 3. Navigate to “...steamapps\common\Halo The Master Chief Collection\halo3\maps”, make a backup of the existing “110_hc.map” file, and then drop the downloaded map file into this folder.
How to Start the mod: Launch the game with Anticheat Disabled Once in game, launch the mission Cortana from the halo 3 campaign
This mod will also work with the windows store version of the mcc. Just drop the file into the respective maps folder