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Hyokin

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ihyokin

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About this mod

A short reimagining of the start of the Halo 2 level "Outskirts" in Halo 3's engine.
This was a learning project for me to get more comfortable and familiar with H3EK and the Halo scripting language.

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Permissions and credits
A campaign level created so that I could better learn the engine, the tools, and the scripting language used in the Halo games.
One of my favorite levels in the entire franchise is the level Outskirts in Halo 2, so I decided to use the opening of it for my practice campaign map!
You can also download it directly from the Steam Workshop here.

In either case, you'll probably want to also download my FMOD files, which adds the new dialogue, weapon sounds, etc. into your MCC.
As with all file replacement, make sure your original halo 3 FMOD is backed up first!


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===== INSTALLATION =====
>>> Backup your Halo 3 maps in your Maps Folder.
>>> Copy the ".MAP" file to your Halo 3 Maps Folder.
>>> Replaces map "010_jungle" (for now)

Vortex should also work(for the map, not the FMOD folder), but please let me know if you have any issues with it!

===== SPECIAL THANKS =====
  • Kashiiera for the H2A Master Chief
  • RynoMods for the H2A Covenant models for the Elites!
  • Weaver900 for the Needle Rifle, DMR, and a few other misc. tags!

===== FEEDBACK =====
Contact @iHyokin on Twitter for feedback/bug reports!
THANKS FOR PLAYING!
HOPE YOU ENJOY IT!!!
======================

_______________________________________________________________________________________________________________________

===== CHANGE LOG =====
Completed/fixed changes are listed below, as well as some planned tweaks and additions, sorted by date and, in some cases, by section of the level.

[ Known Issues/WIP ]
  • Shadows aren't driving (AI animation error?)
  • Final room in tunnels has bugged lighting
  • Some objects/squads in tunnels have bugged lighting
  • Ramp outside Hotel Zanzibar has collision issues
  • Final tunnel segment is missing textures.

[ June 28, 2023 ]
SANDBOX
  • Fix Sniper Rifle's rate of fire.
  • Blue or tealish HUD.
  • Port Needle Rifle and DMR.
  • Update SMG sounds to H2 sound.
  • Update several weapons with H2 version

COURTYARD
  • Fix H2 Weapon Audio being too loud.
  • Fix Howdy Pelican Audio being too quiet.
  • Fix textures.
  • Less drones in swarm
  • Move Flocks to Covenant ship in distance.
  • Add ODST/Superintendant interactive scenery.
  • Revoice pilot dialogue w/southern accent.
  • Fix Z-fighting geometry in the Grunty Scare hall.

PELICAN PICKUP
  • Add more interactive ODST scenery.
  • Remove sniper near top left highway chunk.

SNIPER ALLEY
  • Fix textures.
  • Fix overhead tunnel geo [NEW] Fix OPEN EDGES!!
  • Hotel: Add "Chief, glad you could make it!" dialogue
  • Hotel: add death timer for worker to hasten elite movement.
  • Fix grunt squad spawn if player runs through.
  • Fix lighting inconsistency with beach area.
  • Add light to end of hall?
  • Remove Forge Walls
  • Ensure geo consistency between both zones.
  • Fix breakable glass so door doesn't clip through when opening.
  • Fix breakable glass geo so it doesn't leave floating bullet holes, (edited)

BEACH A
  • Banshee/Hornet flock over city in distance.
  • Adjust geometry so bridge is more visible.
  • Add a nav point on the phantom outside.
  • Alternatively, move Grunt spawn to draw player's attention to phantom.
  • Warthog turret camera very broken. Why???
  • Sniper: Remove firing positions(or make it its own set.) to avoid it jumping out of the tower.

BEACH B
  • Add a phantom assembling the AA gun.
  • Add a marine Warthog spawning in behind the player and driving in to help.
  • Spawn the Elite drop pods faster(why their shields busted?)

BEACH FINAL
  • Fix decorators.
  • Add a sniper tower.
  • Fix geometry near tunnel entrance.
  • Add ghosts/choppers coming out of the tunnel.

TUNNEL START
  • Add cinematic title for third chapter.
  • Add NM district doors to tunnel.
  • Add script point for Drones to fly up at the player as they make the jump.

TUNNEL MID
  • Add ghosts and choppers (and a Prowler/Spectre?)
  • Add a Drone Swarm flying into the tunnels?
  • After the big room, add the barricade with the shadow, shade turret, and elites.

TUNNEL END
  • Add script points for Shadows and spawn more in later sections.
  • Add final room encounter: shadow turret, placed turrets, three ghosts, and a pair of hunters(legendary?)
  • Move the flat image of the skyline back to add the illusion of depth
  • AI using Shadow Turrets are unable to fire!

TO DO LIST
Coutyard Phantom isn't unloading all troops. What the hey?
Add street signs/monitors/highway overhead sign.
Add seagulls/rat flocks
Adjust timing of radio clicks for audio.
Volume for Pelican Pilot waaaay too low.
Add debris and smoke/fire FX to burnt out building.
Add some more flocks, perhaps Cockatiels flying over the alley?
Fix beach warthog marine's AI(breaks after they spawn and do their jump.)
Have beach marine warthog move up from other area(or spawn a new one)
Add marines holding out on structure and beach.
Tunnels - Is lighting is working properly (The end is blue? Shiny objects?)
Tunnels - Add some geometry outside the windows. (render, no collision)
Add some instance geometry to break up the monotony of the tunnels(columns, doors, etc.)
Add the flipped bus jackal shield wall encounter, shade, and a ghost.
Fix the lighting near the Drone "fly up" spawn.
Have tunnel marines spawn in a warthog and follow the player.
Tunnel - Lower the ceiling in big room?
Fix Scarab's firing points to match busted hog.
Tunnel Mid/End - Add decorations like HuCiv, etc.
Add marines with a turret on the sides of the big room.
Warthog moves up/respawns to join player.
Fix misaligned geo/textures in end Tunnel.
Add "sunken" tunnel pieces with water.
Shadows carrying ghosts? How?
Shadows don't move (what the heck!?)
Add soft ceilings/slip surfaces in Blender
Verify decorators are on the right BSPs
Fix beach sand to use Shader_Terrain instead.


[ MAY 17, 2023 ]
- Lots of general updates, including: texture clean-up, fx, firing position tweaks and fixes, encounter changes, etc. etc.
- Changed skybox to Mombasa.
- Changed level geometry, added Sniper Alley, Alleyways, Hotel Zanzibar, and the first two beach encounters.
- Level ends after the Elite Drop pods. It will not end on its own, but requires you to save/quit for the time being.
- Removed some of the Holdout cover. 
- Tweaked some of the lighting.
- Added proper trees and other instance geometry.
- Changed spawn locations of some Holdout encounters and cleaned them up.
- Added custom audio and dialogue ripped from Halo 2.
-...and lots more!

[ April 22, 2023 ]
- Drones fly in a very VERY straight line when they first load in.
- Marines get confused and lost, not unlike Halo 2. I've mostly fixed this, but it could still happen.
- Grunts/Elite on the left side spawn coming out of the door get confused on the geometry and stuck.
- Phantom drops enemies too high, they sometimes get confused about firing positions.
- Hunters face to the left, should face front.
- Gate explosion isn't rendering before Hunters break through.