1. So, do I need just the main version? No need for the tag and data set? I've installed it manually and everything seems good, Johnson has the sniper rifle and I can't switch to Anniversary graphics.
2. Is this version fully up to date compared to Steam Workshop? I saw the last update over there was in March this year.
I second this... some incredible content here but the footssteps in the classic mode (coming from a few playthroughs of the new graphics) is distracting!
I've noticed that the optional mod 'Classic OG Mission Thumbnails' will cause an immediate crash on game launch, if this mod is installed/enabled. The main mod runs fine tho.
When standing still, the gunshot sounds is good and coming from both left and right. But I only hear my gunshots in my right ear when strafing left; and in my left ear when strafing right. In addition, walking in zigzag and shooting creates some very unpleasant cuts in the audio.
Hahahaha, i love it! Im suffering through the same thing at the moment. Im trying to get this latest 2023 update mod to work on my Nov 17, 2020 v1.1955.0.0 update Halo TMCC CEA 1. I cant seem to work this at all, it just seems so simple to replace MAP files but it just doesnt work and gives me a Fatal Error! and stops and crashes my game.
In Pillar of Autumn's opening cinematic, SGT Johnson will have a sniper rifle, and some of the warthogs will have rocket turrets, with this mod installed. On Heroic and Legendary, Ruby fixed an audio bug when the Chief is stepping out of the cryotube, so you won't hear repeat footsteps. Most people don't notice this. Additionally, on Truth and Reconciliation, if your marines start with ODST armor, the mod is installed.
Excellent project. Everything feels and plays challenging and refreshing.
However, the flood instantly proven to be a disappointment for me. The shielded forms are very fun to fight. But the rebalancing effort have shattered the very essence of what flood was in my and developer's vision during the first game.
Gameplay value loss:
Originally you would have need a whole different arsenal to fight the flood: shotgun was the leader, while AR and magnum were following right after as almost equally effective tools. Several means of killing were ruled out, when you were dealing with the flood: sniper rifle and the melee. Now, just because this mod adds a "headshot" to the flood, all of this variety have been teared down and brought back to the same "noob combo festival" as it is with the covenant. Magnum + plasma pistol is now the go-to-combo not only for covenant, but for the flood too. I don't think that this is a positive change.
Subjective perception & lore value loss:
The whole idea of the CE flood was that they were a near-unkillable mass of hive-sentient flesh, something like in "The Thing" movie. A unique type of enemy. The only way to disable them was to utterly shred their bodies with weaponry, be it fire, lead or plasma.
You couldn't just "headshot" the flood, because they had NO head. Their whole bodies were a mess of nerve and muscle, there was nothing to "headshot". Now they pop like those funny, boring zombies from the Walking Dead series, cause you've "destroyed the brain", yeah.
And you couldn't punch them to death for obvious reasons. But now you can just beat 'em up like in GTA. A chunk of combat-hardened, reincarnating flesh, that you previously couldn't have killed even with several sniper rounds, now can be beaten with a stick, as if it were a mudcrab from Skyrim.
Every aspect of original flood which made it so unique and terrifying was taken and replaced with zombie movie cliches a la "go for the head".
Great mod overall, but that's was a bunch of criticism anyway.
What you are describing with the Flood would be lore-accurate with the original Halo novels (such as The Flood by William C. Dietz). However, I think the mod author was looking at the original trilogy of Bungie games, and inter-game consistency, when making these decisions. As far as Flood headshots and beatdowns go, these were ever-present in Halo 3. Heck, when I played Halo 3, beatdowns and headshots were my *preferred* methods of dealing with Flood combat forms, because other methods felt like a waste of ammo and took longer.
Also, headshots would technically be lore-friendly on the condition that you are shooting the infection form that has taken over the host's body. With the infection form killed, I'm not sure the host body can keep moving on its own. The infection form would be located where the tentacles/sensors with the red tufts are sticking out of the host's chest.
All that aside though, thanks so much for the mod, Ruby! I'm loving all of it so far, especially the loads of cut/unfinished content. It's cool to see what Combat Evolved would have been like if the devs had more time and money to finish before the game shipped.
Inter-game consistency, I didn't thought about it, thanks for clarification. And I can see the point, but only just.
I thought that CE's image of the flood (and that of the original novels, I presume) was scary and truly unique, very much worth preserving.
Sacrificing it AND the objective gameplay value (different weapons for different enemies) for something so arguable and subjective as the "inter-game consistency with Halo 3" is a strange decision in my opinion. Fragile-ass-wall-latching-sniper-bullsh*t-flood from H3 is not something that I would sacrifice for.
I disagree strongly against your point about weapon variety. The only tools you have reason to use vs Flood in original CE was Shotgun, Pistol, and Rockets. These three weapons are just as good against Covenant in the latter half as well. The AR is objectively, intentionally even, *not* good against the Flood in vanilla, having a huge, deliberate damage nerf vs them.
My intention was literally to give more uses for various weapons vs Flood. Shotgun can still one-shot every Flood form aside from Specops and Zealot. Pistol can "headshot" but can't do so easily vs shielded forms. Plasma weapons are good for stripping or killing shielded forms. Assault Rifle does MUCH more damage vs Carriers and is more relevant thanks to more spawned Infection Forms who deal more shield damage. The Sniper Rifle still deals negligible damage vs Combat Forms, requiring hitting their cores. The Needler melee, Rockets, and Fuel Rod Cannon is capable of dealing much more melee damage to them than standard melees, which they still resist to a big degree. The Needler and Plasma grenade are capable of killing Carriers and the Infection forms at once. The vast majority of these sandbox interactions were not present in vanilla.
In regards to your point about "destroying the brain", you aren't shooting their heads. They are dying from "headshotting" the infection forms controlling them, which does not contradict their lore at all and is something 2 and 3 added for that reason.
zigzag182, I was talking about flood lore, not the gameplay.
RubyofBlue, my bad on mentioning the AR, didn't know that at the time.
I like the variety. What bothered me is that with this mod the "noob combo" reigns even more supreme than before, being able to insta-kill Flood. The fact that Flood has shields now reinforces the issue even more. And it seems to me that the noob combo is now the most efficient way to deal with both factions, which narrows the meta down twofold.
As for lore. I meant the core when I said "head" :) And that the point of CE's Flood was that it had no head/core/brain that you could simply destroy, it almost seemed that they have no weakness. This was one of the key traits that made Flood resilient, inhuman, unique and scary type of enemy, unlike most other more human-like zombie concepts in media.
Please port this to Halo: Custom Edition on PC! Would absolutely love playing this for Halo VR! Since HVR now supports custom edition, this would be perfect!
Ruby, I love this mod so much. It's now my go-to way to play CE on the computer. Playing through it reminded me of playing Halo for the first time on the original Xbox, giving me a sense of wonder and discovery, taking it slow.
The immediate bug fix I noticed, because it was always a pet peeve of mine, even on console, was that you fixed the footstep audio bug, when Chief is coming out of the cryo tube, on difficulties above Normal. I also love all of added details like the elites breaking through the door on every difficulty. I always wanted that. Everything added has been a treat, from the secrets, to extended combat encounters, and improved AI intelligence for both sides at once.
The only two things that bug me with this mod, or at least that I wish was an option, are:
1. I miss being able to one shot hunters in the back with the pistol and sniper rifle. Yes, it is more fun to fight them properly now, but sometimes, I just want to feel like a badass and wipe the floor with them. I wonder if you could add a critical hit to those two weapons, specifically for the hunter's stomach and back, where there's a 25%+ chance it could one-shot them. The other main reason I miss this is because in the launch trailer, on the original xbox disc version, when you wait on the main menu to see the gameplay videos, there's a scene that even shows the developers in cooperative kiting a hunter, while the other player maneuvers in the back to one shot it with a pistol. This always made that maneuver seem like a feature, rather than a bug, and I'd like it to return.
2. The option of friendly fire on marines. I actually love that you made it impossible to run over the marines, and I'm not sure if these things are mutually exclusive to one another, but I do miss friendly firing marines with gunfire and grenades. While I don't relish in killing them, I enjoy the easter eggs that accompany them, when they turn on you. It just makes them feel more real. Plus, they can still friendly fire you, and sometimes I just want to vent frustration if they're the reason I load a checkpoint.
These both feel like intended features that were removed. I'd love for you to see this and respond, just to get your thoughts. - Joseph
669 comments
1. So, do I need just the main version? No need for the tag and data set? I've installed it manually and everything seems good, Johnson has the sniper rifle and I can't switch to Anniversary graphics.
2. Is this version fully up to date compared to Steam Workshop? I saw the last update over there was in March this year.
Im suffering through the same thing at the moment. Im trying to get this latest 2023 update mod to work on my Nov 17, 2020 v1.1955.0.0 update Halo TMCC CEA 1. I cant seem to work this at all, it just seems so simple to replace MAP files but it just doesnt work and gives me a Fatal Error! and stops and crashes my game.
Additionally, on Truth and Reconciliation, if your marines start with ODST armor, the mod is installed.
However, the flood instantly proven to be a disappointment for me. The shielded forms are very fun to fight. But the rebalancing effort have shattered the very essence of what flood was in my and developer's vision during the first game.
Gameplay value loss:
Originally you would have need a whole different arsenal to fight the flood: shotgun was the leader, while AR and magnum were following right after as almost equally effective tools. Several means of killing were ruled out, when you were dealing with the flood: sniper rifle and the melee. Now, just because this mod adds a "headshot" to the flood, all of this variety have been teared down and brought back to the same "noob combo festival" as it is with the covenant. Magnum + plasma pistol is now the go-to-combo not only for covenant, but for the flood too. I don't think that this is a positive change.
Subjective perception & lore value loss:
The whole idea of the CE flood was that they were a near-unkillable mass of hive-sentient flesh, something like in "The Thing" movie. A unique type of enemy. The only way to disable them was to utterly shred their bodies with weaponry, be it fire, lead or plasma.
You couldn't just "headshot" the flood, because they had NO head. Their whole bodies were a mess of nerve and muscle, there was nothing to "headshot". Now they pop like those funny, boring zombies from the Walking Dead series, cause you've "destroyed the brain", yeah.
And you couldn't punch them to death for obvious reasons. But now you can just beat 'em up like in GTA. A chunk of combat-hardened, reincarnating flesh, that you previously couldn't have killed even with several sniper rounds, now can be beaten with a stick, as if it were a mudcrab from Skyrim.
Every aspect of original flood which made it so unique and terrifying was taken and replaced with zombie movie cliches a la "go for the head".
Great mod overall, but that's was a bunch of criticism anyway.
Also, headshots would technically be lore-friendly on the condition that you are shooting the infection form that has taken over the host's body. With the infection form killed, I'm not sure the host body can keep moving on its own. The infection form would be located where the tentacles/sensors with the red tufts are sticking out of the host's chest.
All that aside though, thanks so much for the mod, Ruby! I'm loving all of it so far, especially the loads of cut/unfinished content. It's cool to see what Combat Evolved would have been like if the devs had more time and money to finish before the game shipped.
I thought that CE's image of the flood (and that of the original novels, I presume) was scary and truly unique, very much worth preserving.
Sacrificing it AND the objective gameplay value (different weapons for different enemies) for something so arguable and subjective as the "inter-game consistency with Halo 3" is a strange decision in my opinion. Fragile-ass-wall-latching-sniper-bullsh*t-flood from H3 is not something that I would sacrifice for.
My intention was literally to give more uses for various weapons vs Flood. Shotgun can still one-shot every Flood form aside from Specops and Zealot. Pistol can "headshot" but can't do so easily vs shielded forms. Plasma weapons are good for stripping or killing shielded forms. Assault Rifle does MUCH more damage vs Carriers and is more relevant thanks to more spawned Infection Forms who deal more shield damage. The Sniper Rifle still deals negligible damage vs Combat Forms, requiring hitting their cores. The Needler melee, Rockets, and Fuel Rod Cannon is capable of dealing much more melee damage to them than standard melees, which they still resist to a big degree. The Needler and Plasma grenade are capable of killing Carriers and the Infection forms at once. The vast majority of these sandbox interactions were not present in vanilla.
In regards to your point about "destroying the brain", you aren't shooting their heads. They are dying from "headshotting" the infection forms controlling them, which does not contradict their lore at all and is something 2 and 3 added for that reason.
RubyofBlue, my bad on mentioning the AR, didn't know that at the time.
I like the variety. What bothered me is that with this mod the "noob combo" reigns even more supreme than before, being able to insta-kill Flood. The fact that Flood has shields now reinforces the issue even more. And it seems to me that the noob combo is now the most efficient way to deal with both factions, which narrows the meta down twofold.
As for lore. I meant the core when I said "head" :) And that the point of CE's Flood was that it had no head/core/brain that you could simply destroy, it almost seemed that they have no weakness. This was one of the key traits that made Flood resilient, inhuman, unique and scary type of enemy, unlike most other more human-like zombie concepts in media.
The immediate bug fix I noticed, because it was always a pet peeve of mine, even on console, was that you fixed the footstep audio bug, when Chief is coming out of the cryo tube, on difficulties above Normal. I also love all of added details like the elites breaking through the door on every difficulty. I always wanted that. Everything added has been a treat, from the secrets, to extended combat encounters, and improved AI intelligence for both sides at once.
The only two things that bug me with this mod, or at least that I wish was an option, are:
1. I miss being able to one shot hunters in the back with the pistol and sniper rifle. Yes, it is more fun to fight them properly now, but sometimes, I just want to feel like a badass and wipe the floor with them. I wonder if you could add a critical hit to those two weapons, specifically for the hunter's stomach and back, where there's a 25%+ chance it could one-shot them. The other main reason I miss this is because in the launch trailer, on the original xbox disc version, when you wait on the main menu to see the gameplay videos, there's a scene that even shows the developers in cooperative kiting a hunter, while the other player maneuvers in the back to one shot it with a pistol. This always made that maneuver seem like a feature, rather than a bug, and I'd like it to return.
2. The option of friendly fire on marines. I actually love that you made it impossible to run over the marines, and I'm not sure if these things are mutually exclusive to one another, but I do miss friendly firing marines with gunfire and grenades. While I don't relish in killing them, I enjoy the easter eggs that accompany them, when they turn on you. It just makes them feel more real. Plus, they can still friendly fire you, and sometimes I just want to vent frustration if they're the reason I load a checkpoint.
These both feel like intended features that were removed.
I'd love for you to see this and respond, just to get your thoughts.
- Joseph