Halo: The Master Chief Collection

Halo: The Master Chief Collection

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H2 With Sprinkles
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Engine: Halo2
Game Content: Campaign
File Size
Posted
Updated
9.313 GB
17 Jul, 2023 @ 9:38am
2 Mar @ 7:49pm
12 Change Notes ( view )

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H2 With Sprinkles

Description
Vanilla With Sprinkles is a mod for Halo 2's campaign that modifies and scales up many of the game's AI encounters, and adds new allies and enemies throughout while keeping the weapon sandbox mostly intact. It is geared toward players who are looking for a fresher experience after playing this game for years like I have, so I've been wanting to make something like this for a VERY long time. This has been extensively playtested on Heroic, and Legendary mode's player handicaps have been removed.

LEVEL CHANGES:


Cairo Station
=========================
Security Marines have been added to a few areas, they're identifiable by their blue armor and are pretty handy with the magnum.

Jackals are encountered, and some of them are pretty thrilled to have gotten their hands on highly sought-after human weapons.

Spec Ops Covenant appear towards the end cuz I think it makes sense for them to be the ones handling an explosive device
instead of more common ranks

Some Marines are armed with MA5Bs



Outskirts/Metropolis
==========================
The Militia and NMPD are new allies encountered in Old and New Mombasa. Militia members are commonly seen wielding surplus MA5Bs supplied to them by the UNSC, and have taken a liking to the plasma grenades that they've looted off of covenant troops that they've killed. They've also tricked out the ultra-popular civilian warthog and uberchassis with turrets so they can fight with style. Their behavior is similar to Halo 1's Marines, and their presence rewards playing aggressively so they can provide fire support. They are not nearly as durable as the marines due to their lack of armor, and can easily be stunlocked under sustained fire, but their health will fully regenerate over time to encourage letting them accumulate.


The Pelican Pilots have survived the crash thanks to the brand new shock absorbent armor that the UNSC issued to them.


Brutes and shellack grunts make their debut in the first area

Jackals use human weapons on occasion, and some snipers have their weapons replaced with portable plasma cannons. They're terrible shots with the sniper rifle, I promise.

The scale of the Warthog beach section has been raised significantly, the AAA cannons now function like they should and they
are heavily fortified. Thankfully, there are plenty of volunteers itching to take it all back. The last tunnel area has been tweaked to present more of a challenge to the player, the Covenant there REALLY want the chief dead now.

A few more allies have been added to the tank section and more enemies have been scattered around the bridge where appropriate, including some spectres.

The tunnel section after the tank push has been modified to introduce the Brute Stalkers.

The park and city encounters have been scaled up to convey the idea that a massive battle is taking place over the center of
New Mombasa. It didn't make much sense for the build-up to only culminate in a fight against just 3 wraiths. Now the Covenant
are a bit more serious about their siege, and the humans are serious about defending it.

The Mongoose has been implemented and appears semi-frequently throughout both levels.

The Arbiter/Oracle
==========================
Heretic Jackals and Hunters are now present, with the Heretic Jackals being more varied in their weaponry compared to the Grunts and Elites since they're scavengers who love all kinds of firepower. They frequently wield plasma rifles, and are not as disciplined with the carbine as Heretic Elites are. The Heretic Hunters occasionally use conventional weapons instead of arm cannons, and are very vulnerable to stunlocking to keep encounters with them balanced. The Heretic Grunts now have a rank structure in place, you'll know the majors and ultras when you see them. Heretic Elite Ultras have also been added, their green armor makes them immediately identifiable in a firefight.

Allies have been uncapped for balancing purposes, with a chance of allied Brutes to appear.

Two Spec-Ops Jackals have been added to the Squad at the start of both missions

The Flood Juggernaut encounters have been restored, and most of the elite combat forms are now infected heretics

"Follow" plays a 2nd time during the fight against the Heretic Leader

Delta Halo/Regret
==========================
Hey, what if the ODST Platoon didn't suffer a bunch of casualties right on impact?
More ODSTs appear at the start, and two can be seen dual wielding SMGs and Magnums
The Pelican that drops off the warthog now has a full passenger bay, the levels' ally limits
have also been removed. What's that? In Amber Clad didn't have that many marines onboard?
Here's a thought: Shut up.

The Bridge Bunker is more fortified, there are now a few more threats to deal with and the Shadow is an available vehicle for players who'd like the opportunity to load one up with marines.

The vehicle section now has more enemy infantry in a few spots.

Spec Ops teams appear in some areas of Regret

Honor Guard Grunts appear alongside elites during the fight against Regret

Sacred Icon/Quarantine Zone
==========================
The battle in the Sentinel Wall is now ongoing, more allies are encountered and enemy marines are common.

Friendly brutes appear prominently.

Most flood encounters have been tweaked to include Grunt, Brute, and Jackal combat forms.

Juggernaut encounters have been restored along with a couple new ones

Flood Bomber Forms are fought in some areas

The Sentinels' weapons have been diversified, now some of them use the enforcer's needler
and grenade launcher.

Most grunts in the Sentinel Wall have the Shellback variant

Gravemind/High Charity
==========================
Honor Guard Brutes draw pikes when berserking

Honor Guard Grunts appear at the start

The Chief finds himself in the middle of the Schism a lot sooner, starting with
the Grunts and Jackals protesting the Brutes' rise to power.

A couple of captured heretics fight alongside the player and marines, the 3 jackals
from the Arbiter cutscene are also present. They normally don't last very long though.

Brute-aligned Grunts frequently appear

Elite-aligned Spec Ops Jackals have been added

Many brute vs elite encounters have been expanded or overhauled

Elite troops have been added to High Charity

Diversified the Flood Combat Forms, including a new Juggernaut encounter

Uprising/The Great Journey
==========================
Diversified the ranks of the dead elites in Uprising's intro

Vastly increased the the scale of most encounters, including more allies

Marines can be seen fighting alongside the Arbiter and the Separatists.
Don't give yourself a brain hemorrhage wondering how they got there.

Allied Spec-Ops Jackals have been added, some of them got ahold of
human weapons.

A gauss warthog appears with the spectre in Uprising's vehicle segment

"Reclaimer" plays a 2nd time during the vehicle segment

The Great Journey's opening encounter has been modified to have more allies present
A fanmade rendition of "Brothers In Arms" plays during The Great Journey's opening encounter

Pairs of Marines and Jackals accompany the Hunter Push
Halo 2's "Under Cover of Night" rendition plays during the Hunter Push

More enemy infantry appear during the scarab escort sequence

Separatists and Marines ride the scarab and engage enemies from its deck

Nerfed the Fist of Rukt.. For now at least

Diversified the pool of allies that spawn during the Tartarsauce fight


LIST OF KNOWN BUGS:

Radio static from certain characters' dialogue might loop - Reverting to the last checkpoint usually fixes this

The Enforcer in the Sacred Icon intro cutscene doesn't always appear
Popular Discussions View All (3)
1
30 Oct, 2024 @ 11:15am
assault rifle and silenced smg
KB1337
0
3 Jul @ 9:05pm
Upcoming Update Details
Sgt Stacker
0
5 Jun, 2024 @ 1:59am
Screenshot submissions
Sgt Stacker
207 Comments
Sgt Stacker  [author] 12 hours ago 
It should work fine on co-op mode, I've seen videos of people co-oping it without any problems
SpartanOmega768 13 hours ago 
Is this co-op friendly or will it have bad de-sync?
$P!TMyKidsOut 💦 8 Jul @ 11:28pm 
I also reloaded a checkpoint at the CP near the end of metropolis and it sent me all the way back to the moment when the marine in the tunnel offers you the shotgun.
$P!TMyKidsOut 💦 8 Jul @ 11:24pm 
Adding on to my previous comment, allies just do not like to fire their weapons for a considerable amount of time, even when near an enemy who is firing at them/us.
$P!TMyKidsOut 💦 8 Jul @ 10:38pm 
Allies ain't firing during the beach assault on Outskirts when in the Warthog for some reason. Well, that's a lie, they're just very delayed.
Bodyguard 5 Jul @ 2:29pm 
Every time I reinstall halo 2 I always gotta have this mod. I refuse to play without it lol. Amazing job as always, played the Alphamoon version as well and loved it. That lance you give makes it feel like a actual battle. Keep it up dude!
Mikelol 5 Jul @ 2:13pm 
You mind fix the Sacred Icon cutscene? Because the Enforcer and Phantom doesn't appear,
$P!TMyKidsOut 💦 5 Jul @ 12:58am 
Nah, heroic is too much for me, I"ll stick to normal 😂
MrPinkAdventures 3 Jul @ 9:50pm 
I wanted to like this mod I really did but as I was playing <-- even on Normal Difficulty I noticed something strange. I felt weak like my melee' attacks were under-performing their regular output. I shrugged this off initially, then when I was on the second mission in the Scorpion Tank I noticed vehicles were face tanking scorpion rounds, vehicles were exploding and the passengers were surviving, I even noticed at the end of the tunnel when It was tight and I had a shotgun it took way more then enough shots at point blank to put down enemies.., then it dawned on me the health of the enemies was increased to some absurd output and this doesn't make any sense. Especially when you consider the whole point of the mod is simply to make engagements larger, feel more immersive. So why mess around with enemy health values and clearly not know what you're doing because even on Easy difficulty the AI were surviving what would ordinarily be killing blows.
SIGIL 2 Jul @ 2:59am 
Tanx sarg 🤟🏻💪🏻🍻