Halo: The Master Chief Collection

Halo: The Master Chief Collection

242 ratings
The Tower of Treachery - Custom Campaign Mission
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Engine: Halo3
Game Content: Campaign
File Size
Posted
Updated
404.266 MB
27 Oct, 2023 @ 6:36pm
6 Mar, 2024 @ 6:28am
7 Change Notes ( view )

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The Tower of Treachery - Custom Campaign Mission

In 2 collections by Skorly
Skorly's Halo Maps
9 items
Custom Singleplayer Maps
39 items
Description
The Master Chief must shut down a Forerunner defense tower. Can the Master Chief find the very convenient shut-down-all-defenses switch, or will The Covenant stop him before he gets close?

This is actually on of the first missions I started working on when the Halo 3 Mod tools came out, but it has been stuck in development hell for more than a year. Better late than never!

This missions also features re-balanced a sandbox and AI. Non of the weapons are changed majorly, and still fill their original purpose. They're just generally a lot more effective now. Enemy AI has been changed to have more self preservation, while also being more aggressive. For balancing sake dual wielding has been taken out of this mod.

Weapon changes:

All:
- Plasma has been made slight more effective against shields while bullet weapons deal slightly less damage against shields.
- No dual wielding
- Player melee deals slightly less damage

Magnum:
+ Double damage (can preform the famous three-tap against lower ranking brutes!)
+ Slight more accurate
- Still no zoom
(Like CE pistol, without a zoom)

Assault rifle:
+ More damage
+ More accurate
(Good all around weapon now)

SMG:
+ Faster firing rate
+ More damage
- Less accurate
(Behaves a lot like CE Assault rifle)

Battle Rifle:
- More or less unchanged

Shotgun:
+ Deals more damage
+ Slight more range
- lot less spare ammo
(It's better now)

Sniper Rifle:
- Unchanged

Rocket Launcher
- Unchanged

Spartan Laser:
- Unchanged

Plasma Pistol:
+ Single shot can fire faster and is more effective
- Charged shots tracking and speed has been nerfed
- Single shot drains more charge %
(Slight less OP!)

Plasma Rifle:
+ Is now red, because Brutes
+ Projectiles as faster and more accurate
- Drains more charge %
- Yes, I know I could have just used the Brute Plasma Rifle, but I liked the cotract between the blue plasma and red rifle.
(behaves more like CE Plasma Rifle)

Mauler:
+ Now fires Spikes!
+ Has more range because of this
+ Faster firing speed
(I think Unreal Tournament fans will love this one!)

Spiker:
+ Damage has been doubled
- Sucks even more than before against shields
(Destroys unshielded targets, sucks against shields. Great precision weapon alternative)

Needler:
+ Now carries 32 rounds per... magazine?
+ Now has longer spikes because of this!
- Super combine does less damage
(behaves more like CE Needler. I only really changed this one because the short spikes annoyed me)

Carbine:
+ Can fire faster
- Deals less damage


Brute Shot:
+ Can carry 6 extra rounds in reserve
(No change apart from that)

Beam Rifle:
- No change

Energy Sword:
- No Change

Gravity Hammer:
+ Higher blast radius (for players only, don't worry)

Frag:
- No change

Plasma Grenade:
- No change

Spike Grenade:
+ Explosive radius has been greatly increased. Now in line with frags explosive radius
+ Spike come out differently
- Explosive still deals ♥♥♥♥ damage lol
(Great for killing large groups Grunts, or taking out an enemy with low health in cover.)


Enemy Changes:

Grunts:
- Have slightly less health (this was done to make the non-headshot weapons more effective against them)

Jackals:
- Turned the Jackal Major shield orange by obligation
- Jackal Majors are more resistant to flinching
- Jackals are a lot better at using the Plasma Pistol

Brutes:
- Most ranks have a small buff in health (this is mostly done to compensate for stronger weapons)
- Unshielded Brutes take 40% less melee damage (done to make berserk more effective)
- Use Halo 2 berserk animations
- Captains now keep their helmets when they lose their armor
- Have a lot more self-preservation while also being more aggressive when not under fire
- New rank! The Brute Sniper

Hunters:
- Are more accurate
- Are more aggressive
- Turn faster
- Have slightly less health



I hope you enjoy the map, and if you encounter any bugs, make sure to let me know.


Have Fun!

Youtube: https://www.youtube.com/@skurly8689
Patreon: https://www.patreon.com/user?u=81296392
Popular Discussions View All (1)
1
15 Feb, 2024 @ 5:18am
Bug
shadowplyr
55 Comments
Dudio Studios ~ YouTube 19 Apr @ 9:00pm 
Join my Discord if you’re interested in modded Halo multiplayer! https://discord.gg/C3YZs34Z (Check my profile if the link doesn't work)
We welcome mod makers who wish to test WIP mods and people from all time-zones!
Cricket Irken 12 Mar @ 2:45pm 
Could you please update this mod to work with the newest version of MCC?
Average Alchemist 7 Dec, 2024 @ 11:43am 
Good mission.

-I appreciate the choice to switch from Covenant enemies to Flood part way through, and then adding Covenant back in for crossfire. Otherwise going through the same areas would've been too repetitive.
-I wish there was a bit more to the escape segment, like an unavoidable fight against the hunters at the top of the tower, or maybe having to shoot something down with the banshee. I just walked past them and it felt kind of anticlimactic.
-Even with the repeating indoor environments, this mission is better than some of the missions from the Halo 1 campaign. And Halo 1 actually cost money, while you gave this to us for free.
-I noticed that some of the rooms in this mission were based-off of rooms from other Forerunner structures in previous Halo games, which I thought was a nice touch.

Overrall very glad that map-makers like you exist. I look forward to trying the other missions in your collection.
Combine117 8 Nov, 2024 @ 4:25pm 
Map's so pretty, I wish it was just the upper levels of the tower and none of the old sections. Seeing the endless desert through the tinted forerunner windows was so dreamy, felt like I was here before.

Map kinda gets stale once you meet the flood, for the reasons paytonthemetalhead and cmdr Salamandr 2 have already said.
ABadOmen 6 Nov, 2024 @ 6:07pm 
I love what you did with the mauler and spike grenade. Really made those weapons fairly useful now, especially the spike grenade. Always felt that should be a way more powerful grenade, as it not only explodes but launches deadly spikes throughout an area to finish anything the initial explosion didn't. Great encounters as well. Overall enjoyed this mod!
gub 16 Jul, 2024 @ 2:14am 
I love these mods man. Please for the love of god remove the stupid orange shield jackals who ignore the fact youre shooting at them. they are not fun to fight in any way
paytonthemetalhead 15 Jul, 2024 @ 10:04am 
PLEASE READ THIS legendary difficulty issue @Skorly hey just an fyi here the part where the doors rise up w/ the 2 brutes w/ the heavy machine gun turrets they have ridiculous amount of sheilds & health making it feel near impossible i can only sometimes take down the one but they run to cover & camp when their health starts going down
Grand Duke Hans 14 Jul, 2024 @ 7:05am 
I just hope the marines managed to get out on their own :(
cmdr Salamandr 2 2 Jul, 2024 @ 11:40pm 
I loved the polish of the Forerunner architecture and the Covenant encounters, but the Flood sections felt unpolished, with only the occasional prop, and extremely easy Flood encounters. I personally believe the Flood encounters were lacking because they didn't have many hordes, which is what the Flood is uniquely good at. Overall great map, but I wish the Flood encounters were more challenging and visually interesting.
Kpmh2001 22 Jun, 2024 @ 7:02am 
This was a really fun level, excellent work!