Halo: The Master Chief Collection

Halo: The Master Chief Collection

Island Hop
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Update: 25 May @ 7:01pm

A few weapon changes

- Noticed the the velocity of 10 for the modified Needler is the same as the CMT Evolved mp_needler, then decided to just copy the stats and detonation of that weapon. Imported CMT Evolved Needler melee and reload animations. Melee is different than CMT Evolved; increased minimum melee damage to always 2 hit-ko, and maximum melee damage is the same as the vanilla Needler (higher than CMT Evolved's maximum). CMT Evolved melees have a larger radius (.65)
- Updated the Lamprey sub-ED melee, now has a modified version of the CMT Evolved melee_blade.damage_effect; minimum damage 2-hit kos, maximum melee damage is the same as vanilla Needler. Additionally, the melee now uses the CMT Evolved Shedder melee sound.
- Since I was increasing the melee damage effect radius of these weapons, also increased the radius of the Energy Sword to .65, aoe core radius increased to .26
- now using Digsite MP hud_msg_icons_mr.bitmap created by Altis (Energy Sword and Speargun have correct weapon icons)

Update: 25 May @ 6:43pm

- botched update -

Update: 20 May @ 5:33pm

Added some stuff I carried over from Hydrolysis Redux

- Reported the map again; using the Mercury Rising Tagset release and Halo MCC CE Revised Tag fixes by Aerocatia
- Removed Tiamat's unfinished Wraith and test Ghost vehicle variants again to save space
- Energy Sword changed to use Digsite 3rd person Forceblade animations, 1st person model now uses Digsite sounds
- removed the mp_needler weapon, replaced it with the fiesta / modified needler to emphasize Tiamat's velocity changes, then increased the projectile's guided angular velocity to 115
- Pistol moved to weapon index 3 (shows up during Fiesta/Random, but can't be selected unless you set Custom Equipment to No)
- Needle Rifle moved to weapon index 4 (Magnum), it's secondary fire uses it's own projectile now (previously was using mp_needle.projectile)
- added the Mercury Rising Speargun as the Map Default Starting Weapon (uses weapon index 10 or 11 so it is always available)
- moved the blue SplashSite speargun / Lamprey sub-ED to weapon index 10 or 11, now Map Default Secondary Weapon (it is always available)
- made a huge amount of changes to the SplashSite speargun / Lamprey; minimum resulting explosion damage increased by 25 and maximum explosion damage increased by 5, does 0.6x damage to cyborg shields. Lowered initial velocity projectile to 24 and final velocity to 21. Rifle bullet / spear skips shield and will always instant kill on headshot. The rifle bullet / spear damage effect lower bound increased to 42 and maximum bound increased to 84, given 0.2381 damage modifier for cyborg and cyborg shield.
- imported CMT Evolved Spiker melee cyborg.model_animation for Lamprey/SplashSite speargun melee
- imported h_turret exit animation from Hydrolysis; used to prevent Boathog gunner from being forced to fall to their death
- Doozy passenger and Warthog/Boathog side-seat exit animations changed to prevent players from being forced to fall to their deaths
- all weapons (except the Speargun / Lamprey sub-ED) now have 1st person put-away animations, which are used for 1st person unarmed passenger seats


- Leech vehicle no longer endlessly plays head-ache inducing noise without a driver


The King of the Hill / Race update is going to be a lot harder than I thought it could be. I'm going to have to ask and find custom scenery objects that players can travel/walk on yet see and shoot through. They can't be devices like the light bridges (which start in an off state), since devices don't synch. Going to have to ask for a grav lift tag or mancannon tag or something that works.

As for creating custom weapon icons, I have not had any success. GIMP isn't able to properly open Ruby Rebalanced's hud_msg_icons tif, plus GIMP seems to auto-change some image properties. I need someone with Photoshop.

Update: 8 Mar @ 8:05am

Update to work with the current MCC with lots of changes;

- Reported the map again; this time it uses Halo MCC CE Revised Tag fixes by Aerocatia
- Removed the Race Scripts, music, and hoverboards from the map
- Re-added Tiamat's unfinished Wraith and test Ghost vehicle variants to the map (still go unused, just back for historical purposes, getting alien scout type vehicles to work in maps with deep water seems impossible)
- Updated the Fiesta Needler at index 3 (too many changes to list)
- Some changes to vehicle tags; most importantly I removed acceleration from the underwater shade turrets to work like the original map (and to stop the turrets from clipping under the map when shot).
- Added a vehicle ceiling to the map for the Leech vehicle (maximum height is about 73.5 world units, twice that of Death Island)
- Added RubyRebalanced's combined weapon icons bitmap tag; the energy sword finally has a unique pickup icon now

This map will be updated in the future, and this will be a rollback update I need to make further changes to scripts.

Notable changes in the future will be making a way for players to play King of the Hill and Race without vehicles (if I can't find a way to make a new method without changing the map too much, I may have to go back to hoverboards). The forced flying hoverboard spawns changed the gameplay a little too much from the original map in Race (notably the Boathog duels).

I also need to get proper weapon icons for the Speargun and Needle Rifle; I'm going to have to learn to create my own combined weapon icons bitmap tag to do so. I know Altis has a Speargun icon for Mercury Rising, so I will have to get permission and the source of the bitmap for that. Going to need the source for RubyRebalanced's Energy Sword icon bitmap too. Then I will have to recreate Tiamat's Needle Rifle icon from scratch.

Update: 14 Nov, 2024 @ 10:32pm

Race Update
- 16 flying Hoverboards from DMT-air will always be available in Race; they are much slower than their campaign counterparts (had to balance them against the slow Rocket Boathog, sorry)
- increased rider fraction damage of Doozy to .25 (same as Banshee)
- Rocket Boathog and New Boathog collision changed to "only" be "vulnerable" to explosives again (this was to match the stock MCC Warthogs)
- finally fixed the Energy Sword UI/hud

Tiamat's unfinished Wraith gets cut again.

Update: 9 Nov, 2024 @ 4:37pm

Vehicle Update
- old Boathogs have been updated with Tiamat's newer Boathog tags released 10/11/2005, changes include being "vulnerable" to non-explosive weapons and working with Warthog skins; some markers had to be added to get the headlights and tail-lights to work (Antenna marker was incorrect so that was fixed too)
- Rocket Boathog given an updated collision model to be "vulnerable" to non-explosive weapons
- Doozy given an updated collision model to be "vulnerable" to non-explosive weapons, rider fraction damage increased to a standard .18
- Leech rider fraction damage increased to .1

Unfortunately the Race Leeches are going to be cut (they would have out-speed all the vehicles except the Doozy and couldn't find a way for players to turn Leeches off; the entire reason music was added was to reduce the head-aches of 16 Leeches making idle sound-loops too). Tiamat's unfinished Wraith variant was actually "drivable" back in older versions of this map for Race, and is thankfully slow enough to be considered a prime Plan B candidate, however they could never move in deep water, so quite some work is going to be needed for it.

Update: 5 Nov, 2024 @ 8:21pm

- Added a script that will play music by Robin Beanland in Race (special thanks to con for coming up with a method to detect game modes in scripts)
- Race Leech spawns will need to be worked on quite a bit before implementing a proper race update and script for them (not even sure that certain 'if' conditions that were originally planned can even be used; lots of trial and error are required)
- made a few name changes to markers for leech_mp.gbxmodel and other text changes

Update: 31 Oct, 2024 @ 7:01am

This is basically a preparation backup before a proper Race update
- Changed the starting grenades to 2 plasma grenades (they are more useful against vehicles plus there are already twice as many frag grenades on the map)
- corrected team values for all vehicles on the map (notably Boathogs and Rocket Boathogs)
- Added 16 unused Leech's and 16 unused Tiamat Wraith's (each with object names) in the scenario file in preparation for the Race Game Type; when a proper script for Race is created they will be used

Update: 25 Oct, 2024 @ 10:15pm

- The Silent Cartographer: Evolved Needler exclusive to Fiesta has been replaced, as a result the map should be 12 MB less and the Digsite model gets used as originally planned
- The Digsite Needler still contains the CMT animations and hud that we all love!

Update: 24 Oct, 2024 @ 6:36pm

- previous versions of the map were using the stock MCC mp_needle.projectile however Tiamat made several changes to it, the changes have been properly ported to MCC (notably the Needler's projectiles should move faster and can actually damage the rocks unique to this map)
- copied all of Tiamat's Needler changes to the Fiesta / CMT Silent Cartographer Evolved Needler / projectile
- updated the leech_mp.gbxmodel camera markers to have proper values (this affects gameplay), also added enter and exit markers to each seat (doesn't seem to affect gameplay, but if a modder wants to use different bipeds / animations having them might be useful, I dunno)
- finally touched the Doozy spawns, they should be a lot less likely to float away, they also shouldn't rotate anymore when they spawn