Halo: The Master Chief Collection

Halo: The Master Chief Collection

Contact: Evolved
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Update: 2 Jul @ 5:25pm

- added missing ammo packs / boxes after the turret section
- created ranged variants of Elite Major Needler actors (only used in the final boss area)
- reworked the Grav Room area; added working teleporters on the bottom left and right side (no more needing to restart from checkpoint after falling down), changed all actors to ranged variants (with the exception of added Needler Brutes, all the AI can shoot and spot you from further distances in the room). Added some frag / plasma grenade pickups in the area as well.

Update: 30 Jun @ 8:22pm

- added Brutes, 2 Jackal Snipers, and 2 Hunters to the turret section of the map
- added ammo packs and a health pack at the end of the turret section
- added Heretic corpses
- modified the Elite boss tags to use Halo 1 Spirit assets (they will noticeably jump more often)

Update: 15 Jun @ 5:27pm

- Tweaked the Silenced SMG to be more accurrate; first shot has no spread (try burst firing or slowly tapping the trigger at longer distances for best results)
- changed a few actor variants (forgot to change a few mine entrance Elites to ranged versions in the last patch)
- more tweaks to globals to be more similar to (campaign) The Silent Cartographer: Evolved
- changed the easy settings in globals.globals to vanilla since I don't intend on creating a Noble Difficulty (for now)
- maximum grenade count 4 for Frags, 4 for Plasma, 1 for EMP
- replaced 3 spare Dark Crystallizers with Needlers
- adjusted the rotation of a few spare weapons

Update: 14 Jun @ 2:01pm

Turns out previous versions of the mod were using Halo 1 Spirit multiplayer Globals and player biped, these have been corrected to the proper campaign The Silent Cartographer: Evolved assets.

- player biped, hud and globals corrected (there will be noticeable gameplay differences such as the Warthog driving differently and you are a lot less likely to be killed by it)
- renamed the Dark Needler the Dark Crystallizer, changed it's model (uses Shedder's), increased range by 120% (now 24 World Units, in comparison the Shotgun is 40 World Units), lowered magazine to 6 rounds, max ammo 24, changed hud (now uses just 1 round per shot as well)
- added 1 EMP grenade to the map
- added 2 spare Plasma Rifles and 1 spare Carbine to the map
- bunch of changes to weapons to make sure they interact with the Honor Guard bosses' shields correctly (unfortunately I couldn't make them immune to plasma sticks, now they are completely like the SPV3 ones)
- increased the final boss' shields and health by 66.6% (now requires at least 3 Dark Crystallizer rounds to kill on Legendary)
- increased max ammo of the shotgun (40)
- increased Brute Shot blade melee damage bounds to 106 (enough to 1 hit kill Fuel Rod Grunts / Grunt Heavies and Jackal Snipers on Legendary), given a .849057 damage modifier for Brutes and Cyborgs
- Brute Shot max ammo changed to 36
- added smart-link scope to Silent SMG (not on the model, 3x scope with night vision option)
- changed a few Elites (the ones near the mine entrance) and 2 Jackals to their CMT Evolved ranged actor variants so they can spot and shoot you from a further distance

Update: 10 Jun @ 3:28pm

The Honor Guard Update

The previous Elite bosses had some issues; so they have been replaced. These Honor Guards use SPV3's collision models, making them immune to bullet weapons (only when their shields are still up) and needles yet vulnerable to everything else. (Also the Dark Needler still works on these bosses)

No longer do they have ridiculously strong shields and health.

- Brute Shot melee damage bounds increased to 100
- weapons that had the added "detonates explosives" flag from the previous patch as a workaround have had it removed

Update: 9 Jun @ 6:22pm

Bunch of weapons updated

The Boss Elites were immune to non-explosive weapons (excluding the SCE Sniper Rifle; which had the "detonates explosives" property).

I think I can agree this isn't communicated very well to the player. Additionally, it was too restrictive and didn't make sense. Instead, since this is a CMT based mod; I will in the future replace them with SPV3 Honor Guard Elites (if I can get the tags). They will still be immune to bullet-type weapons, but at least plasma weapons will work against them.


- modified Needler replaced with the actual Dark Needler proto-type weapon (there were 2 different Needlers in the original map; since the modified one had a unique melee I gave it to the Dark Needler). This is an even better anti-boss weapon (don't let the ammo count fool you though; each shot uses 2 crystals)
- renamed Cheers Carbine to Heretic Carbine; still has the accuracy, 20 round magazine, and rate of fire of the old map's Carbine, but damage was lowered to CMT Evolved Carbine values; additionally it can be used to damage Elite bosses now
- Brute Shot can damage Elite bosses now
- Grenade Launcher (Assault Rifle attachment) can damage Elite Bosses now
- Plasma Rifle & Plasma Pistol can kill Elite Bosses now
- Sniper Rifle no longer works on Elite Bosses
- changed some text

Update: 9 Jun @ 5:32am

A few weapon changes
- increased max ammo of Brute Shot (42 rounds)
- pistol ammo pack gives full ammo (goodbye funny number)
- lowered max ammo of Cheer Carbine (80 rounds)
- changed the properties of the Cheer Carbine; projectile should more likely be heard by enemies

It seems that the Carbine was NOT meant to be an Elite Boss killer in the original map; sorry for the misinformation. Sniper Rifle is an effective boss killer though if you are looking for another weapon.

Update: 8 Jun @ 4:14pm

Cheers for the Carbine!

The Carbine has been replaced with a Cheer Carbine using stats from the original map. Cheer Carbine has a higher rate of fire and more damage, but is a lot less accurrate.

Additionally, all the music bugs have been fixed and I reduced the size of a music tag to transparent (unnoticeable to humans, maybe I upset Grunts) quality, reducing the map size by 10 mb.

Update: 7 Jun @ 7:39pm

- buffed the range and reaction time of the grunt turret gunners
- all grunts that carry fuel rod guns are now green, similar to Heavies in other Halo titles
- Halo 2 music track at the end is now a 4 minute long version
- fixed a bug with the last music track (unfortunately bugs for the other ones still exist)

Update: 6 Jun @ 12:30pm

public release