Halo: The Master Chief Collection

Halo: The Master Chief Collection

Ultimate Firefight Series- New Map: Waterworks (Updated 24th April 2025)
My review of the UFS
This mod was very interesting and ambitious when I came across it. Unfortunately it falls flat on its face in almost every aspect. It tries to do everything, and in doing so does nothing particularly well. If there is one piece of advice I can give to the dev, it's stop trying to do everything all at once. Slow down, and focus on making sure that each thing you make is good.

I played this as a single player experience on Heroic difficulty. I did not complete the entire campaign.

The game starts you off in a character creation mode which is really weird. I don't hate it, but feels very clunky and I'd honestly just rather use my own Spartan than a list of preset options. Nevertheless, there's a decent number of options to choose from and some mildly interesting choices.

You're then put into an armory where you can choose your starting weapons. I like this, you have the entire arsenal of human weapons to choose from.

Next you're given some options to change the way the game is played. One of the options is a day night cycle. I don't know why this is in the game, as night time is abhorrently awful. It's not actual night, you can see the sun still in the sky. Thee just down the gamma or brightness which in turn makes everything that glows feel like a flashlight right into your retinas. Another option is to skip the initial on rails mission. This should always be skipped by default. This mission is a waste of time and goes on for far, far too long. It serves no purpose, and it's extremely boring. The last option is the ability to either play in a sandbox mode, or the campaign mode. I played campaign. Here's where my review will start getting in depth.

The Map
Sandtrap is the map the dev chose for their mod. It's one of the biggest maps on Halo 3 so it's a fitting choice. Unfortunately this has its drawbacks, as because the map is so big, dropships will often deploy troops on the other side of the map, forcing you to either leave your entrenched position to find them, or wait till they come to you. This is always a problem, as a lot of time is wasted just waiting for the enemies to saunter up towards your position, or waiting for that last group of 5 to reveal themselves so that you could finally get on to the next wave.

The background has a UNSC ship and a Covenant ship linger on opposite sides as well as a flurry of air ship activity with banshees, hornets, and dropships all fighting each other. This is a neat addition, though I would like if the Covenant ships not appear on your radar from time to time. There is also what I think is High Charity crash landed in the background too, but it's so close to the foreground that it appears insanely small. Like you can actually nearly walk up to it. This thing is supposed to be hundreds of kilometres in diameter and height.

Across the map are plenty of weapons and ammo for you to scavenge whenever your initial weapons run out of ammo. They are all placed in intuitive areas and easy to reach and access. There are no vehicles that spawn, and there are some explosive barrels scattered here and there.

The Story
This is an extremely cringy fan-fiction level of writing and storytelling. As I didn't finish the entire campaign, I can't speak on exactly what happens past a certain point, but the gist appears that time travel is involved which explains why you're able to fight the various factions that show up.

At the very beginning you're met with an AI who assures you that he is totally not evil like Cortana was and that you can trust him, because he is part of the ship and can control the life support? The dialogue in this mod is next level bad. Everything sounds like it was written by a high schooler trying out creative writing for the very first time but doesn't understand how certain factions in his favorite game should be speaking. There is a Brute leader of the Banished that talks to you like he's some MCU villain with these extremely cringy lines that just take you out of the experience.

There's a moment in the mod where I think the AI tells you that there's some weird stuff going on and I kid you not the writing goes something like this, "We're finding people that should not be here. The people you're fighting, they shouldn't be here. There's definitely something going on. Oh, and some of the guys that you're seeing, they definitely should not be here. Something strange is happening where these groups of human and Covenant just should not be here."

The voice acting is amateur at best with obvious pitch shifts and extremely weak deliveries of certain lines. Everyone is monotone where even the most shocking of situations is met with bland uninteresting deliveries.

The Waves
Waves normally begin with a few Banished dropships unloading troops in various positions. Most of these enemies consist of Grunts and Brutes, though Jackals and Elites are present often enough as well. Every wave there is a chance for an 'event' to spawn. These events change up what you end up fighting. There's a mix bag of decent waves to waves that are just kill joys.

Specifically the Gravemind event is probably the worst event of all. The Gravemind shows up and can shoot you with very fast bolts of flood rockets that deal tons of damage and can easily kill you in a single volley. Normally this wouldn't be too much of a problem but what ends up happening is that like, 10 tentacles spawn up in a ring around the entire map and you have to kill them all to progress the event. Each tentacle has a ton of health and the Gravemind moves around the map so that you never really have a safe place to take out the tentacles, especially if you don't have a vehicle to ferry you around.

Other waves can include things like all invisible Elites, a 3 or 4-way battle between different factions, all charging Brutes, Sentinels, etc. The amount of variety is decent, though some of them really need to be looked at and changed.

After every round you're given a choice of reward from three options. This can range from a special weapon, reinforcements, or a vehicle. I do like this, but selecting an option feel clunky and needs to be more responsive. Early wave clears give you weak rewards, like a Mongoose or single use weapon, where waves near the end of the round will give you higher tier rewards like a an actual Warthog or special Spartan teammates. Each reward is random. This is a cool feature, though the rewards can feel underwhelming.

The Enemies
This mod ports over every single enemy from most Halo games. Heretics, Banished, Flood, Prometheans, and even Insurrectionists. This is a neat idea, but is kind of stifled because you can easily tell many of these enemies are just reskins of existing models and don't behave like how they should from their original game. Still though I appreciate the work dedicated to trying to being everything into this mod.

What drives me up the wall is how much extra health are given to everything. Every single enemy feels like a bullet sponge, that or every weapon feels extremely nerfed which I'll talk about later. Grunts have helmets that you have to shoot off first in order get a headshot on them. Why? Why would you ever do that? The Flood Juggernaut will expend every single bullet on the map before it goes down, and everything else just feels like it takes so much longer to kill than it does normally.

Since this is Halo 3, Elites were not meant to be enemies, and as such they tend to wig out quite a bit, throwing grenades at every single chance they get. A lot of new enemies like Jackal Skirmishers tend to act really funky too.

There's a Scarab fight at the very end of the final round, which just sucks. The campaign scarabs are placed in arenas that would allow you all kinds of different ways to get aboard and take it down. There have been times in this mod where the Scarab would just sit in the minefield or be angled in such a way that no matter what I physically could not jump onto it.

The Guns
Like the enemies, this mod aims to port over every single gun from every halo game. This was a terrible idea. Every single weapon in this mod, and somehow even the vanilla Halo 3 weapons, feel awful to use. All the rifles have terrible accuracy and damage. All the pistols are completely useless. Shotguns cannot damage anything beyond point-blank range. Snipers feel mostly fine, except most enemies require at least 2 shots to kill them, even with headshots. Somehow they made it feel like SMG and plasma pistol has the most damage potential from all the weapons available. There are legit some Brute enemies that can tank an entire Spartan Laser shot. Why in the world did you allow this to happen?

Every single gun ported from a different game just does not represent what that gun is supposed to be. Every single one is a duct-taped piece of parts slapped together to get a general sense of what that gun was supposed to be, and none of them feel good to use. Not even the skewer from Halo Infinite. They don't have the right sounds, the right feedback, the right looks, and especially not the same effects. I would so much rather prefer the dev to just have the Halo 3 guns, and then slowly add in the rest of the guns once each and every one is a perfect representation of what they're supposed to be.

The Vehicles
Don't bother. None of them are fun to use. They've all been nerfed into the ground to be extremely easy to die in and simply just do not do any damage. For some reason the dev hates fun and if you manage to get a flying vehicle you're limited to the amount of time you can use it, otherwise the game sends a kill squad to eliminate you. Why? Let me fly the hornet for as long as I can, it's a single player game and the enemies already have ways to kill me. I didn't play long enough to get a Scorpion but I can imagine it's just as worthless as the rest of the vehicles.

Maybe the warthogs have better use if you're playing multiplayer, but the AI just don't do a good enough job at shooting or driving to justify risking death to use it.

Conclusion
There's definitely more I can go into but I think my point has been made. This is a mod that seems really awesome but has a death of a thousand cuts of just bad decisions and poor execution. It seems as if the dev wants to shove as much as he can into the mod without polishing anything.
Last edited by Orange Blue Hue; 8 Aug, 2023 @ 1:51am
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Showing 1-15 of 32 comments
eliteblade46 10 Aug, 2023 @ 3:06am 
I could overlook everything if the buzzkill banshees didn't absolutely demolish any chance of having fun in a vehicle. If they came in organically with the waves it would feel like more of a response to the presence of a vehicle rather than a blatant thumb on the scale. Also yeah using anything that isn't plasma, explosive, or the saw is a death sentence, everything feels like crap because it is.
You know the mod is still in an a Alpha state right? I guarantee you as time goes on, more and more polish and balance changes will be made.
Orange Blue Hue 10 Aug, 2023 @ 10:08pm 
Originally posted by High Lord Laughter of Canada:
You know the mod is still in an a Alpha state right? I guarantee you as time goes on, more and more polish and balance changes will be made.

That's nice. It's playable now so I'm making my review as is.
The Warden 14 Aug, 2023 @ 12:21am 
I'm surprised you didn't bring up the 343 Guilty Spark wave as a drawback. The fact that he teleports to you and then launches like 3 explosives at you while a million sentinels and the heretic units and leaders are shooting at you is one of the worst things I can think of in a game besides the quests in Escape from Tarkov. Like genuinely ♥♥♥♥ off with that wave.
Orange Blue Hue 14 Aug, 2023 @ 11:50am 
Originally posted by The Warden:
I'm surprised you didn't bring up the 343 Guilty Spark wave as a drawback. The fact that he teleports to you and then launches like 3 explosives at you while a million sentinels and the heretic units and leaders are shooting at you is one of the worst things I can think of in a game besides the quests in Escape from Tarkov. Like genuinely ♥♥♥♥ off with that wave.

I forgot about it. The Gravemind was so bad that I couldn't focus on any particular wave but that one. I think I'd rather do 343 than Gravemind, but you are absolutely correct 343 is a very poorly constructed wave.
XenobyteZX 16 Aug, 2023 @ 8:13pm 
I found playing on Normal was far more fun, although it doesn't fix the annoying bosses.
weaver900  [developer] 19 Aug, 2023 @ 2:50am 
Hey! Thank you very much for the in-depth review of my mod! :D I appreciate that it wasn't a very positive one on the whole, but that's really a good thing, as you've given me a lot of things to look at!

I've just nerfed some of the boss fights in Alpha 13 based on this review with and other feedback I've received in the past (I've started with the Didact, Scarab and Heretic leader, and I've tried to do it in interesting ways that isn't just reducing their health). I did a survey on which bosses feel the hardest, and Didact came out on top by far, but I'm not against revisiting the Gravemind in the future :)

The Gravemind boss wave is however supposed to have an army of allies spawning to distract him while you take out the tentacles, something I think may have glitched out in the previous update, it may behave more consistently now.

Your feedback on the vehicles surprised me, I actually haven't nerfed a single one, they all use vanilla stats from the game they're from or how the modders that made them left them for the custom ones. I actually noticed the opposite experience when playtesting and watching streams- once you get a decent vehicle, it's very easy to snowball and get an army because you basically never die. Anti-vehicle infantry and aircraft eventually spawning was made as a counter to this, as otherwise most players past their first tank would just camp the middle structure and blow up everything as soon as it landed. Still, I'll look into whether this was too harsh, and I'll reduce the enemy response to vehicles if it's too much.

The guns likewise use the vanilla stats from their home games, though I have buffed the shotgun and grenade launcher quite dramatically, using the HCE stats for the Shotgun, which is it's best version, and the grenade launcher shoots actual frag grenade explosions that also EMP on top due to H3 lacking the engine requirements for the Reach EMP grenade behaviour. I agree with you that the small arms themselves don't feel very powerful, though that is semi-intended as Halo 3's AI limit is quite small compared to later games, so I went with harder enemies (not necessarily tankier though, they have same health as regular Halo 3 you just can't headshot everything with a precision weapon as easily, bursting their helmets with an automatic or plasma weapon first makes everything much easier to kill). Still, I will revisit this if enemies feel too bullet spongy.

Regarding your specific enemy complaints, the Juggernaut has had it's weak spot made glowier and brighter in the most recent update so it's a bit easier to tell how to kill it, it's still meant as a bit of a mini-boss though, so it'll still take some time :) Elites also mostly use Halo 2 animations and behaviours, though as you said they were never meant to be enemies in Halo 3, so there are a couple engine limitations to their behaviour (such as not being able to move during their berserk or sword drawing animations). I may revisit them in the future, but for now they're about as good as I can get them.

The enemy air response actually won't automatically trigger just because air vehicles are being used- only tanks and Gauss hogs (because they are nigh-indestructible to everything but banshees and wraiths) trigger banshee patrols after being drove for a long time, you can trigger banshees to spawn if you fly very high up for quite a long time, but spawning banshees in that situation is intended as otherwise you can just outrange every enemy flying way above them with banshee bombs and never be at risk. If you fly low or get out, they'll despawn after a while :)

And finally, I do just want to remind you that this is just a mod and a hobby project for me. I still absolutely appreciate your feedback and criticism, but some things are just due to the nature of what the project is; I'll never polish everything, or even come close, I'm a mostly solo dev doing this in my spare time while working a full time job, this mostly IS a project of "how much cool stuff can I fit in a Halo mission", hell, the project started as a test level for me to test tags that I was working on. If I added stuff once it was 100% polished and finished the level would have you fight a brute and two grunts with a pistol, then end. I realise I am using a bit of hyperbole, but a level of polish you may see on a video game release by a big studio is very unrealistic for this project. :) Still, I'll continue to try to make it as good as I can, and fix up the things that cause people the most trouble.

I understand you may have been a bit disappointed in the end, but I hope I still provided some entertainment. :) Thank you again for the feedback!
Orange Blue Hue 19 Aug, 2023 @ 12:07pm 
2
I don't think my expectations for polish are unrealistic in the slightest. I understand you have other priorities, but the feedback on a lot of my complaints aren't things that would take a major studio to fix. I don't know what your skillset is, but you've used community contributions in the past so you can definitely get the help you need, especially with your large audience.

Let me address some of your responses...

Gravemind.
The Gravemind's boss fight is fundamentally broken not just because he constantly targets you, but because of the way you have the player defeat him. Forcing the player to circumnavigate the entire Sandtrap map to kill the tentacles is a major pain in the ass, especially if the player has no vehicle or gets the vehicle destroyed during the run. Not only does the Gravmind target you (which you said you are addressing), but there are also still flood enemies that can get in your way.
The way the boss fight is set up is kind of misleading too, since new players will instinctively shoot at the Gravemind's head to try and kill him. I would get rid of the tentacles entirely, and just have the Gravemind be the main target. Nerf his main attack, and instead have him able to spawn a lot of weaker flood enemies near him. Make his fight three phases, after each phase he sinks into the ground and spawns on a different part of the map and does the same thing. This is not a fun boss fight as it currently stands.

Vehicles
I avoid any ground vehicle because of how weak they are. Weak in both their potential damage output, their handling, and their health. With how often enemies will throw grenades at you, your vehicle will not last long and it's only a matter of time before you get stuck and killed. I run into this issue even when piloting Wraiths. The Wraith is still a massive target too, with an extremely slow projectile, so using it as a mortar isn't viable or fun. The only good vehicles are the solo ones with a fixed turret, but they still require you to stand mostly still, if you want to hit anything, force you to be facing your target, and require you to be within a medium to close range.

Friendly AI is just not good enough to make multi-passenger vehicles worth it, as they simply don't shoot enough, shoot accurately, drive well, and/or shoot the right target.

Getting really good vehicles like a Scorpion or a flying one should be a reward. It already takes some time to be able to get these as a choice reward, so let the player enjoy their vehicle instead of punishing them for it. I don't have a problem with the game adjusting waves to try and counter what you have, but anti-vehicle measures spawn way too fast. 5 minutes into driving a Hornet and I was getting those messages, and then I was instantly killed. I have no idea what killed me, but I avoided any vehicles afterwards because of all of these problems.

Guns
I can tell you with confidence a lot of these guns do not feel like their vanilla counterparts, even guns like the BR. The rifle catalog especially needs to be looked at closely, because none of those guns feel good to use, mostly due to their accuracy. Especially the silenced rifles. A lot of these weapons feel redundant, the silenced ones specifically. What is their purpose? There's no stealth mechanic and they feel far weaker than their non-silenced version, so why have them in at all? I know seems neat to have a lot of options, but when you have so many options that it makes a ton of weapons be completely redundant or worthless, then you either need to scale it back or find a purpose for those weapons.

I think the guns could use a slight buff to their damage (or enemies getting nerfed in health slightly), but for the love of god remove the helmets for the Grunts. This is an affront to Halo. Grunts should never require 2 precision shots to kill unless you make some kind of rare special forces Grunt. I know it makes sense that they would wear helmets in lore, but from a gameplay perspective it absolutely blows the wind out of player's sails when you have to headshot a Grunt twice. If there's only one thing you can do with my feedback, let it be this one. Make Grunts a 1-hit-kill headshot enemy.

Enemies
I had no idea the Juggernaut even had a weakspot. That's the issue with a map like Sandtrap, that anything that glows is massively bloomed up to the point where you can't even really see it. Hunters have their obvious orange bits, but in my time playing I did not notice a weakspot on the Jugg. Only the Hunters (and Scarab) even deal with weakspots, so I would either have someone tell you about it (through the narrator or text on the screen), or remove it entirely and nerf the health of it a bit.
The mod is still in an alpha being developed by one guy on his spare time, so yeah, the expectations on polish are a bit much for this stage of the mod's development
Orange Blue Hue 21 Aug, 2023 @ 5:57pm 
Originally posted by High Lord Laughter of Canada:
The mod is still in an alpha being developed by one guy on his spare time, so yeah, the expectations on polish are a bit much for this stage of the mod's development

The mod is labeled as version 6.0, which is well beyond version 1.0 that designates a full release. You don't know what it means to be the alpha stage of a game. Stop using the alpha tag as a shield when it doesn't mean anything in this context. It is fully released on the mod workshop, it is not in alpha. Furthermore, the developer has already put in this much effort to actually get his mod in this working order. It is impressive that the mod handles as well as it does with all the features that it has, but saying he's not capable of adding polish to his mod, and that my expectations of better visuals, and general number tweaks, is frankly insulting to the developer.
Then why is the full title "Ultimate Firefight Sandtrap 6.0 ALPHA 13". And when did I say he wasn't capable of adding polish? All I've said is that given time, things will improve.
Originally posted by High Lord Laughter of Canada:
Then why is the full title "Ultimate Firefight Sandtrap 6.0 ALPHA 13". And when did I say he wasn't capable of adding polish? All I've said is that given time, things will improve. I never said you were wrong at any point, just that you had rather high expectations for the mod at this time. Your accusations are, frankly, insulting to me.
And why the ♥♥♥♥ did that post as a reply
Orange Blue Hue 21 Aug, 2023 @ 9:57pm 
Originally posted by High Lord Laughter of Canada:
Then why is the full title "Ultimate Firefight Sandtrap 6.0 ALPHA 13". And when did I say he wasn't capable of adding polish? All I've said is that given time, things will improve.

You'd have to ask the dev why he named it that. The fact of the matter is that this is a fully released mod on the workshop. This is not an alpha.

You said polish is a bit much on this stage of the mod's development. Forgive me for being hyperbolic, I'll take back that statement, but that doesn't make my critique any less valid.
Originally posted by Orange Blue Hue:
Originally posted by High Lord Laughter of Canada:
Then why is the full title "Ultimate Firefight Sandtrap 6.0 ALPHA 13". And when did I say he wasn't capable of adding polish? All I've said is that given time, things will improve.

You'd have to ask the dev why he named it that. The fact of the matter is that this is a fully released mod on the workshop. This is not an alpha.

You said polish is a bit much on this stage of the mod's development. Forgive me for being hyperbolic, I'll take back that statement, but that doesn't make my critique any less valid.
I said the expectations of polish were a bit much for this stage of the mod. I could have worded that a bit better I admit
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