Halo: The Master Chief Collection

Halo: The Master Chief Collection

Lord Hood Boy's Goldmine Campaign
 This topic has been pinned, so it's probably important
Spidermanman  [developer] 25 Dec, 2022 @ 12:47pm
Bug reports and balance issues
This will be a thread for anyone to share issues they find with the mod. I will try to address these issues in future patches/updates.
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Showing 1-15 of 27 comments
ZJ Thorn 25 Dec, 2022 @ 10:08pm 
Way to much spam from the traps(yes I read the mod description). kinda takes the enjoyment out of the levels when 60 traps spawn on you in a matter of 5 seconds. personal opinion though so take what you will but otherwise this mod is great.
Last edited by ZJ Thorn; 25 Dec, 2022 @ 10:10pm
Relatively Shady 26 Dec, 2022 @ 2:37pm 
I'm not one to usually comment on anything. But as ZJ Thorn is mentioning above, I feel mutually on the overwhelming amount of traps/mines going off. It can sometimes be literally impossible to get to where you're going as about a dozen mines spawn back to back in the same spot. It becomes way too easy to die in some rooms where it feels entirely unfair and frankly it's unenjoyable in the current state.

I was playing this mod with my brother of all folks, we both thought the idea of mines spawning random events could be a really cool concept, but it wore out it's welcome really quickly. If there's anything else I can address that we both felt mutually on, it'd be as such:
- We had countless instances where we would attempt to get a line of sight on some enemies, before being sent way off in the distance by a chain of explosives.
- The frequency of Lord Hood Boy and especially the confetti bomb was way too spastic and made advancing in a level a chore.
- There were times when the game seemingly would just outright kill us both at the same time and we never knew what had happened.
- And golden weapons spawn way too often and many are so overpowered that even the "buffed" enemies and vehicles weren't threatening at all.
Just to name a few. Genuinely, the mod you have going is insane in all the good ways. But I haven't been able to sit through it like I'd hoped.
If I've got anything to say outside of that, I get vibes from cursed Halo mods where there's usually some kind of equipment that can spawn random events, controlled chaos if you will, and my god would this mod be cool as hell if the player had to chose if they wanted to potentially spawn something catastrophic or something game changing. Just personal thought.
Last edited by Relatively Shady; 26 Dec, 2022 @ 2:56pm
Spidermanman  [developer] 26 Dec, 2022 @ 3:12pm 
Thank you for sharing this feedback. The traps seem to be the most divisive aspect of this mod and I want to see if there are adjustments I can make before doing a blanket reduction of the trap spawn rates.

Would either/both of you mind answering a few followup questions about your experience?
  • Were you playing solo or coop?
  • Did you feel like the traps were more overwhelming on indoor missions than outdoor missions?
  • Were there any traps in particular that you felt spawned too often?
  • All of the mines have a pushback effect when they explode, including the toolbox spawns. Do you feel like the pushback is too strong?
Relatively Shady 26 Dec, 2022 @ 3:40pm 
Originally posted by Spidermanman:
Thank you for sharing this feedback. The traps seem to be the most divisive aspect of this mod and I want to see if there are adjustments I can make before doing a blanket reduction of the trap spawn rates.

Would either/both of you mind answering a few followup questions about your experience?
  • Were you playing solo or coop?
  • Did you feel like the traps were more overwhelming on indoor missions than outdoor missions?
  • Were there any traps in particular that you felt spawned too often?
  • All of the mines have a pushback effect when they explode, including the toolbox spawns. Do you feel like the pushback is too strong?


To answer all that you asked, I can recover my ground mentioned previously.

  • I was playing only with my brother at the time as we do, I rarely play the game solo.
  • This is actually kind of difficult to answer. While indoors, the explosives and special NPC's that spawn become notably harder to deal with. While outdoors, explosives aren't predictable and toss you all over, if not so high in the air that it kills you.
  • If anything, traps in general were too spastic and frequent. To be specific however, Lord Hood Boy and the Confetti Bomb showed up one after another non-stop. While Golden Weapon toolkits were so easy to obtain that I was often cruising through enemies, while the mines made everything else the slowest thing to deal with.
  • The momentum gained from the mines is way too high. Both on foot and especially when driving vehicles. Tsavo Highway was horrible, I was basically forced into walking the whole level as it was safer and more fun, as vehicles are sent into orbit or entirely out of bounds by every mine, which isn't helped when multiple mines spawn at once. Even more so, I recall my brother actually going on to play The Flood solo and said it was hands down the worst level to play in this mod. From the weapons they have in numbers to tight walkways trapping you with mines that force you into certain death.
Last edited by Relatively Shady; 26 Dec, 2022 @ 3:45pm
Spidermanman  [developer] 26 Dec, 2022 @ 5:12pm 
Thank you for answering my questions! This is all really helpful information and is gonna be referenced in some of my goals for future updates.

I realized one design flaw that might be contributing to the spastic mine spawns. For a lot of the levels I did occasionally overlap some of the minelayer firing areas. This creates pockets where the player could be targeted by multiple mine "turrets" at once. The overlaps are quite small being usually a couple feet wide.

Also to be clear were you playing the Steam Workshop version of the mod? That Flood level used to be an absolute nightmare when it was on Nexus Mods and I have done a lot of work trying to fix it before adding the mod to Steam. I might have more work to do on that level.
Relatively Shady 26 Dec, 2022 @ 9:57pm 
Originally posted by Spidermanman:
Thank you for answering my questions! This is all really helpful information and is gonna be referenced in some of my goals for future updates.

I realized one design flaw that might be contributing to the spastic mine spawns. For a lot of the levels I did occasionally overlap some of the minelayer firing areas. This creates pockets where the player could be targeted by multiple mine "turrets" at once. The overlaps are quite small being usually a couple feet wide.

Also to be clear were you playing the Steam Workshop version of the mod? That Flood level used to be an absolute nightmare when it was on Nexus Mods and I have done a lot of work trying to fix it before adding the mod to Steam. I might have more work to do on that level.


If anything, you should be the one thanked for taking in issues and anything similar as constructive feedback. Which is seriously appreciated.

As for what platform I was pulling the mod from, it was here on the Steam Workshop. All I know is I've actually heard about how the level was over on Nexus before you moved it onto Steam. Albeit, if any work can be made on Floodgate and just about every other thing that could use adjusting and fixing, I'll have no problem keeping up with the mod as I seriously wanna be capable of sitting through the whole campaign and enjoying the chaos that comes with it. Again, the concept is a really good idea, but obviously needs work.

Plus, as someone who doesn't develop mods for Halo 3, I don't know what the engine's limitations are or just about what's really possible for what the engine can handle or generally do. So targeting technical issues isn't something I like to do as sometimes it's genuinely something that can't be tampered with.
Spidermanman  [developer] 9 Jun, 2023 @ 9:39am 
The effect spawned vehicles (forklift and sheegull) sometimes despawn when loading into a new zone on certain maps. This happens when the player is driving the vehicle causing them to die instantly. This can cause a lot of confusion especially in singleplayer because the game suddenly loads your last checkpoint. (Reduced the chance of occuring) (FIXED FOR FORKLIFT)
Last edited by Spidermanman; 6 Jan, 2024 @ 1:34am
Spidermanman  [developer] 9 Jun, 2023 @ 9:41am 
The above also happens if you use the Sheegull to destroy the AA gun at the end of The Storm. In singleplayer you instantly go back to the last checkpoint instead of finishing the mission.
Spidermanman  [developer] 18 Jul, 2023 @ 11:22pm 
If the player moves out of the control center too quickly at the start of Crows Nest, none of the encounters spawn in. This is due to the insertion script waiting for Lord Hood Boy to come out of the side door. (FIXED)
Last edited by Spidermanman; 19 Jul, 2023 @ 9:03pm
Qsfff 1 Aug, 2023 @ 8:00am 
Xboxhog's screen dont show projectiles and covers all front view, making it very hard to evade explosives, might be better to just remove screen, because this mod adds a lot of enemies that shoot explosives.
Qsfff 6 Aug, 2023 @ 3:37am 
Cortana has no checkpoints after first room with enemies and is terrible level
That Guy Ken 7 Aug, 2023 @ 1:30am 
Same as Qsfff no checkpoints.
Spidermanman  [developer] 10 Sep, 2023 @ 12:45pm 
Fp viewmodel for the mountain dew hc has incorrect viewmodel for players 2-4 in coop (FIXED)
Last edited by Spidermanman; 10 Sep, 2023 @ 4:38pm
Spidermanman  [developer] 19 Oct, 2023 @ 8:52pm 
The new animations for the gold shotgun are missing frame events resulting in the weapon not doing any melee damage and also missing certain sounds in first person. (FIXED)
Last edited by Spidermanman; 29 Dec, 2023 @ 8:35pm
Spidermanman  [developer] 5 Nov, 2023 @ 8:27am 
Mythic skull (increases enemy health) also increases the health of friendly reinforcements. With the additional health the marines do not "expire" as expected leading to more active AI than intended. This can ultimately break the level when mission critical AI fail to spawn. (FIXED)
Last edited by Spidermanman; 29 Dec, 2023 @ 8:35pm
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