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Author Topic: Halo 1.5 maps converted to CE (11 messages, Page 1 of 1)
Moderators: Dennis

Joined: Nov 4, 2015

This site brings me pain.

Posted: Jun 3, 2018 06:05 PM    Msg. 1 of 11       
----- Important for server hosts -----

If you downloaded the maps before june 7th, please redownload them as there was a bug that set the max frag and plasma counts to 3 and 2. That is fixed now and the maps are compatible with the originals and the client would never notice as they can see themselves pick up the right numbers as long as the server has the fix.


A few days ago I quickly converted the halo 1.5 map pack from Xbox to Custom Edition. There is no tag edits in this, the maps are left mostly untouched and for most maps I only redid the lightmaps and made the shaders render on CE.

Download Link: https://drive.google.com/open?id=1C0SkWIZdRK-QD6OLi9PVaL4VmTDlZqo1

The maps:

Crossway by dds:

Levee by insidi0us:

Hotbox by insidi0us:

Red Shift by insidi0us:

Exhibit by PwNytar:

Madhouse by PwNytar:

Uplift by dds:

Doubletake by insidi0us:

Imminent by PwNytar:

Downrush by PwNytar, Sic, dds:

Zero Hour by PwNytar:

Decidia by dds:

Outbound by dds:

The only map I touched outside of lightmaps and shaders is levee, which now has a spawn for a ghost which you have to manually enable in the gametype settings.
Edited by SBB_Michelle on Jun 4, 2018 at 01:00 AM
Edited by SBB_Michelle on Jun 5, 2018 at 03:10 AM
Edited by SBB_Michelle on Jun 7, 2018 at 02:50 AM

Joined: Jan 7, 2015

End my suffering

Posted: Jun 4, 2018 09:58 PM    Msg. 2 of 11       
Thank you Michelle, I would like to take a look to this maps to know how they work on the spawn times as I mentioned earlier

Joined: Nov 4, 2015

This site brings me pain.

Posted: Jun 4, 2018 10:30 PM    Msg. 3 of 11       
Spawn times can only be fixed using server apps and scripts because it is a problem with ce's code. I can't just fix them all with math, because that part is not consistent either. Sapp has a feature that fixes this. And there is also sapp scripts that do it their own way.

Joined: Apr 3, 2013

Posted: Jun 5, 2018 03:08 AM    Msg. 4 of 11       
Bump because fixes were made

Joined: Nov 4, 2015

This site brings me pain.

Posted: Jun 5, 2018 03:09 AM    Msg. 5 of 11       
There was a bug with the max grenade counts being 3 and 2, this is fixed now and they are set to 4 and 4. The new versions of the maps are still compatible with the old. Only the server needs the fix for it to work on the client and to show up on the client. The new version can be downloaded from the same link as before.

Joined: Mar 21, 2015


Posted: Jun 5, 2018 07:44 AM    Msg. 6 of 11       
It actually happened

Halo Noob Modder117
Joined: Jan 22, 2016

I guess I'm just going to have to rip your tags

Posted: Jun 6, 2018 10:04 PM    Msg. 7 of 11       
As much as I really love these maps (as they look lore friendly and looks like the authors actually put effort into their maps) some of those texture/picture like sections just look way off and ruin the whole vibe.

One of them had some kind of MLG thing or something in it if I remember correctly.

In my opinion of course... Otherwise they're awesome maps. Too bad we cannot add them to the multiplayer map list...

Joined: Sep 9, 2010

Posted: Jun 6, 2018 11:10 PM    Msg. 8 of 11       
Never heard of Halo 1.5. Probably because I never played modded Xbox maps. These maps seem like a cool variant of the originals.

Joined: Nov 4, 2015

This site brings me pain.

Posted: Oct 1, 2018 04:24 AM    Msg. 9 of 11       
Apparently the checksum spoofing technique used to make the old versions compatible with the new ones has a bug that writes a random byte somewhere in the map.

This bug has caused a wall in outbound to be non-collidable. Here is a fixed version of the map. [Get the maps at the top of the thread]

Purposefully not named the same so this can't start causing desyncs.

The download for all the maps at the beginning of the thread has been updated to only contain this version of outbound and not the other.

Edit: I've decided to just update all the maps to make sure no weird bugs can pop up in the future.
Edited by SBB_Michelle on Oct 1, 2018 at 04:49 AM

il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader

Posted: Oct 2, 2018 09:14 PM    Msg. 10 of 11       
Good work, nice to see these!
Do these have those dutch ports and those custom shaders you made from way back?

Joined: Nov 4, 2015

This site brings me pain.

Posted: Oct 4, 2018 07:02 AM    Msg. 11 of 11       
I wish :p

No, they're untampered with. Just default ce tags and the lighting redone.

I played them on a server a while ago, a lot of them were fun. When I can finally set up a server again I'll have these up with a lot of maps with classic tags, carefully picked out to have actual gameplay value.

Edit: If I remember the list right it had some of your maps. I like those.

Edited by SBB_Michelle on Oct 4, 2018 at 07:03 AM


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