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Author Topic: Release: Halo Covenant Edition [Xbox] (11 messages, Page 1 of 1)
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KasperZERO
Joined: Feb 16, 2017


Posted: Jan 19, 2019 02:56 PM    Msg. 1 of 11       
Download the PC/CE version here: https://drive.google.com/open?id=1r_LeMLtIQpm8ypyQMIglWNi16a11s8Y_

HALO: COVENANT EDITION

Play as a grunt in Halo campaign - fight marines alongside your covenant allies - now with more content

Features:
-boss battles featuring the Master Chief
-play as a grunt on Covenant team
-spawn with covenant encounters
-fight against marines
-fight with allies
-can use all weapons and vehicles
-uses player walking physics
-player has shields
-press white to say a taunt
-new cutscenes and intro
-Easter eggs
-new colours for grunts
-respawning enemies
-new battles and encounters
-see covenant in idle state and explore

This map pack radically changes the dynamic of Halo's campaign. You will spawn as a grunt among your allies and make your way through what is now allied territory to seek battle. You fight marines and flood along-side your covenant allies. There are less battles but the battles that are there are much bigger and can theoretically last hours. Marines use different weapons and tactics which make for interesting fights. Each level should be beatable but you must meet a condition, i.e. defeat all enemies, hit a switch, or reach the end of a timer. For example, to beat a50 you need to kill Captain Keyes and wait.

DOWNLOAD XBOX HERE: https://drive.google.com/open?id=1OAuLze9PYgbWcXUTpuGe_RQ9_U5ew8cD

DOWNLOAD CE VERSION HERE: https://drive.google.com/open?id=1r_LeMLtIQpm8ypyQMIglWNi16a11s8Y_

VIDEO DEMO: https://youtu.be/EPw2DCalI-M

Credits:
-SPARTAN04 for grunt_mp tags
-Donut7024 for Cyborg AI Addons

Tools used:
-Arsenic
-Eschaton
-HHT
-HMT v3.5
-HEK
-MEK [Refinery]

Thanks to Microsoft and Bungie for Halo

Please like and comment if you play this
Edited by KasperZERO on Feb 22, 2019 at 01:02 AM
Edited by KasperZERO on Feb 22, 2019 at 01:03 AM


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Jan 20, 2019 06:57 AM    Msg. 2 of 11       
Marines as enemies simply don't work because of the fact that the weapons are hitscan which makes it impossible to dodge with AI


KasperZERO
Joined: Feb 16, 2017


Posted: Jan 20, 2019 07:10 AM    Msg. 3 of 11       
This mod is meant to be very difficult


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Jan 21, 2019 05:26 AM    Msg. 4 of 11       
Difficult is not the same as fun, it should be challenging but fair, and fighting enemies with hitscan weapons isn't really fair in Halo CE's context. It can be done (see COD), but CE isn't built for this


KasperZERO
Joined: Feb 16, 2017


Posted: Jan 21, 2019 06:37 AM    Msg. 5 of 11       
Could you explain to me what is hitscan? How could I implement something else?

Also an update is planned which may feature more health to reduce the stagger effect, plus other content based on input from the community.


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jan 21, 2019 07:35 AM    Msg. 6 of 11       
Quote: --- Original message by: KasperZERO
Could you explain to me what is hitscan? How could I implement something else?

Also an update is planned which may feature more health to reduce the stagger effect, plus other content based on input from the community.


Halo CE does not have any true hitscan weapon. What they do have is extremely fast projectiles.


Hitscan means when you pull the trigger there is no actual bullet that travels. Anything in the line of sight after compensating for weapon error will instantly take damage.

Think the sniper rifle; you pull the trigger the guy gets hit. Same with an AR, you pull the trigger, guy gets hit with bullets.

Plasma weapons move slowly, this gives the player time to see them, duck behind cover, move around them, etc. This is not true with the human weapons. So when you reverse roles, you have to counteract this change in gameplay with a fundamental shift in the underlying data. More health is a good starter. Faster plasma projectiles would help make your own weapons more effective, especially at range.

But the issue you'll face is Halo is designed for shields. You take damage, you hide and heal, you repeat. That's what Halo is. Like lolslayer said, Call of Duty works with that formula, but it's a different game. I'd look into replacing the grunt's health with a shield, so that they take damage they can recover from. Even CoD's campaigns do this, as it's needed to keep the player alive. It sucks when you die quickly from an enemy you didn't even see. Is it realistic? Yes, War is hell. But I'm playing a video game.


KasperZERO
Joined: Feb 16, 2017


Posted: Jan 21, 2019 02:58 PM    Msg. 7 of 11       
Thank you for the reply DeadHamster! Your comments have been noted and I will try to implement your ideas.


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Jan 27, 2019 06:00 PM    Msg. 8 of 11       
I couldn't have said it any better


KasperZERO
Joined: Feb 16, 2017


Posted: Feb 22, 2019 01:11 AM    Msg. 9 of 11       
The PC version of this play-as-grunt campaign has just been released here: https://drive.google.com/open?id=1r_LeMLtIQpm8ypyQMIglWNi16a11s8Y_

This version is updated and features boss battles with the Master Chief.

I still plan on making more content for Halo both CE and Xbox. Next I will do a campaign using multiplayer maps. If you want to see more covenant campaigns follow me on ModDB: https://www.moddb.com/mods/halo-covenant-edition


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Mar 8, 2019 07:33 PM    Msg. 10 of 11       
I didn't see this at first, since you made a PC version I'm going to give it a run through and see how it goes. I probably won't get the chance tonight but when I do I'll let you know what I think.

Boss Battles with the chief sounds very interesting.

From watching the video two things stand out right away;

1. We need to get you a different set of FP hands

2. The grunt's third person animation can be edited to change the time it takes to throw a grenade. You can speed it up so that the grenade timing doesn't get screwed up for the player. I'll update when I get the chance with what values you have to adjust.

3. Need a HUD for health and shields. This can be updated in the biped tag IIRC, but I'll have to double check that. Should be a unit_hud_interface tag reference you need to set. Even just using stock master-chief for now is preferable to not knowing what my health is.
Edited by DeadHamster on Mar 8, 2019 at 07:38 PM


KasperZERO
Joined: Feb 16, 2017


Posted: Mar 8, 2019 08:21 PM    Msg. 11 of 11       
Hey thanks DeadHamster! I released the PC version later after adding a lot of extras. I thought I could change the title of this post when I made it.

Any advice or requests would be greatly appreciated. I am still looking into implementing more features to this mod.

The hands currently are cyborg models but grunt arm textures. I'm hoping to include new models overall in future releases.

The health bar is meant to be hidden as your shield vitality is adjusted to replace your body vitality. This is meant to offset not being able to shoot while taking body damage because of a third-person stagger animation.

Also, I was hoping I could get advice on getting the grunts to drive ghosts and ride in warthogs. Any comments or criticisms are also appreciated

 

 
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