Halo: The Master Chief Collection

Halo: The Master Chief Collection

331 ratings
The Golden City - Custom Campaign Mission
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Engine: Halo3
Game Content: Campaign
File Size
Posted
Updated
562.414 MB
7 Dec, 2022 @ 1:29pm
6 Mar @ 6:24am
16 Change Notes ( view )
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The Golden City - Custom Campaign Mission

In 2 collections by Skorly
Skorly's Halo Maps
9 items
Custom Singleplayer Maps
38 items
Description
The UNSC is ambushed by a Covenant fleet. The Master Chief has crashed on a mysteries planet. Can he turn on the AA defenses before Johnson and co get decimated?

This missions also features re-balanced a sandbox and AI. Non of the weapons are changed majorly, and still fill their original purpose. They're just generally a lot more effective now. Enemy AI has been changed to have more self preservation, while also being more aggressive. For balancing sake dual wielding has been taken out of this mod.

Weapon changes:

All:
- Plasma has been made slight more effective against shields while bullet weapons deal slightly less damage against shields.
- No dual wielding
- Player melee deals slightly less damage

Magnum:
+ Double damage (can preform the famous three-tap against lower ranking brutes!)
+ Slight more accurate
- Still no zoom
(Like CE pistol, without a zoom)

Assault rifle:
+ More damage
+ More accurate
(Good all around weapon now)

SMG:
+ Faster firing rate
+ More damage
- Less accurate
(Behaves a lot like CE Assault rifle)

Battle Rifle:
- More or less unchanged

Shotgun:
+ Deals more damage
+ Slight more range
- lot less spare ammo
(It's better now)

Sniper Rifle:
- Unchanged

Rocket Launcher
- Unchanged

Spartan Laser:
- Unchanged

Plasma Pistol:
+ Single shot can fire faster and is more effective
- Charged shots tracking and speed has been nerfed
- Single shot drains more charge %
(Slight less OP!)

Plasma Rifle:
+ Is now red, because Brutes
+ Projectiles as faster and more accurate
- Drains more charge %
- Yes, I know I could have just used the Brute Plasma Rifle, but I liked the cotract between the blue plasma and red rifle.
(behaves more like CE Plasma Rifle)

Mauler:
+ Now fires Spikes!
+ Has more range because of this
+ Faster firing speed
(I think Unreal Tournament fans will love this one!)

Spiker:
+ Damage has been doubled
- Sucks even more than before against shields
(Destroys unshielded targets, sucks against shields. Great precision weapon alternative)

Needler:
+ Now carries 32 rounds per... magazine?
+ Now has longer spikes because of this!
- Super combine does less damage
(behaves more like CE Needler. I only really changed this one because the short spikes annoyed me)

Carbine:
+ Can fire faster
- Deals less damage
(behaves a bit more like Halo 2 Carbine)

Brute Shot:
+ Can carry 6 extra rounds in reserve
(No change apart from that)

Beam Rifle:
- No change

Energy Sword:
- No Change

Gravity Hammer:
+ Higher blast radius (for players only, don't worry)

Frag:
- No change

Plasma Grenade:
- No change

Spike Grenade:
+ Explosive radius has been greatly increased. Now in line with frags explosive radius
+ Spike come out differently
- Explosive still deals ♥♥♥♥ damage lol
(Great for killing large groups Grunts, or taking out an enemy with low health in cover.)


Enemy Changes:

Grunts:
- Have slightly less health (this was done to make the non-headshot weapons more effective against them)

Jackals:
- Turned the Jackal Major shield orange by obligation
- Jackal Majors are more resistant to flinching
- Jackals are a lot better at using the Plasma Pistol

Brutes:
- Most ranks have a small buff in health (this is mostly done to compensate for stronger weapons)
- Unshielded Brutes take 40% less melee damage (done to make berserk more effective)
- Use Halo 2 berserk animations
- Captains now keep their helmets when they lose their armor
- Have a lot more self-preservation while also being more aggressive when not under fire
- New rank! The Brute Sniper

Hunters:
- Are more accurate
- Are more aggressive
- Turn faster
- Have slightly less health



I hope you enjoy the map, and if you encounter any bugs, make sure to let me know.


Have Fun!

Youtube: https://www.youtube.com/@skurly8689
Patreon: https://www.patreon.com/user?u=81296392
Popular Discussions View All (1)
4
4 Mar, 2023 @ 6:16pm
PINNED: Bug Report
Skorly
66 Comments
cottonon_ab 5 May @ 4:06pm 
Was a fun level and overall found it a good challenge even on normal difficulty. The brute chieften at the end though brought back my nightmares from the chieftain at the end of Infinite. The level aesthetic in the last 'indoor' section with all the fog was very cool.
Oddless 2 Mar @ 5:21pm 
amazing mission, but there were 3 things i didnt like:
1. some jackals not staggering.
2. the 4 cannon brutes at the entrance of the city
3. carbine being way too weak
but its still amazing, the level design and atmosphere, it was all awesome
Skorly  [author] 22 Feb @ 6:27pm 
@Mr Fourshot Hey thank you for the review. Dual wielding was removed because the dual wieldable weapons would become really OP, because of the buffs I gave them. Dual wielding is in the vanilla version of the map tho! Hammer Brute at the end has a lot of health yes. I wanted to kind of simulate the Hammer Brute at the end of Halo Infinite, but I might have made him a bit too tough. I already nerfed him a couple of times, so imagine what he was like before hehe
Mr Fourshot 19 Feb @ 3:47pm 
One thing I didn't really understand is why you removed duel wielding?
Mr Fourshot 19 Feb @ 3:45pm 
Just completed this. Very much enjoyed it. The last part was a little tough coz the hammer brute seemed invulnerable. I have no idea how I was even able to kill him in the end, as I didn't do anything different. The only thing I can think of is that he used his overshield, but it didn't show he had ov on, So either its a glitch or you just gave the guy a shit ton of health. i did back up into the ramp area and realised the hammer brute wouldn't come down there. So in a way I kinda cheesed it but only coz the guy was a menace.
Skorly  [author] 18 Feb @ 6:36pm 
@MrGanzalor Hye thank you for the feedback. I agree very much with what you've said. I'm not very happy with how this one turned out. But i don't want to go full George Lucas for those that do like it. I might release a "Remasterd" version some time in the future
MrGanzalor 18 Feb @ 3:51pm 
I'm usually a big fan of your content, but this one didn't do it for me. I stopped playing after the triple brute shot brutes part because it became incredibly frustrating to play. Your mods that I have played in the past have felt really good on Heroic, this one unfortunately doesn't feel balanced towards that difficulty. You usually have a good sense of enemy variety and balance, which shows wonderfully in parts of this mission. It's just most of it doesn't feel that way. I strongly dislike what how much you reduced jackal majors staggering rate. I like the idea, it just felt like it was damn near impossible to get them to stagger, so I'd say to fine tune that a little bit more in the future. Weapon adjustments felt great as always, minus the carbine, it felt a little too weak.

You're very clearly dedicated and enjoy doing this, which makes me hate to criticize so heavily. With that said, I do look forward to playing through the rest of work and seeing what you do in the future!
Crema 23 Jan @ 10:31am 
Great map! Love the desert/sandtrap theme. Quite challenging and varied with a good use of the new weapon sandbox. Thanks for the hard work!
John Halo 17 Jan @ 9:23pm 
the halo 3 magnum now fires live rounds instead of blanks
Slownic 16 Jan @ 5:20pm 
I enjoyed this level so much, the escalation, hidden items, I love it