Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo 3: Atlas Demo v1
   
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Engine: Halo3
Game Content: Campaign
File Size
Posted
Updated
8.473 GB
11 Jul @ 8:43am
11 Jul @ 11:24am
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Halo 3: Atlas Demo v1

Description
A total overhaul of Halo 3. New visuals/sounds and an altered sandbox. Intended to be both expansive, and faithful to the overall experienceof the original trilogy.

In short, everything I've always wanted Halo 3 to be.

*Upon completion of this mod, I will also be releasing a version that is purely the aesthetic changes, as well as all of my tags for use by others.

This is just the first tease of what I've been working on for the last 5-6 months. I had never touched any sort of mod tool before this, so I'm still learning a lot. Please give me feedback so I can create a better final product!

WHAT"S NEW:
The main sandbox changes are the removal of dual-wielding, and an attempt to make each weapon in the sandbox viable. Halo 3 always made me feel like my only choice was the BR, yet at the same time that there was rarely any real challenge. CE and Infinite are, in my opinion, some of the best examples of Halo's core gameplay and as such my biggest inspirations for how I want this mod to eventually feel.

My aim is to allow you to use the sandbox to a fuller extent, while also having the side effect of meaning that the enemies are using more viable weapons now as well.

Don't underestimate the Plasma Pistol! It functions very similarly to CE.

The Plasma Rifle is also much more akin to CE.

The Magnum is a sort of amalgamation of the CE/ODST/Reach magnums. It's not too useful at longer ranges, but it packs a real punch closer up. Currently it has a scope, though I'm not sure that fits with its intended use of closer ranges.

The AR is heavily inspired by the Infinte AR (and RPA60's Infinite AR port).

The Shotgun is a tad more similar to the CE shotgun.

Other weapons have seen either much more minor changes or no change at all (in particular, the turrets' and grenades' stats are completely untouched as of now).


CREDIT (in no particular order):

The Halo Mods discord server as a whole for being such a good source of information. Thanks particularly to the likes of Pepper, AI, and Auswirkungen for helping with everything, starting from learning the very basics.

Also TheChunkierBean for having great videos and livestreams as resources for learning how to port things to Halo 3, particularly with shaders.


Tools:
Mod tools - 343
Index - Haus
Halo Asset Blender Development Toolset - General101
Reclaimer - Gravemind2401
Blender AMF Importer - Gravemind2401
chaiNNer - chaiNNer Org
4x GameAI 2.0 - Tal (image upscaler on OpenModelDB)
MCC Shared Map Compiler Python Script - Pepper-Man
Materialize - Bounding Box Software


Assets:

Magnum - Prezy Dante (Halo Mods Discord)

Assault Rifle - Marcus Lehto

Brute Shaders - VKMT

Cortana (as the Forerunners Intended) - AaronN117 (Nexus)

H3 high poly phantom - Chao (Halo Archive Discord) [NOTE: I essentially used only the interior and base hull]

High Poly H3 Master Chief - HarrisonHag1 (SketchFab) SOME TEXTURES - ubald007 (Halo Archive Discord) *Concerned may be falsely un-credited to AbisV

h2a jackals, grunts, and elites - rynomods (gnademassica117 on Nexus)


h2a plasma pistol/rifles - plasma bolt at barrel shader reference;
HR rocket launcher, splaser, flak cannon, and sniper - Weaver900, all with altered H2A(-inspired) textures and shaders (gnademassica117 on Nexus)

Truth - Zangh (Halo Archive Discord), jameslucino117 (Sketchfab) [NOTE: for body robes, in tandem with an extraction of the H2A Prophet model using Index; kitbashed alongside upscaled and altered bitmaps/shaders for OG H3 Truth's body & crown]

Health bar HUD - IanLacks (Halo Mods discord)


For entertaining me while my H3EK drove me insane:
Frogarchist
TheShiltShow
HiddenXperia
KYOT
Adaptcap115


Ruby's "CE Rebalanced"
Kat's "H3 Rebalanced"
RPA60's "Halo 3 Infinite"
MythicJacqui's "Mythic Overhaul"
58 Comments
Atlas Guitar  [author] 2 Sep @ 6:06am 
Onyx2589 - Thanks for the feedback! The sounds are 100% a bug, and one I sadly can't replicate. It seems most common on Crow's Nest and some people experience it on Tsavo Highway, but it's not universal and it doesn't seem to happen on Sierra 117. Very odd, and I still don't know how to begin to tackle that issue.

One thought I have, however, is that I'm only certain of it occurring with this Workshop upload. I'd be curious if a manual install from the Nexus page has any impact or not.

A second release is probably not too far away, so I hope you get to check that out soon too :)
Onyx2589 2 Sep @ 4:21am 
Second half:


Now the Cons. Most of these are graphical (nitpicking) and auditory (which aren't so easy to ignore) so I'll be brief.

While I didn't really encounter any in 117, odd little sound bites began playing as I entered the hangar. I chalked them up to some sort of ambiance that had been added to enhance the experience, but Tsavo Highway - particularly toward the end is where it really got weird. The soundtrack from the previous sequence kept interrupting the new one, leaving me a bit jarred. I couldn't ignore that as easily as the others so this might be a bug of some type.

Overall, this has got a lot of promise. I'm eagerly anticipating the full release later down the line. Hope my feedback helps.
Onyx2589 2 Sep @ 4:20am 
First playthrough complete - here are my thoughts. And since Steam doesn't like long comments, here's the first half.

Pros:
It feels like playing H3 for the first time again. All the weapons seem to mesh nicely with the sandbox, providing for unique encounters. The upscaled visuals and ported models help to bring out the environment as well, and the anniversary versions seem to fit right in with the color palette H3 has to offer.
Atlas Guitar  [author] 26 Aug @ 12:53pm 
Bickylotheboist - Yes it does! It has "Arrival" as well for completeness lol.
Bickylotheboist 26 Aug @ 11:30am 
since this is the demo, does it go from missions sierra 117 to tsavo highway?
Atlas Guitar  [author] 21 Aug @ 10:03am 
Overall, when I'm done (or mostly done) and release my tags, minimal edits to tweak little things to anyone's individual liking should be relatively easy.
Atlas Guitar  [author] 21 Aug @ 10:02am 
6. 1000% not using the Reach ODSTs, they definitely look wrong for H3. Currently I'm using a kitbash uploaded to the Halo Archive discord by josephfilmography. I'm not sure I've got the shaders 100% as of now, but I think it generally looks quite good and will probably be what I use for H3ODST as well.
Atlas Guitar  [author] 21 Aug @ 10:02am 
4. Thanks for the suggestion! I'll definitely have to look into that.

5. Hard disagree it looks better - especially given how out of place it would look amongst the rest of the sandbox. The ammo counter I guess I never noticed wasn't working? Might have broken something along the way, I could've sworn it was fine when I first implemented it. Again, though, it's super simple to revert to the vanilla model.
Atlas Guitar  [author] 21 Aug @ 10:02am 
3. Definitely not adding dual-wielding back in. Well, at least not for the main version of the mod I have in mind. Just never liked it, so I'm trying to cater the sandbox toward that gameplay style. The good thing is, creating a version with dual-wielding will be as simple as ticking some boxes, so I could totally upload a "+dual wielding" version of the mod with the caveat that it won't be balanced for dual-wielding. Or maybe I'll just go crazy and actually try to balance dual-wielding? I have no idea lmao.
Atlas Guitar  [author] 21 Aug @ 10:02am 
2. The shotgun and magnum I'm unsure of, but the sniper and SMG are definitely not gonna revert to vanilla. It's ultimately all personal preference, so I get not all of it will be for everyone. I might experiment more with using other sounds for the AR. It's relatively simple to revert to vanilla sounds, though, so it wouldn't be hard to have a "with vanilla sounds" version, or even just - when I release the tags - to revert whichever ones a person may desire and compile your own version of this mod.