Halo: The Master Chief Collection

Halo: The Master Chief Collection

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Halo 3: Atlas Demo v2
   
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Engine: Halo3
Game Content: Campaign
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5.771 GB
11 de jul. às 8:43
29 de out. às 16:53
7 notas de atualização (ver)
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Halo 3: Atlas Demo v2

Descrição
*Join the discord!*
https://discord.gg/s467zDXSRV

A new update!

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.

**INSTALLATION GUIDES AND CREDIT IN .TXT FILES IN DOWNLOAD**

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.

___________________________________________________________________
SANDBOX BREAKDOWN:

*Flare and Radar Jammer removed - all other equipment untouched

Grenades:
Spike: I like the Spike grenade, but it usually feels like Plasma Grenade 2: Electric Boogaloo. Err, well… not electric, I guess that would be the Dynamo grenade from Infinite, but… ANYWAY - point is, I want it to be unique. It’s not finished, but currently I’m working to make it a grenade that can be used to kill whoever you attach it to, but that it also has the unique functionality of sending shrapnel away from its tip, in the direction of its handle. What I mean by this is that you can stick a Spike grenade on a wall, and in the direction that the handle sticks out from that wall, anyone in its path is hit by the shrapnel. I think it makes it stand out while still being easy to use, functional, and damn good at killing Brutes. Personally, I find it to be a lot of fun.
Firebomb: I just kept this the same. It’s not like any other grenade. I can’t quite put my finger on why, but I’ve always loved it ever since I was a kid.

Frag: I think I want to spend a lot more time specifically working on the Frag grenade, but my general idea is to make it function closer to the CE frag. Grenades in CE are wild, and I love it.

Plasma: Yeah, same as the frag. “Make it like CE” is something you’re gonna hear a lot. But that’s okay, because CE is the GOAT.


Melee:

Energy Sword: Just the stock sword.

Gravity Hammer: Also the stock hammer! What can I say? Despite my gripes after almost 20 years of Halo 3, it was still a well-made game. Sure, I would rather some things be different, but a lot of it is fine as-is.


Pistols:

Automag: Since I’m going to do an ODST version of this mod, I’m actually playing with the Automag a bit as I work on everything. I’m trying to ensure that the Automag feels like a step up from the Magnum without totally overshadowing the Carbine. I’ve pondered giving it to some ODSTs, but I feel like that makes it less unique in ODST and risks bloating the sandbox unnecessarily.

Mauler: I really like the default Mauler, so it’s not really been touched. I tried a bit, and I only ended up making it worse. I’ll probably want to increase the ammo count, though.

Magnum: So, you know how I said I like CE? Yeah, well, this is basically just the CE Magnum. I’m using the Reach firing animation because - for me, at least - the default animation is way too overdone, and makes me feel like anything less than a Rocket coming out of the gun is underwhelming. I’m really liking how this slots into the sandbox. It’s a genuinely viable precision weapon, but not to the point of dominating. I think buffing weapons like this just allows the player to stray from always having a Battle Rifle without being punished, and thus makes the game more fun. Don’t worry, though, the BR is still a great weapon - it’s just sharing the spotlight a bit more.

Needler: I made two real changes here. Firstly, you can carry a lot more ammo. I think being able to hold a big chunk of ammo just makes most guns more fun, and it means you can more easily carry a Needler around more long-term. The second big change is that - akin to Ruby’s rebalances, or Halo: Infinite - they work against Hunters. You won’t come across Hunters in this second release, yet, but hey, now you know!

Plasma Pistol: It’s the CE Plasma Pistol. Not “basically” the CE plasma pistol, not “close to” it, nope. It’s just a 1:1 CE PP.


Rifles:

Assault Rifle: Basically what you got in my first build. I think I nerfed the max damage by one point. An easy-to-use weapon that will shred through Grunts and Jackals - and the Flood - but which is not great against Brutes. I really like where it’s sitting in the sandbox, and it seems others do too.

Battle Rifle: This is one of the weapons I’ve probably tinkered with the most. I always felt, simultaneously, as though the vanilla BR was practically the only viable weapon 90% of the time yet that it was also not satisfying enough to use. I’ve taken inspiration from essentially every precision weapon in Halo, to try and make a version of the Battle Rifle that still stands as the “ultimate utility weapon” but which doesn’t feel like a total necessity - and which generally feels more satisfying to use.

Beam Rifle: It does more damage to shields and Flood now.

Carbine: And so does the Carbine. But don’t worry, not the player’s shields! That would be insane.

Plasma Rifle: It’s sort of a… nerfed CE Plasma Rifle? I’ll probably rework it by the time a new release comes out, but frankly if I don’t just get a new build out then I never will. Things are in a place that I’m generally quite liking, so I want to see what you all think.

Brute Plasma Rifle: The Plasma Rifle, but… it shoots faster… and it overheats faster… Again, probably going to get reworked a lot. It’s not even in the game, but I think I want to give it to the Brutes who wield a standard Plasma Rifle.

Shotgun: It’s the CE shotgun.

SMG: Imagine if the SMG and the SAW had a baby. I kind of feel like this is what would happen.

Suppressed SMG: Much like the Automag in comparison to the Magnum, just a small step up from the SMG. When you go to ODST, I want these two weapons to feel like they’re incredibly similar to what you already experienced in Halo 3, but they’re cooler. If you really wanted to hold onto them throughout Mombasa Streets, I want it to feel viable. So yeah, sometimes I’m designing the sandbox based on vibes. So did Bungie!
Sniper: Completely vanilla!
Spike Rifle: Same as the last build. Still not confident what role it should fill, frankly.


Support:
High:

Flak Cannon: Vanilla! Might take a cue from Ruby and revert both the Flak Cannon and the Brute Shot to their H2 counterparts, meaning that the Brute Shot has a bouncier projectile and the Flak Cannon doesn’t.

Rocket Launcher: It has the Halo 2 lock-on feature now, thanks to ByzantineRoman1234.

Spartan Laser: Vanilla. I don’t think I’ve ever had any real opinion on the Splaser. You get it twice. It’s fine. Meh.

Low:

Brute Shot: Also vanilla, though I think making it function more like the Halo 2 Brute Shot might be more interesting.

Sentinel Beam: Vanilla.

Turrets:

Flamethrower: Wow, vanilla again.

Machinegun Turret: Hey, guess what? VANILA!

Missile Pod: Because the Rocket Launcher now locks on as well, I buffed the damage a bit to make it more clearly a power weapon. Which the Rocket Launcher is as well, but like… the Missile Pod is a super power weapon… or something.

Plasma Cannon: Vanilla!
84 comentário(s)
Atlas Guitar  [autor(a)] 31 de out. às 5:01 
Tyler811 - i probably could do that!
tyler811 31 de out. às 0:29 
can you release the sound mod, i wanna use it in vanilla
Travers2a49 29 de out. às 19:36 
@Atlas Guitar. just got through Tsavo highway and loved the experience. Unfortunately, I do have a bug to report. I was getting the high-pitched static-y sound again. I did not get it on Sierra 117 or Crow's Nest, but I did get it consistently in Tsavo Highway. It started at the part where you meet the first shade turrets right before the "my convoy's been hit" radio call. I also noticed it started after I flipped the troop hog and happened after the majority of the times I used the e-brake on that hog. my guess is it's an imported sound causing issues, and from what I can tell the troop hog looked import from Reach? I will say I didn't get the noise often on Tsavo Highway in v1, but did in Crow's Nest, so I'd say something you changed made a difference for the better on CN.

V2 is a definite improvement over v1! well balanced, at least on Heroic, and very fun to play.
Atlas Guitar  [autor(a)] 29 de out. às 17:55 
Travers2a49 - Funny enough, that's pretty much exactly what I was thinking about ti sering with next!

Glad you're enjoying it :)
Travers2a49 29 de out. às 17:45 
...And now back to playing the rest of the demo! (someone help. I think I'm getting addicted lol)
Travers2a49 29 de out. às 17:43 
Just got through playing Sierra 117 on v2 and am loving what I'm seeing so far. the re-tuned sandbox was fun to play with being more lethal but also fair, and the updated models look nice in H3's engine (even if Arby's eyes are terrifying since Bungie never animated them on the model XD)

Only criticism I have so far is the movement speed debuff when picking up a turret. It felt like the vanilla -40%, and that made it practically a deathtrap due to the increased lethality of the weapons wielded by your enemies (I was playing on Heroic). I think the debuff should still be present, just lessened some. Maybe -20-30% instead to allow the player more freedom to strafe and play aggressively on higher difficulties. Still punishing if you mess up while also remaining fair with the increased firepower you're carrying.

Thanks again for the update! Keep up the good work and I'm looking forward to the full release!
Atlas Guitar  [autor(a)] 29 de out. às 17:16 
A new update - and a discord! - should be live and working now!
Atlas Guitar  [autor(a)] 28 de out. às 15:56 
Yap yap -

1. Still not 100% sure how I'm gonna go about it. I'm thinking I'll have to commission some models, but I've not quite delved into it yet.
2. I actually did Kitbash a H2A Truth, but the facial structure is so different that the animations just don't transfer well. It was bad like, eyeballs floating around outside his head bad. So, probably have to commission that as well...
yap yap 28 de out. às 12:51 
will truth get the h2a treatment in the form of a kitbash since his model was only in blur?
yap yap 28 de out. às 12:48 
are you making a complete new model for both lord hood and Miranda or at least getting it commissioned by someone else?