The year is 2531. In the year 2531, during the infancy of the Human-Covenant war, human scientists stumbled upon a new world. Named "Lumoria", the planet was laden with both flora and fauna as alien as anyone had ever seen before. Nestled amongst the planet's varying terrain lie architecture left behind by a once seemingly all-powerful race known as the Forerunners. But what began as a scientist's greatest dream of study and discovery quickly turned into destruction and terror when the Covenant found the planet as well. When the Covenant attacked the human research vessel, the scientists had no chance. Their final hopes lay in a beacon dropped in desperation. A beacon found by you. Arriving at the planet aboard the small, stealthy UNSC Frigate Endless Horizon, your mission is to defeat the Covenant, discover the mysteries behind this new world, and give humanity their hope back. Welcome to Lumoria.
Just finished playing it twice. Lemme say right of the bat, this is the best sp mod for halo that has ever been made. The gameplay is near perfect, and the landscape always presents you with interesting opportunities to take out enemies. The additions are flora and fauna was very impressive and added much more to the halo color pallet (green and silver).
Even with the unpolished animations and unconvincing voice work, I would give this mod a 9/10.
However, I cant look past a few major design flaws. Even though I supported the decision of using the original tag set, I must say now that it was a mistake. Even if the mod came out more "true to its roots," it also looked like the developers were afraid to take any risks or were just plane lazy. There should have been one or two (no more than two) new and creative weapons we haven't seen before. Interesting weapons is one of the things the halo franchise is built on.
As for the current default weapons, why not use community made HQ remakes of them? The CMT AR and SMG is gorgeous, but pple refuse to use it because they're afraid of being called rippers. I personally feel that the CMT ma5k would have been a great addition to the lumorial arsenal. (http://hce.halomaps.org/index.cfm?fid=3972) The developers should only be concerned with making the best possible experienced, not how they think the public will see them before anything is released.
[*] Forreruner architecture was impeccable[/*]
[*] Flora and fauna was a very smart and rewarding addition [/*]
[*] Enemy placement and battles were invigorating and flawlessly executed [/*]
[*] No lag or game breaking bugs for me[/*]
[*] Addition of bug enemy [/*]
[*] Amazing vista's[/*]
[*] awkward ending cinematic (it should say, "end of part I" or something) [/*]
[*] lack of new weapons or polish on old weapons [/*]
With all of the above considered, I give Project Lumoria a final score of 8/10. PLAY IT!!!
I have to say that this was a VERY entertaining mod to play. The new environments were breathtaking, and the skybox blew me away. For the most part, the map flowed well from one skirmish to the next (adding a few of those light-orb things would instantly fix that problem), and the rocket warthog was a nice touch (and led to some hilarity while we were driving around scenery). And I loved how you guys hid some sleeping grunts and a fuel rod gun in one of the side passages past the light bridge; it really rewards the people who love to explore (like me =D ). It was also nice to see how well the fuel rod gun would have done against Covenant had we gotten to use it in Halo CE.
Like the others said, I was a bit put off by how there weren't too many new things to play around with. Though that isn't to say that there wasn't ANYTHING new; the ODST models were gorgeous and must have taken weeks to make. But while the final elite boss's shield was pretty, taking him out didn't seem to be as hard as I expected. Also, rather than flutter around like hornets, the drones (I think they were) seemed to just glide down towards me in that chasm with the hunters, making them rather easy to pick off. It was a good decision though to prevent players from staying in the rocket warthog and entering that new red vehicle near the entrance to the structure (I forgot its name), otherwise the rest of the mission would have been a cakewalk.
To sum it up, this mod exceeded my expectations for a first mission. If a second mission does come out, I'll be waiting for it! Perhaps you can add an option to select difficulty too?
This mod has everything, new characters, voice acting, vehicles, excellent ai, it has drones from halo 2, its mazing how well this was built. The final battles are massive, although it feels a bit rushed and couldve been as epic as the first few final battles in earlier parts of missions.
When I first saw Project Lumoria on the homepage articles list, I thought "Wow, a Halo: CE mod? I wonder what makes this one so special" and checked it out. A whole campaign? New content? This sounds too good to be true.
But it wasn't. Playing through this, I felt Halo all over again. It feels good. Really good. 2.5 years in the making and it came out deserving more than it got. New content, custom animations, an original story, this is a Halo: Custom Edition mod like you've never seen before. I vouch for this because I did not have Custom Edition installed before this mod because I was getting tired of the mediocre multiplayer maps.
But this is unlike any of them. Had it not been for the graphics, I would believe it was another Halo game.
If you're thinking whether or not to play this. Play it. It's worth it, believe me.
Thank you again TM Mapping Team, you guys made me feel like I was playing Halo all over again. I wish you the best in the future, really. You all deserve it. I mean it when I say that the wait would have been SO worth it. But I was only here for a week. Haha!
Good luck to all of you, and thank you again. =]
Where to start...
I think it's difficult to summarise or talk about just how I feel and think about Lumoria. This project is easily 10/10 in my book. It shows what happens when talented developers come together to produce an amazing Single-Player experience, that quite frankly, blows anything else out of the water that anyone has already done in Custom Edition.
For me, personally, Lumoria has served as an insane amount of inspiration on my own project. It reminded me time and time again what can be achieved through hard work and dedication.
Now, onto the details:
Fantastic stuff. The way each level and encounter is designed always allows the Player to approach from multiple angles, allowing him to tackle the encounter the way he chooses. It's amazingly well put together. You can see how the developers wanted this area to play, and the hard work they put into each and every encounter.
I think the Forerunner architecture in EP1/2 is pretty much spot on what Forerunner should look like. It looks Forerunner, but more importantly it feels Forerunner. The exterior environments look awesome. It contains those awe-inspiring areas that the original Halo, and following Halo games encapsulated. The feeling that you're just a tiny speck in this planet is so very well captured.
I found the story in EP1 pretty interesting, but let down in some areas. This is where EP2 picks it up. The addition of more interesting characters and elaborated story really makes things interesting, it makes the story feel alive, like there's more going on. Although I do feel that a certain baddie could have been elaborated on, it was still a very interesting story. I was disappointed to see it end, not because I didn't enjoy it, but because I knew this was the end of the level.
Overall, I really enjoyed both EP1 and 2, and Lumoria as a whole serves as huge inspiration for myself, and no doubt, many many others.