Description

The first release of Halo 3 Edition! Grizzlies, marine after the medic upgrade and shade turrets are bugged in this version

Preview
Halo 3 Edition Alpha V1 (obsolete)
Comments
Chansebb
Chansebb

Pretty unique mod. I like how it's a little slower pace compared to the base game and other mods. It really makes you have to choose your units more carfully since you get recorces really slow. Only big issues i've notice is shade turrents can't be built.

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Tobymac01 Author
Tobymac01

Thank you for the feedback glad you like it. (: Didn't like how the orginal was just quickly get the op units like grizzly and scarab most the time and it was going to be even slower but it took too long to get to tier 3 and 4 and the ai constantly threw the same units at you. That was a last minute issue they were working but I think I forgot to save something so that will be fixed easily the next update which should be a mouth or two if I figure out how to make indiviual weapon models like the plasma rifle and plasma pistol so I can improve and add more infantry like the cut drones and jackal lances.

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Chansebb
Chansebb

I also notice infantry don't shoot while in sniper towers or garrisons. Keep up the good work man. I look foward to the next update.

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Tobymac01 Author
Tobymac01

Thank you hopefully I achieve your expectation though will be a smaller update. That's because they use Halo 3 range so they only really shoot what's next to them maybe I'll double certain units range when in cover.

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Guest
Guest

So I played quite a few matches with this mod as Both Humans and Covenant. I gotta say love what you're doing but I have some things I want to say. For one Theres a bug when you Purchase the Med pack for the Marine Squad they become Greyed out and you can no longer purchase them idk if it is bug, might be a feature you included but then that just defeats the entire purpose of even upgrading the marine Squad and this effects all 3 of the UNSC leaders I hope this can be fixed. The Elites Seem to have a cloaking bug where they don't go invis and just do the Effect but remain visible. Imo rn it seems like the UNSC overpowers the Covenant big time you're guranteed to win as the UNSC vs the Covenant. Most of the Covenant units are underpowered and easily get wiped out in seconds even with max upgrades, The locust moves awkwardly and will take seconds just to take a step. The Covenant need a bit of a buff to be able to keep up with the UNSC but not so much that they end up becoming the OP faction you know. For the Scarab I feel the Resource Price should be upped up to 1000 instead with how fast it can traverse the map and it's scary fast with just using 2 scarabs I was able to travel half the map within minutes. The Arbiter feels Weak AF compared to the base game version like he almost feels like a Weaker Honor guard unit as he was getting killed more often then my Normal units were which is shocking he just does not give off that Leader Unit type of feel Currently. Anyways that's my Report of the mod But Keep up the amazing work it really has a halo 3 feel

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Tobymac01 Author
Tobymac01

Thanks for the feedback didn't even know about the marine medic upgrade must have been a last minute mistake and sorry that slipped by. The elites camo bug I spent hours trying to fix with no solution unforutately will have to look at backup files as honour guards have the same problem. I mostly played Covenant and felt they were pretty balanced though I think the answer to balance the UNSC is making them more expensive so it's more of quality over numbers just like the fps games. Scarabs use Halo 3 movement but never knew they went that quick so may nerf it a bit as you never see that in 3's campaign and definetly updating the costs on most units as most are just placeholders. As for the locusts I wanted them to be more slower units you put into place though will speed up the accelartion a bit as it does look a bit silly sometimes. Finally the Arbiter is supposed to be more of just moving your units up the field with the base teleporter but that's not his final form V2 should make him ranged to his shields go down then he'll berserk with an energy sword hopefully and will probably buff his health and shields a bit. Glad you liek the mod though and thanks again for the vaild cristism and should be all addressed with alpha V2. (:

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Glitch64-Bitz
Glitch64-Bitz

Yo, I didn't notice you finally upload it! Was busy making mods for MCC. I played the mod for quite a while and to be honest, kinda fun! I enjoyed the mod and I loved the hunters. But I did encounter some bugs, and especially the scarab, I freaked out when it walked. And the covenant needs to be improved
Bugs I encountered:

1. Marines can't be trained anymore once Medic upgrade has been researched.
2. Cobras and wolverine have weird wheel physics when turning
3. Johnson's grizzly can't be constructed, don't know if its suppose to be there or not.
4. Locusts are really slow when turning
5. Engineers are very slow just like the locust and has weird turning physics
6. Scarab has very long range and very very fast after walking shortly which is very op
7. I can make multiple brute chieftan (is it normal?)
8. Hunter majors can't be trained

I read the guy's comment talking about some bugs but I encountered them without realizing it. But amazing mod! For some reason I loved the hunter idk why. I see the changes of the vehicles but I'll give this alpha a 7/10. gtg making more mods for mcc

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Tobymac01 Author
Tobymac01

Glad you enjoyed it the mod! (: I probably should have made this more clear but this version is more a demo as its just showing off the new systems and stuff and isn't really made for balancing though I greatly appeciate the critisms as it helps me with the next version of the mod. Glad you like the hunters you probably know this but I added a new system so they're front armour is a lot stronger than the back thought it was a cool nod to the fps games as you nearly always shoot them in a back and gives them a weakness. For the scarab that uses Halo 3 movement that from far as I'm concerned is never used as they use scripted movement or stand in one spot when fighting them so I've decreased the velocity to make it more in tune to what you see in 3's campaign but keeping the accelation as it makes it harder for the scarab to retreat so you need position it carefully. As for the range I'll probably nerf it by half or something so it still has superior range to everything but not by a long shot like it is now. The marine issue I've already fixed for the next update same as the locust problem though its still going to be slow as I want to act as a sort of heavy sniper that needs defending or set up in a good position. I'll update the wolverine and cobras to feel more natural as they use the same movement pretty much and make the engineers a bit quicker as they based of ODST's movement. Finally the Chieftan thing isn't a mistake as you can see multiple in the campaign so didn't want just one but might limit him to three or something next update and the hunter majors are supposed to a Truth exclusive unit (only seen in Truth's fleets in-game aka ODST) though that was a last minute decision so I may have messed it up and may be bugged. Good luck with MCC, what mods are developing at the moment I'm interested?

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Glitch64-Bitz
Glitch64-Bitz

Wow thats actually sounds awesome and the hunter armor feature is greatly amazing. Thanks for the feedback. For Halo Mcc modding I am currently an advanced beginner with the tool assembly. And I am loving this tool idk how the community made it. But I still have a long way to learn especially modelling. And I have come up with an idea making my own mods which I have 2 work in progress. One is the Halo 3 Flood campaign mod and the other is Halo 3 Unfortunate's Rebalanced mod. Unfortunately I am only planning uploading to nexus with the flood campaign mod, which still has some problems like trying to get the flood drive vehicles, the crows nest mission crashes all the time, and trying to figure out where they will spawn. For the rebalanced one, I have major issues with it but its a long way to explain it. I even tried making an ai forge but its very difficult. And I also tried importing halo wars 2 flood vehicles but failed. Ive only finished one mission in the flood campaign mod. Currently making outskirts but also trying to find a way to import the flood on the crows nest which is really slowing me down.

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Tobymac01 Author
Tobymac01

Oh cool I have lots of experience with Assembly but none with modeling unless its bitmaps. Could always try and help you if you want though I don't know about the crow's nest crashes though can't you edit scripts now? So that could be the answer as its probably diologue and animations not being able to play which you could change through scripting though it would be tedious. I could also show you ai forge done it for a mod showcase for my scrapped mod and even give you some tags like my cut dual wielding stalker though it has its issues.

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