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!!!
Nothing revolutionary, just one of the only well put together single player maps for the game. I really enjoyed playing the mod and definately recommend it to anyone who owns halo pc.
Absolutely incredible campaign, a must have for anyone with Halo: Custom Edition
As a diehard fan of Halo CE I played this on Legendary difficulty and enjoyed it overall. Kudos to all involved in the making of this project. I hope to see more of this in the future.
-Massive pitched battles: I LOVED this. It was really fun to fight dozens of Covenant troops at once with the help of your ODSTs. The maps were also big enough to accommodate multiple routes and strategies.
-E3 references: Elites with handheld shields and that one multi-ramp structure leading down into the cave. Actual animals in the game. Project Lumoria fleshed out something the actual Halo series couldn't accomplish until Reach.
-New enemies: Drones, Elites with fuel rod guns, Golden Elites that throw grenades, etc. I also like the inclusion of Huragok. I always wondered what they would have looked like in CE.
-Hunters are no longer one-hit kills with a headshot weapon which I thought lent some realism to the game.
-Scorpion: Changing the reticle improved the tank's accuracy a hundredfold. The machine gun is also far more devastating without the ridiculous kickback it had in Halo CE. Everything about this redesign was better. I loved that whole section of the campaign as well.
-Grenade throwing felt much more fluid with an easier learning curve, even though lobbing one for miles felt unrealistic.
-Increased Spartan speed: I always felt that I was sprinting through the entire game. Maybe this was to compensate for the sheer size of the maps but IMO the movement in Halo CE was better balanced.
-Tracking on the plasma pistol shots now feel too accurate (read: unavoidable) which becomes especially apparent when you get EMP'd from across the map by a Jackal.
-Checkpoints were way too far apart. There's no reason to start an entire section killing 50+ enemies over again because you died at the very end. Some of the spawns didn't help either, where enemies spawned on top of you and you had no time to react.
-Lack of ammo and health: I constantly found myself scouring the map for weapons and ammo because the weapon drops simply did not give me enough bullets. With a game this expansive, I would have enjoyed having more supplies.
-Unkillable AI friendlies: Having played Halo Reach I'm generally not a fan of this. I'd much rather have your disposable Halo 2 marines that you could trade weapons with. That being said these AI were the only thing keeping me alive in some moments during the campaign.
-Epic battles: While the best part of the game I also feel like the game began to rely on them too much at some point. The campaign really could have benefited with some variation. I felt that the nature of the encounters was never-changing, and therefore this is not a game I could foresee myself playing for hours on end in six months or a year.
-THE DAMN FINAL BOSS BATTLE which keeps me from being generous and giving this a 7. On Legendary, after dying 20+ times, I can say this is absolutely impossible unless you have certain weapons (i.e. shotgun/fuel rod gun). Even so, no Elite should be able to survive two plasma grenade sticks, six needler supercombines, and dozens of miscellaneous small arms fire plus melee hits. The worst part? Just when you think you've got him, he can just teleport away, at which his shields (and I'm guessing health) will FULLY recharge. Congratulations, TM Mapping Team, you guys just pre-empted Promethean Knights, and I don't mean that as a compliment.
-Voice acting was unconvincing and music was obviously recycled, but I can't hold that against the team.
Overall, this was a fun add-on to Halo CE, but it could use a ton of improvement as well. I believe with these changes we'd have an even more engaging game. Keep up the good work!
I love this single mod :)
It took me around 3 hours to finish the campaign. The levels are a lot more varied than most of the original ones and the fights are bigger, especially the one near the end where there were like 50 marines and enemies fighting at once with tanks, ghosts, etc. over a large area.
+ great level design, they are very varied and NOT repetitive like in the original game
+ big fights with lots of enemies and marines, many of them much bigger than anything found in the original game
+ new enemies and vehicles
- voice acting could have been better
- unnecessary drama at the end of the game
Very well put together with creative level design and a constant flow of endless action.
Up to this point, I played Halo on PC for a short time when I was over at a friend's house and never really looked back on it. I wanted to get it, but never had any intention on doing so. Then, I saw Project Lumoria and decided to buy a copy, download Halo: Custom Edition and play Lumoria; I was one to generally enjoy Halo single player campaigns (With exceptions for Halo 3 and ODST, those were not very good.) and when I installed this, I was truly blown away.
The levels in this mod were absolutely incredible, they were well made, well thought out and they all had their awesome and spectacular moments. The atmostphere they put into each level was something to really take note of since it really leaves some impact for the player and brings back the old Halo feeling of being in a mysterious place.
The gameplay was something that I was completely thrown off by. Not only does this mod create some awesome fire fights, but there are some interesting enemy additions from other games put in here. Not to mention they fixed the Hunters dying from one shot from the pistol or sniper, so now they present an actual challenge!
The music that plays in two certain battles are absolutely awesome and are pretty close to some of my favorite battles in FPS games now. Also, there are bosses which are absolutely awesome to duke it out with! The final one in particular is probably one of my favorite final bosses ever, it was absolutely unfriggin' believable!
The Music that the mod includes are tracks from Halo 1 and 2, and they play at very fitting areas. Its like a dream come true for this mod in my eyes. Also to bring up the story, it was actually good! At first I was expecting a basic story with mediocre cutscenes and voice acting, but it all went past my expectations very quickly as I played the mod.
Overall, if you own Halo: CE on PC and you want some more single player carnage, you came to the right place. Give Lumoria a chance, it was incredible from start to finish!
The first Halo was a great game, and this gritty fan based adult mod just made it even better.
The entire campaign was amazing. It's in my top 10 mods list.
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Highest Rated (6 agree) 8/10
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…
Nov 26 2010 by roosterMAP