[Mod Package] Halo 2: Combat Evolved FINAL RC2

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Halo117





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Post by Halo117 »

The source maps, sry lol, i gues thats why i didn't work :-P
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Post by dikemee »

XD I phuggin love you, this is how the game should have been launched. I gave up on Halo2 months ago and, went back to the original. Now i have a re gained love affair with the game that was one of the biggest disapointments in my life. Just some suggestions(take the sword out) kind of defeats the pupose(3 shot pistol) and (Damnation Damnation Damnation)Keep up the good work. :shock:
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Post by XD »

http://rapidshare.de/files/5000218/Halo ... _.zip.html

About Halo 2 - Combat Evolved 2.45+
- All that's different is that the new map INDUCTION is added. The other 7 new maps will follow soon. If you have 2.45 already, download the ppf, put it in your ppf folder, and patch again, then just transfer inductionCE.map. If you don't have the original induction and don't have mimesis, which is a probability, either catch me on AIM @ X Destruction WA to get the source map, or delete the induction ppf from v2.45+.

Big kudos to TSF for Induction, and I had to convert it to H2:CE as quickly as humanly possible.
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Post by CowFromMars »

Hrmmm EDIT....

Where is the HUD shown in the pictures... I don't see it, and how are we supposed to know if we have frags or plasmas... Also, where is the beautiful shield bar gone?!?!? <3 That's what made me want to download it... I guess take the falsely advertised pictures off the front :P

Also, I dont like the pictures of the maps very much :(! It isn't even a full picture, it's like cut off.

The falling damage is also too much and too little... For instance, if you just off a small lodge or object you lose too much health, and if you fall out of a banshee from the top of coag you lose only a very small amount of shield...

Pretty cool so far....
Keep up the greaaattt work :)!

PS. I'm using the latest version...
Last edited by CowFromMars on Mon Sep 12, 2005 4:30 pm, edited 2 times in total.
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Post by Tom »

u should add deduction instead
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Post by XD »

.. it's the same map, but H2:CE format, with no overwhelming darkness, and a flashlight, and warthogs. Warthogs makes this like a mini-maw, it's awesome. In the next version, I'm gonna make bridges where the potholes are for the warthogs, add banshees and make a higher running speed.
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Post by XD »

Halo 2: Combat Evolved v2.5 SE
- ALL 22 maps supported <<<<
- Strafing is a little faster
- Grenades have more Blast Radius and less Bounce
- Induction has a ghost and a banshee now, the warthog faces the correct direction, there's warthog bridges/ramps that fill up the potholes, so you can't get stuck in potholes anymore. Walking speed is increased for this map only, since it's so big. The faster walking speed and more vehicles making it around the size of coagulation.


DOWNLOAD

Pistol/AR Version: http://watertastesgood.com/halo2/Halo_2 ... 2.5_SE.zip

Mirror 1: http://rapidshare.de/files/5046690/Halo ... E.zip.html
Last edited by XD on Tue Sep 13, 2005 9:15 am, edited 1 time in total.
xenowisp




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Post by xenowisp »

cool i'll check this all out. have you had problems with the induction ppf? i made a regular ol' ppf for a mod for it with dothalo and it seemed like it worked but then it froze when i tested it while loading the map
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Post by XD »

Nope, nobody has had a problem with it, it's just a straight dothalo'd ppf from TSF's induction to mine.

The small/large falling damage is because you were falling on different surfaces. Coag has pretty soft surfaces while something like Headlong will be harder. I've had all sorts of fall damage from taking shields down to just a little bit, to just in the middle.

As for the shield bar, if you read, time and time again, I just can't get it to work correctly. If you could find the unswizzle flag so I can turn it off, you'll probably get it back, because I'll be able to inject it correctly.
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Post by jkjk »

xeno-you can try with ppf studio too. i can move your topic back if it's fixed.
XD-I like your changes. What tdk was saying is that you should add more variety of weapons on the map too like what xeno did in deduction. Of course I can edit the itmc/scnr and host but I don't want to edit the map every time you make changes.
I'd like to see more XBC mods and less projectile mods!
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Post by XD »

Yeah, I guess I can add some chunks next version and put a lot more itemspawns in next version.
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Post by TheMightySquare »

Ok, I used to have this, But it lagged my xbox to much when I wasnt using it. Taking up to much memory. But, If I download the 2.5 right now and apply it will it work. Or, Do I need to get the older versions and steadily update?
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Post by XD »

No, you use original non-modded maps as source files, you need every single source file, including induction there.
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Post by WildMonkeys »

Yeah! Me = Like this :D Every one that liked halo game play, strategie, ect, but still wants halo 2 because, it kicks ass ~ Download THiS! ~
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Post by XD »

Image

Image

Image

Just a preview before I bring out the next version, here's the shared patch.
Attachments
shared - shared.zip
(100.41 KiB) Downloaded 10 times
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Post by xbox7887 »

damage meter looks damn good :cool:
Santa_Is_Innocent





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Post by Santa_Is_Innocent »

a shared patch? noooooooo
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Post by XD »

Of course it's going to be in the shared patch, I'm not going to skyrocket the size of my ppfs by internalizing it when I can just apply it to shared. Also, you could always apply the shared.map patch, then internalize it afterwards using that patched shared.map. Therefore it'll be in the map itself. Either way.
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Post by Santa_Is_Innocent »

would you mine if i posted this at my modding site in the downloads section?
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Post by Walshicus »

It's a cool mod and I do like it... but I still don't get why you decided to put the old pistol back in rather than modify the Battle Rifle to have all the characteristics of the original pistol. I've been working on a gameplay mod which adds a lot of 'realism' to the game [giving the Sniper Rifle one shot per clip and a five second reload time for instance], and the first thing I did in that was to make the Battle Rifle a one-shot-burst, medium/long range weapon which killed in three headshots... which makes sense from its design and 3d model...

Perhaps it's just me, but the one thing I hated about Halo 1 was how this puny little pistol was the best weapon in the game, rather than the standard issue rifle.

Anyhow, good mod!
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