Posted February 6, 2020 (edited) Welcome to Heir of The Lords, a new Firefight map based on EmmanuelCD's map "Hexzone". Fight formidable foes through 7 rounds of increasing difficulty and defeat bosses after each round to unlock REQs and increase your destructive power. How long will you last?More about the mod The tagset is based heavily on the vanilla assets, revamped with OS shaders and a touch of modern era influences. New weapons are in the party as well, and same goes for your enemies and their behaviour. Due to that, THIS MAP REQUIRES OPENSAUCE. The map has also several influences from FromSoftware's phenomenal game Bloodborne, going from the music and the ingame sounds to the boss designs and behavior. The name itself, "Old Lords", is a Bloodborne reference, since it can refer to both the Old Lords of Yharnam (the Pthumerians) or of Halo (the Forerunners). You will also have a speed boost ability as a replacement for the flashlight. And, most of all, you'll be assisted in this journey by the best waifu Exuberant Witness!ScreenshotsDownload link https://mega.nz/#!EcIHSShK!gdv_RHneuFeAdPsSlkQ2pRD-bLRgCqgSYplVH3KSjnwCredits Adjutant team: Reach and H4 assets Rododo: Some particles and other beauties Mortis: Some particles and bitmaps, feedback and betatesting Masterz: feedback, some scripting help and betatesting martin.kosecky5: Some upscaled textures DumbAI, MatthewDratt: Ripped dialogues JadeUndead: Scripting trickeries CMT: Some bitmaps, sounds and animations Moses: H2 animations extractor Delicious, Brad Cypy: Mass Effect sounds Aegis Mind: H5 sounds, Excavator model EmmanuelCD: BSP and Skybox Altis: Bigass sun tags Flanker: Fire particles Spiral: Post-launch feedback FromSoftware: Bloodborne sounds and music Bungie/343i: Halo assets in generalClosing words A bit sad that my first topic here on OC will be about my last map After this small project, I'm gonna retire from CE modding. It's been 8 years since I joined the modding community, it has been a lot of fun and I'll always be grateful to this engine for all I've learned through it. Now, it's time to move to better places, where my creativity can spread without chains (Ugh) Thank you all for all the support, see you on Unity or MCC! Edited February 14, 2020 by SOI_7 Vuthakral, MrChromed, Fubih and 8 others like this Share this post Link to post Share on other sites
Posted February 7, 2020 I enjoyed every single moment of this Firefight, for real. And I loved the way you mixed both Bungie and 343i art styles using a consistent tagset. It shows that you put a lot of effort into this, and it's quite noticeable. Great work and I hope you can follow your dreams in other places Share this post Link to post Share on other sites
Posted February 7, 2020 Welcome aboard; hope to see ya around for MCC! Oddly, this is familiar to you... as if from an old dream. Share this post Link to post Share on other sites
Posted February 8, 2020 Sweet. Some singleplayer action. I'll be playing this tonight. Share this post Link to post Share on other sites
Posted February 8, 2020 Very impressive work, I enjoyed playing through this a lot! I loved all of the new enemy types you introduced here. The only thing I didn't really like is that plasma pistol made all boss fights very easy (except for the hunter obviously) but aside from that everything worked very well. Share this post Link to post Share on other sites
Posted February 12, 2020 (edited) Hi guys, First of all, thank you all for the positive comments about the mod, I really didn't expect them! After hearing various people, I have improved some areas of the mod and released a new build, so I have updated the download link in the OP. CHANGELOG: -Nerfed Plasma Pistol against bosses -Added extra instructions about ammo stations, medkits and speed boost in the main menu guide -Fixed a bug that caused the Hunter armor to be immune to explosives -Fixed a bug that could cause Elites to T-pose when being stuck by grenades or Needler supercomines -Fixed a bug that could lead the player to purchase infinite REQs pressing the action button multiple times -Fixed a bug that could cause the Grunts shields to not disappear when you kill the Engineer -Replaced legacy flames with newer ones for dead Sentinels -Increased falling damage for AIs and removed it from the player, so that AIs don't survive if they fall inside the cliff -Added visual feedback for when the Retriever is damaged -Added extra behaviors to bosses in order to make them more interesting: 1) Brute Chieftain now has a temporary invincibility shield like in H3 2) Juggernaut can now spit Infection forms and leap 3) Silent Shadows should be more aggressive during the second phase and they should leap during the third phase 5) Giga Crawler now will spawn Watchers as support during the second phase Again, thank you all for the kind words, hope you had/will have fun with this map! Edited February 12, 2020 by SOI_7 Takka and PopeTX28 like this Share this post Link to post Share on other sites
Posted February 13, 2020 Kinda a random question. But do you plan on doing a V2 of your original campaign in the future? Share this post Link to post Share on other sites
Posted February 13, 2020 12 hours ago, PopeTX28 said: Kinda a random question. But do you plan on doing a V2 of your original campaign in the future? Pls no, I want to stay as far from CE as possible from now on lol. Ntm I already retouched the whole thing once, a V3 would be painful Share this post Link to post Share on other sites