Update on things…

Greetings. It’s hard to believe it has been over a year since I last posted an update on anything.Mostly, I’ve been writing down stuff in my personal OneNote, but, I have not posted a thing here since February 2015. I have been updating all of the pages currently here. I may as well post an update.

For starters, until I get the steam to work on this stuff going again, any releases will be “when it’s ready”, due to working so much on college work. The Star Wars Battlefront II mod project is on hold, if not scrubbed. I want to resume work on the Halo CE campaign port eventually, but, if Halo MCC is confirmed to be coming to Windows 10, the project will be canned, as it is. But, I have been thinking about doing a “Halo Campaign: Ultimate Edition”, which is basically an expansion of my mini mod idea from awhile back. Here are the basic ideas of this mod;

  1. Back-porting Halo Anniversary sounds, models, HUD, bsps, etc… to Halo CE.
  2. Bring multiplayer-exclusive content into the campaign, with high-quality sounds and models to go with the Halo Anniversary stuff (the Fuel Rod Gun will have basis in the one found in Annivesary, but, will be playable).
  3. Fix issues with the campaign port, similar to how it is currently being done.
  4. Use Open Sauce to give the game a visual upgrade that is akin to Anniversary (though it will never be on par the actual game, due to running on the original graphics engine instead of the Anniversary graphics engine).

I’ve also had an idea for a “CMT Firefight” that acts as a sandbox for SPV3 and Evolved content, merged into one seamless experience (based on SPV3 balancing, with some new additions). I can’t say what this will be like at this point.I will have more to post, once the SPV3 tagset gets released.

In regards to other games. For “Left 4 Dead 2”, I’ve been making a Steam workshop collection of mods, called Halo: Outbreak, to turn the game into a Halo-themed one. These mods have gotten me to play the game, so, I figured I make a workshop collection to shows the ones I use to get the best Halo-like experience. None of the mods are by me, but, they work well together.

That’s all for now. Thank you for ready. I’ll try posting again later on.

Edit: I’ve also decided that I will restore a limited amount of cut content. Unlike SPV3, I want to maintain a mostly stock experience, so, content restoration will mostly be limited to things that are already placed in the levels, but, are never triggered. The Flamethrower already falls under multiplayer content, but, there is a possibility that I will restore its original functionality from the Xbox version that Gamecheat13 demonstraited. Outside of that, weapon restoration, if I go forward with it, will be limited to weapons with files that can be found in one version or another of the game, that do not overlap in terms of functionality with existing weapons (though they will be updated to fit the anniversary look). Also, there is a small possibilty that some of the encounters will be redesigned to fit with what happened in the book “Halo: The Flood”. This does not mean new levels or extensions to exisiting levels, just encounters that fit within the confines of the stock game.



Star Wars Battlefront II mod project

Greetings. I decided I am going to a break from Halo CE modding. The campaign port is relatively bug free (except for maybe a few bugs that pop up randomly and inconsistently, which makes it harder to track them down), and can be played from start to finish.

Now, as the title suggests, I am going to do a mod for Star Wars Battlefront II. The mod? Conversions of maps from the original Battlefront that support the Dark Times mod. There are already conversions out there, such as the ones in the Conversion Pack mod and Marvel4’s converted maps, but, mine will focus exclusively on Dark Times support. If you want to know more about the Dark Times mod, look here;


I’ll post updates as I finish up maps. Right now, I am doing Rhen Var: Harbor, which is coming along just fine.

Finalization of the Halo CE Campaign port and outstanding issues in it.

Greetings. Its been awhile since I have posted publicly. As the title suggests, the port is being finalized at the moment, for the most part. I will be uploading a new build of d40 (The Maw) later today with some small fixes, however. There is a very small list of issues that, as far as I can tell, are beyond my skills to fix. Here is the list;

1. The shuttle bay door on a50 (Truth and Reconciliation) is missing its off shader.

2. Some objects, or parts of objects, on d40 aren’t properly affected by the fog in the level.

Those are the only two issues. After finalization, I might start on my next project right away, or wait a little while to start it. If/when I find fixes for the listed issues, I will upload new builds for the affected levels.

Halo Campaign Port nearing completion, and new project annoucement.

As the title suggests, my updated campaign port is nearing completion. I have a few things that need to be fixed, plus having to get D20 (Keyes) and D40 (The Maw) compiled, tested, and fixed. After the port is finalized, I will upload it to Halomaps and begin work on my next project. This new project is fairly small. All it will do is bring official Halo PC-exclusive content (Rocket Warthog, Flamethrower, and usable Fuel Rod Gun) to the campaign. Here is a list of confirmed changes to be made;

  • Replace the Warthog on B40 (Assault on the Control Room) with a Rocket Warthog.
  • Replace all Grunts carrying the self-destructing¬† Fuel Rod Gun with special versions carrying the usable multiplayer variant.
  • Add the Flamethrower throughout the second half of the campaign.
  • Add the Rocket Warthog for the Warthog run in D40.

Possible changes I will make;

  • Add Fuel Rod Gun-carrying Grunts to B40, and possibly B30 (The Silent Cartographer).
  • Add Flamethrower and Fuel Rod Gun-carrying Flood Combat Forms (The former already has actor_variants carrying them, but, don’t hold them properly).

That’s all I can think of for now. I’ll update this post if anything else comes to mind.

Update on Halo ported campaign mod

Hello. Later today, I will be compiling and testing C10 (commonly known as 343 Guilty Spark). The first five levels are already uploaded, though not all fixes are implemented yet. This does not mean I am leaving them as is. As I fix issues, I will reupload the maps. In fact, once I upload C10, I am going to start doing version numbering. I am also going to start making a list of credits so people know what assets are made by who. I don’t want to seem like I’m nust stealing other people’s work.

Speaking of which, in the Archives section, I am going to list the authors of the archived mods, if known.


In the matter of a few seconds, I have my own blog.

I have moved the original introduction that was posted here to the “About” page. See there for more details. In a nutshell, this blog is about my mod work and archiving hard or impossible to find mods for people to easily locate. Check out the various pages to find my mods and archives. Each page for my mods will provide a detailed description of the mod’s functions, as well as a link to download them. The archive page will detail the mods archived, the original host (if known), and the method of recovery.

Thank you for taking your time to read this.

Posting updates on my mods and archiving hard to find mods.