Dark_Lord1399 Dark_Lord1399

Halo MOD?

Halo MOD?

Ok so I am just throwing this idea out there because I am a Halo fanatic and I think that this game could easily incorporate the Halo universe into it. I am not a very good designer but I can provide support and more ideas. There are already two races that could easily be changed into the Humans and the Covenant( TEC and Advent). All we would have to do would be to change ships some and add  gauss guns to most TEC Cap ships. I know this might take a long time but if it means that we will finally have a Halo space combat game then it will be well worth it.
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Reply #301 Top
For those of you who have played sins plus know that planets can have abilities. Halo rings should have an ability: send out "squadrons" of sentinels(fighters) and enforcers(bombers) to engage enemies(anyone when nobody is controlling it)

Reply #302 Top
I was just gonna make the Halos the superweapons for both sides. There would be idk 1-2 for each system and when colonized they would just uncolonize any surrounding planets and destroy the ships in those planets. Don't really know how to code that though (or if it's even possible), i'll run it by Acolyte. Sentinel idea would be a good backup though.
Reply #303 Top
Wow that was an awesome wright up on my ship thanks, and those archer missles where actualy just a representation of them I use to save time :p  I made precast, 108' by 50' so that i could esaly transfer them to difrent loacations. But since I dont think ammo counts for archers can be added it doesnt matter too much after all it is a Fannon ship.
Reply #304 Top
For Halos, you could do what I did for a Halo map I made for WC3. Put seven Halo's in the official mod map (I'm sure you'll make one.) and then it can be a win condition. If the covenant colonize all seven Halo's, and hold them for say 15 minutes? Then they activate them and the Halo's wipe out all enemies (Not entirely true to canon but eh). Thus allowing the Covenant player to win. But if the humans colonize them, they have an option to destroy them. It'd take say.... 10 minutes? (Or maybe 15) for the humans to be able to destroy the Halo. This makes the Halos the most important targets in the entire game, and would force both sides to fight over them since if the player ignores them, that player loses.

Just give the planet/Halo a special ability, the Covenants would be "Activate" (Only works if all seven are owned by that player) and make the Humans "Self Destruct". This would probably be a bitch to code but it'd give a real goal to the game instead of just "Colonize as many planets as you can then swamp your enemy".
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Reply #305 Top
I agree with Colt, that would make the game more exciting. That would also make a nice campaign ;) 
Reply #306 Top
One thing that could be interesting would be Throw the Ark into the mix. Possible have it hooked up to every star so this way if the covies want an easy victory they can try to go for the arc and hold it for 15-20 minutes but its easy for the humans to get too. This would probably make it a little more balenced seeing as if the humans want to they could just pool a bunch of units on one ring and launch attacks on other Covenant worlds while the Covies are stuck trying to defend 6 other rings AND their core worlds. IDK just a thought.



Or if you want to make things just a tad more historically accurate to the actual plot just have several worlds that have the portals to the arc. Although in halo 3 the covies chose to use the one on earth (being the only one they knew for sure existed) there were however several other portals like it. This would help retain the idea of the arc being a quiker way to victory but also have at least a fraction more of accuracy. Which no matter how hard one tries there will have to be a huge deviation seeing as how 4 human ships would be lucky to to take out a carrier. Just another thought =)
Reply #307 Top
is anyone actually make a Halo Mod, or is this all theoretical?
Reply #308 Top
Sorry, double post.

My bad  (:( 
Reply #309 Top
I am currently making the Halo mod along with Acolyte (though i haven't heard from him in a few days...) and currently have dozens of models (basically most of the UNSC and limited amounts of covies) ready but no skin for them :(. I am an amateur coder (Acolyte is coder) so this will be tough to code. I have two ideas for the Halos as of right now. One is that they are all controlled by the ark and you can make them all go off at once/destroy the ark or possibly make you go after one Halo at a time. The second works better for mutiple players.
Reply #310 Top
Canadaman to answer your question about the forrunner ships I would guess that they would use the same type of weapons for there ships as the sentinals use only on a larger scale. But again we dont know so there is alot of room for interpretation. And as far as designs you can imply what there ships would like based on the one we see and the way they built their structures and sentinals.





Reply #311 Top
To tie forerunner derelicts and ark/halo rings:

In order to get to the ark through the portal you need a keyship. In the mod you should have to find the key ship and the portal. Once both are found and the portal is open, anyone can get to the ark destroy it, set it off, whatever.

I smell a campaign in the making ;) 
Reply #312 Top
damn no edit button

Canada Man, if you could get pictures of your models up, that would be great. I would love to see some of the progress made.
Reply #313 Top
Well they don't have textures and i don't even now how to even do a basic UV map to give them a temporary texture so it kinda looks like a black shape right now. AS soon as I get (even temporary) skins I will immediately create a new post. Right now for the title I have Sins of the Prophets and a speffy little banner to go along with it.
Reply #314 Top
crap that didn't work well...
just go to this link:
http://img177.imageshack.us/my.php?image=halosinsoftheprophetsvm5.jpg
...and that was supposed to "spiffy" up there as well lol
Reply #315 Top
 :CONGRAT: 
Reply #316 Top
Thanks Thomas. Some credit should go to DanMan as well because he cleaned it up in photoshop (i did it originally in ms paint :P )
Reply #317 Top
CanadaMan, are you going to have a cinematic and fade into the banner like normal sins or no? If you are and are in need of some ideas, I could give you a couple, if you've got one or aren't going to use one at all, whatever.
Reply #318 Top
I'll think about that when the time comes, but thats the least of my worries at the moment. I need to learn how to skin so i can kick this mod into high gear.
Reply #319 Top
Hmmm...cool idea.
TEC is without a doubt a parallel of the UNSC (some of the ships even look the same *cough*).

However, I think that the Advent ships look more like the Covenant (ex: both are bulbous). There are Vasari ships that look like covenant ones, but the Covenant ships look (BOCTAOE*) like the Advent, imo.

However, one of the problems with this idea is that well over half of all Halo fights have happened on the ground. Since this is a space combat game...yeah...this idea is sounding less and less feasible.
Not to say I wouldn't download and play and love (no homo) a Halo mod, but it would be unrealistic (even for Halo), and somewhat of a letdown.



*BOCTAOE = But Of Course There Are Obvious Exceptions
Reply #320 Top
Hmmm...cool idea.
TEC is without a doubt a parallel of the UNSC (some of the ships even look the same *cough*).

However, I think that the Advent ships look more like the Covenant (ex: both are bulbous). There are Vasari ships that look like covenant ones, but the Covenant ships look (BOCTAOE*) like the Advent, imo.

However, one of the problems with this idea is that well over half of all Halo fights have happened on the ground. Since this is a space combat game...yeah...this idea is sounding less and less feasible.
Not to say I wouldn't download and play and love (no homo) a Halo mod, but it would be unrealistic (even for Halo), and somewhat of a letdown.



*BOCTAOE = But Of Course There Are Obvious Exceptions
Reply #322 Top
How is this "less and less feasible"? Its growing more feasible all the time!
Reply #323 Top
How is this "less and less feasible"? Its growing more feasible all the time!
End of quote


True dat! Before you criticize, read the previous 13 pages of "less and less feasible" ideas, we've had one to many arguments on this thread about ideas and their feasibility. Huh? Is that a word, feasibility?

w/e
Reply #324 Top
could you edit the tactical slots so there could be tonnes of guns. also make all ships dirt cheap so battles will start real early. it would make it really halo like with many explosions. do you think the new halo game halo wars will be any good.
Reply #325 Top
could you edit the tactical slots so there could be tonnes of guns. also make all ships dirt cheap so battles will start real early. it would make it really halo like with many explosions. do you think the new halo game halo wars will be any good.
End of quote


I'll see how that works out. But yeah Halo wars is most likely gonna pwn.