This was a fun surprise of a video! I was really impressed that you picked up on our framing of the Cartographer route and the Map Room itself as ceremonious. We alternatively leaned the other direction for the Security Complex toward being more technical and industrial. I'm extremely proud of all the hard work my colleagues and I put into the map across more than a decade. While only Dafi and I have Steam accounts linked to the Steam Workshop mod pages, many more contributed. Full credits and behind-the-scenes details are on our website! (UA-cam does not like URLs in comments so check our Workshop page for the link)
It's such a fun map! I look forward to going back into the Developers Room and exploring all over. Then playing on "Easy" mode for the alternate experience 😊 Thank you and your team for the hard work. I hear that just creating a Battle Rifle in Halo CE is an arduous task. Also destructible Warthogs I would imagine would be difficult to include movable debris after the fact! There's so much packed into this level, I love it!
Whoa, I didn't expect a video to show up in my feed featuring a tiny detail I added to a skybox back in 2015. I'm glad to see it was noticed! I like to add unique perspectives or touches of realism and grounding to my skyboxes. The TSC:E one is one of my favourites and was challenging to make. I modeled a ring in 3ds Max which included the side walls, then rendered it projected against low poly shapes which served as the final geometry for the skybox. These ended up being huge textures and we had to cut the scale by half for the original 2015 release, but I believe the MCC re-release now uses the intended full res textures making it easier to see the ring shadow.
I once watched a "making of" one of the MGS games where Kojima said that true passion for making games comes from creating small details players might never see. I'm paraphrasing the crap out of what he said since its from memory, but thanks for making things!
As someone who has experience in making 3D animations, I have to say that the reloading animation in this MOD is "amazing beautiful". When I played the game for the first time, I couldn't help but fire, reload, fire, reload, fire, reload, just to watch the reload animation again and again - all the reloading movements are smooth and natural, and the movements are smooth and natural. The connection is also perfect, and the action style is also loyal to the "HALO feeling". (I'm using Google Translate, if there's anything wrong with the translation, it's Google's problem, LOL)
Oooh love the "waiting for checkpoint - area not safe" HUD element. Eliminates the need to memorize where the checkpoints are or accidentally missing one.
I do wonder how many of the Custom Edition version's many secrets survived into the MCC Port. I do know that a certain wall-mounted painting that the SPV3 version removed still remains (The MCC Port was even announced by showing it off alongside a second player to confirm the co-op support) and, while I haven't played it in full, playing TSC:E on Easy Difficulty is treated as something of a joke difficulty, something that it demonstrates well before you hit the sand with a Battle Rifle & Rocket Launcher. There was one other secret that I wonder survived into the MCC Port, in which while I can't remember how to find, had you stumbling upon a Default-Posing Captain Keyes, disco lights blaring to an official Halo 4 Special Edition Remix track (I think it was 'NEMESIS - Alvin Risk Remix') that just drops loud electronic music on you, and granting you a gold-plated DMR with ridiculous properties. Regardless of all that, I remember calling TSC:E Standalone "The most refreshing, yet familiar bit of 'Halo' that I had come across since Halo: Reach" when I played the original release back in 2015, and although I'm keen to boot up v1.4.1 in Custom Edition again and I have played such smooth diamonds such as Ruby's Rebalanced - Halo: Combat Evolved & Combat Revolved since, I came out the other side of playing it's MCC Port loving it as much as I did the first time (Although I was left wondering where the DMR had gotten moved to, but maybe that was part of some of the changes made with the v1.4 update prior to the MCC Port).
@@E55666 sort of. they started off as the same team then they split up partway through this project but the video does get it right this is the culmination of the original CMTs skills. the spv3 version was masterz approach while this version is the vision of the rest of the old team. its immediately noticeable in the sandbox. i absolutely love the shredder in TSCE
This is TSC:E (Standalone). SPV3 took some liberties of their own when taking this level into their own hands besides their own weapon sandbox & enemy roster. I don't how many of the numerous & sometimes ridiculous secrets within TSC:E survived into SPV3's version, but I do know that they explicitly removed a wall-mounted picture hidden off the beaten track (Which is rather strange considering a rather infamous & not-hard-to-find Terminal that very unnecessarily & curiously rewords a Halo: The Flood chapter & CEA Terminal in SPV3 Keyes seems to still remain in the current version) around the Hunters' first encounter area that was well-known enough that when announcing the MCC port of TSC:E Standalone, they explicitly showed that it was still there alongside the Co-op support it was being newly granted. Speaking personally, I love TSC:E. SPV3 might be a bit too "bloated" for my liking, but I've still yet to play the latest version since the Part One release (The option to swap out the SPV3 Armour with TSC:E's Armour, the Original Armour or an ODST that with the right Skulls becomes much more than appearance were additions that I do very much appreciate). I tend to consider it a "How much of the Halo Franchise can we stuff into Halo: Combat Evolved alone without the whole thing collapsing" sort of mod, of which I often point to the SPV3 Armour set as perhaps most emblematic of this. All-in-all, I'm more inclined to use Ruby's Rebalanced, Halo: Reach Evolved or Digsite as examples of "Depictions of Halo as it could've been".
SPV3 took shit from all of the games (including 343 games) and made them worse. If you already shit on the games, them being something like SPV4 would make you want to kill yourself over how bad they are
@@Bizargh When the second half of the campaign released the team responsible for the main mod went back and removed the extra joke difficulty level and the secrets, which disappointed a lot of people but I heard apparently the project lead didn't want them in there. I found it quite enjoyable going through the level twice and seeing the differences between the normal version and the joke version and seeing all the extra jokes hidden around like it was an easter egg hunt
This was a fun surprise of a video! I was really impressed that you picked up on our framing of the Cartographer route and the Map Room itself as ceremonious. We alternatively leaned the other direction for the Security Complex toward being more technical and industrial.
I'm extremely proud of all the hard work my colleagues and I put into the map across more than a decade. While only Dafi and I have Steam accounts linked to the Steam Workshop mod pages, many more contributed. Full credits and behind-the-scenes details are on our website! (UA-cam does not like URLs in comments so check our Workshop page for the link)
It's such a fun map! I look forward to going back into the Developers Room and exploring all over. Then playing on "Easy" mode for the alternate experience 😊
Thank you and your team for the hard work. I hear that just creating a Battle Rifle in Halo CE is an arduous task. Also destructible Warthogs I would imagine would be difficult to include movable debris after the fact!
There's so much packed into this level, I love it!
Whoa, I didn't expect a video to show up in my feed featuring a tiny detail I added to a skybox back in 2015. I'm glad to see it was noticed! I like to add unique perspectives or touches of realism and grounding to my skyboxes. The TSC:E one is one of my favourites and was challenging to make. I modeled a ring in 3ds Max which included the side walls, then rendered it projected against low poly shapes which served as the final geometry for the skybox. These ended up being huge textures and we had to cut the scale by half for the original 2015 release, but I believe the MCC re-release now uses the intended full res textures making it easier to see the ring shadow.
I once watched a "making of" one of the MGS games where Kojima said that true passion for making games comes from creating small details players might never see. I'm paraphrasing the crap out of what he said since its from memory, but thanks for making things!
Thank you so much for your work on this. I played this a couple months back and it blew me away so much it made me emotional.
Con, your skybox will always bring me awe and joy. Thanks once again for your beautiful art!
I can't with this assault rifle, it's just sooooo gooooooood
Also we should appreciate this spiker melee animation
That Spiker is great in this mod!
I just wish the ammo counter stayed blue as it ran through ammo. I much prefer the consistent color of the proper games
@@LateNightHalo Here comes lng to complain about something again. He'll make a video and delete it after lol
@@CharlesJ-uu5dg Facts lmao
@@CharlesJ-uu5dgWhat is the problem of criticizing a small detail and having a preference?
"Lets head in the puma"
AH RED VS BLUE REFERENCE
After ten years, I didn’t expect TSC: E to still be recognized after all these years
I can’t believe I’ve never seen this, what an amazing piece of work 😍 and that spiker animation I LOVE
I wish they would do the whole campaign like this. this has always been absolutely top notch ive been playing this map since the custom edition days
the silent "battle rifle"
I played REALLY OLD builds of this mod back in like 2015/16. And played it when SPv3 fully released.
It's nice to know it's been ported to MCC.
Wow. The Combat Evolved modding scene is on another level.
As someone who has experience in making 3D animations, I have to say that the reloading animation in this MOD is "amazing beautiful". When I played the game for the first time, I couldn't help but fire, reload, fire, reload, fire, reload, just to watch the reload animation again and again - all the reloading movements are smooth and natural, and the movements are smooth and natural. The connection is also perfect, and the action style is also loyal to the "HALO feeling".
(I'm using Google Translate, if there's anything wrong with the translation, it's Google's problem, LOL)
Oooh love the "waiting for checkpoint - area not safe" HUD element. Eliminates the need to memorize where the checkpoints are or accidentally missing one.
0:49 that grunt fucking ate the granade 😂
All the good things that TSCE had here were absent in SPV3 lol. It's nice to see this map on the MCC with stable 60fps.
I remember being super hyped when I played this, because I thought it was a preview of SPV3.
Then SPV3 came out and sucked balls.
Amazing! Imagine a full campaign by this team
I do wonder how many of the Custom Edition version's many secrets survived into the MCC Port. I do know that a certain wall-mounted painting that the SPV3 version removed still remains (The MCC Port was even announced by showing it off alongside a second player to confirm the co-op support) and, while I haven't played it in full, playing TSC:E on Easy Difficulty is treated as something of a joke difficulty, something that it demonstrates well before you hit the sand with a Battle Rifle & Rocket Launcher. There was one other secret that I wonder survived into the MCC Port, in which while I can't remember how to find, had you stumbling upon a Default-Posing Captain Keyes, disco lights blaring to an official Halo 4 Special Edition Remix track (I think it was 'NEMESIS - Alvin Risk Remix') that just drops loud electronic music on you, and granting you a gold-plated DMR with ridiculous properties.
Regardless of all that, I remember calling TSC:E Standalone "The most refreshing, yet familiar bit of 'Halo' that I had come across since Halo: Reach" when I played the original release back in 2015, and although I'm keen to boot up v1.4.1 in Custom Edition again and I have played such smooth diamonds such as Ruby's Rebalanced - Halo: Combat Evolved & Combat Revolved since, I came out the other side of playing it's MCC Port loving it as much as I did the first time (Although I was left wondering where the DMR had gotten moved to, but maybe that was part of some of the changes made with the v1.4 update prior to the MCC Port).
I wish the custom mapping team would remake other CE levels in the same vain as silent cartographer evolved
I think the whole trilogy needs remade in the same style the Half-Life 1 was with Black-Mesa.
@TheStrayHALOMAN Yes!
Would be really cool also would be if the devs ever added Halo Reach stuff to the game like Needle Rifle, Plasma Repeater, and Revenant
Awsome stuff
The not so talkative border drawer?
Yeah that fella. Rather introverted
I hope they do more levels. SPV3 is extremely bloated and has content for the sake of content, it can be too much sometimes
Spv3 finally coming to mcc❤
No just one of the custom levels that spv3 assimilated into their mod
No. Just tsce. It has a different balance than spv3 and, imo a better balance.
It's actually a mod that spv3 team stole and put in their mod
@@E55666 sort of. they started off as the same team then they split up partway through this project but the video does get it right this is the culmination of the original CMTs skills. the spv3 version was masterz approach while this version is the vision of the rest of the old team. its immediately noticeable in the sandbox. i absolutely love the shredder in TSCE
I hope not
SPV3 is the direction I wished Halo went after Halo CE.
This is TSC:E (Standalone). SPV3 took some liberties of their own when taking this level into their own hands besides their own weapon sandbox & enemy roster. I don't how many of the numerous & sometimes ridiculous secrets within TSC:E survived into SPV3's version, but I do know that they explicitly removed a wall-mounted picture hidden off the beaten track (Which is rather strange considering a rather infamous & not-hard-to-find Terminal that very unnecessarily & curiously rewords a Halo: The Flood chapter & CEA Terminal in SPV3 Keyes seems to still remain in the current version) around the Hunters' first encounter area that was well-known enough that when announcing the MCC port of TSC:E Standalone, they explicitly showed that it was still there alongside the Co-op support it was being newly granted.
Speaking personally, I love TSC:E. SPV3 might be a bit too "bloated" for my liking, but I've still yet to play the latest version since the Part One release (The option to swap out the SPV3 Armour with TSC:E's Armour, the Original Armour or an ODST that with the right Skulls becomes much more than appearance were additions that I do very much appreciate). I tend to consider it a "How much of the Halo Franchise can we stuff into Halo: Combat Evolved alone without the whole thing collapsing" sort of mod, of which I often point to the SPV3 Armour set as perhaps most emblematic of this.
All-in-all, I'm more inclined to use Ruby's Rebalanced, Halo: Reach Evolved or Digsite as examples of "Depictions of Halo as it could've been".
SPV3 took shit from all of the games (including 343 games) and made them worse. If you already shit on the games, them being something like SPV4 would make you want to kill yourself over how bad they are
@@Bizargh When the second half of the campaign released the team responsible for the main mod went back and removed the extra joke difficulty level and the secrets, which disappointed a lot of people but I heard apparently the project lead didn't want them in there. I found it quite enjoyable going through the level twice and seeing the differences between the normal version and the joke version and seeing all the extra jokes hidden around like it was an easter egg hunt
I wonder what differences (if any) Differences between the initial OpenSauce release and mcc. Too bad there is no “Nobel” Difficulty.
WAIT REALLY??????
this is spv3 no? is this a mod for this level?