im bad with downloading mods. its confusing to know where to put what and where u download it from well i suppose that part is kinda easy but it gets complicated for me from then on
@el negro Surely he would wish for a way to not get viruses or weird shit in the process of downloading mods, and not everyone knows about adblockers, which can protect you from getting what you wouldn't wish, at least when downloading from odd websites, such as Mediafire. Last I checked, Mediafire was not a "secure" site.
@@doom5895 Late response incoming, but I wasn't being sarcastic; I was praising LNG for doing his due diligence and giving the mod a full-fledged review.
Lumoria reminds me of the early days of fps for pc when you’d get expansions that are side campaigns, like half life opposing forces or blue shift, or the FEAR expansions, something I think the halo games could’ve honestly benefit from.
Closest we've gotten was ODST. I honestly don't know why they haven't done real campaign DLC since then. Sure Halo campaigns aren't cheap to make but people would definitely buy it, not advocating this but they could easily charge 20-30 dollars and get away with it.
If your talking about the rookie you play as in odst when you say ”odst man” then I have some disappointing news, the rookie died in the novel halo bad blood, he was captured and shot in the head by insurectionists.
The atmosphere and concept to Lumoria is amazing. Both mods have flaws with their executions but if they were combined we could have something truly magical, mysterious and depressingly beautiful. If anything it just leaves me wanting more. I want to see this place expanded. I want to see its rich, alien, yet familiar forests and wonderful nature expanded upon greatly. I wish the story was as good as the actual concept of the mod has set this place out to be.
I have always enjoyed the original Lumoria precisely because of the hopeful and upbeat tone. Lumoria has always felt, to me, like a peak into what Halo was almost like - something out of the 1999 trailers and teasers, that was a lot more about exploring the Ring than fighting an unwinnable war. I've not yet played Lumoria's SPV3 iteration, and I feel reluctant to. Inherently, SPV3 takes away the last vestiges of that pre-01 Halo that survived in Combat Evolved, and while it remains an impressive if overwrought mod, it does, as you say, take a very specific view of Halo. I don't think it's right for Lumoria.
Don't get me wrong, I don't have the skill to make a mod like Lumoria and if I ever get into making games/mods, I know I'll make mistakes. I'm just saying I remember LNG's original Lumoria review and it seemed like it didn't live up to its creators' vision.
I don't like how Masters changed the theme of the story. In the OG version, The planet was a cartographer for every planet in the galaxy, and had a catalogue of their inhabitants. So you have to stop the Covenant from learning the location of the human colonies. Whilst this is going on, the Forerunner A.I is suffering from Rampancy of some kind, as it tries to prepare Lumoria for the Librarian's arrival. In the SPv3 version, this entire concept is shat upon. Instead of being a galaxtic cartographer, Lumoria is now used as a world where the Covenant reverse-engineer Forerunner technology, making this mission less of a dire situation & more of a power grab. And the Forerunner A.I's character has changed as well, because after reading covenant and forerunner terminals, it becomes clear that the A.I has fell victim to the Logic Plague (the informational version of the flood that affects A.Is). Whilst this only is implied in the A.I's dialogue, it becomes clear as you read the terminals that it has turned against its creators and is imprisoned on Lumoria. By itself, this story concept of the A.I having the logic plague is pretty good, but one that's so contrived that it causes a plot holes in Lumoria's setting. If this planet was a prison, shouldn't there have been another A.I to keep it imprisoned and aid the Reclaimers through the sentinels? Because having all the Sentinels obey the corrupted A.I was a horrible idea since they have no ability to think, which is what's neccecary to fight the flood without becoming corrupted themselves. And if it was imprisoned on Lumoria, why was it floating ourside the facility at the end? If it had full command of the Sentinel forces, why didn't it manage to escape before the humans or even the covenant arrived? And why would Mastetz1337 introduce the Logic plague if he wasn't going to introduce the flood? Of course doing that would ruin the original touch of Lumoria, but it would at least correct that last plot hole. These new story elements that replaced the old plot insultingly are cool concepts that could be brought into another Halo story. But they just don't fit in Lumoria's, and I just feel insulted that the old story had to pay the price for it.
@RARAYAYA RAA OOOH LOOK AT ME I'M GONNA DEFEND SOME FOLKS FROM BEING CRITICIZED EVEN THOGH I MYSELF DON'T KNOW THE HISTORY OF THE MOD. Firstly, we're the players. We can criticize. We've played this game for a long as hell time. I remember several campaign mods and I know where they did good. Examples - RPSP campaign, Takedown campaign, some mini-campaigns made by the NP map makers like strategy (this campaign, unfortunately, was broken), the last capital ship, and the horrible Wintersmith campaign as well. Now, before you say anything else, I'll suggest you to go ahead and try the Wintersmith campaign. If you don't call it a horrible mod, then I'll accept defeat against your argument. However, if you too agree, that it's a horrible mod, then I'll say shit to you about how you're calling an optional free mod a horrible mod. I'm gonna call your act of criticism as a next level Halo fan entitlement. The mod is available for free. That does not mean it's entirely void of criticism. Also, Masterz isn't any amateur modder. He is an experienced one. If he reads the OPs comment, I'm sure he'll understand where he went wrong in his design, and will obviously try to do better. The OP's statement is totally valid, because I can see that he has played the game Lumoria to quite some extent. The main reason you don't see why the OP feels insulted over the game's redesign is because you probably haven't played the original Lumoria campaign and understood where it excelled. "Ruined AI, identify yourself, or else, suffer immediate, lethal response. You are an intruder, and therefore must be eliminated." "AI eliminated. That did it" Moments like these were just awesome. Especially when Brandon made his call "We need to order an airstrike" "Co-ordinates?" "Co-ordinates? How about that giant fu*king robot over the lake there? Pretty hard to miss" "We're inbound" Also, the airstrike makes sense because in the OG mod, the Antecedent Sage was simply another builder constructed Forerunner AI. He was not a warrior class Forerunner construct (like Guardians). But in the mod, HE, IS, A, FOCKING guardian! A guardian will simply shrug off any puny human airstrike! That's another piece of broken story. The original mod did things without leaving any broken traces behind. The current SPV3 mod has it's ambition, indeed. But it's execution, is no different than how 343 did 4 or 5. The original mod did things with pretty good execution. It didn't have a lot of plot holes, and those that it did could be easily countered. SPV3 on the other hand, made a mess up. And don't think we won't criticize a mess up like this one. We could care less about folks like you who believe that we're just too entitled. After all, in the end, Masterz would probably be looking at criticisms from us, rather than listen to you.
@RARAYAYA RAA Who the hell are you to say what's cringe or not? His points are totally valid. Lumoria executed it's sandbox elements perfectly. SPV3 changed those elements and now it doesn't do justice. As a mod, you may add in shitty stuff to the game, but if you change the core elements of the game, you'll be in for hell. Also, this comes from a person who used too much Eschaton and broke Lumoria_a.map so yeah.
@RARAYAYA RAA Of course they mean nothing to you. You haven't yet experienced them. Here are the words' meanings in layman's terms. Sandbox - Open style gameplay. There are several factors here. Just gotta make sure that things don't go clusterfck. Halo is an open style game. You can have vehicle combat, infantry combat, and even vehicle with infantry combat. It's your choice. You're totally free to take whatever weapons or vehicles you want into the battle that is happening in front of you. And the sandbox is the entire collection of resources that are available to you. The OG game is like a chess game where you're constantly thinking which weapon to carry in which zone, where, why, when, and how. Killing elites will make their subordinates scatter around. Grunts are mostly harmless when alone but can cause problems if present in a pack. Jackals are dangerous when flanking. Each enemy has a specific pattern that you must recognize. This is the style and core element that most modders of Halo CE know about. The game must force you to subconsciously think while making each decision. Or else, it's not a challenge and so it's not a good mod. The Act Man had done a good video on this part years ago. ua-cam.com/video/40LF5qxMwSE/v-deo.html This won't explain all the subtleties that made the game so great but it's still gonna give some nice insight. Core elements can mean is something that OG halo had. OG Halo's difficulty with it's settings (open areas with ample cover and vehicle fights or closed symmetric areas that nonetheless give you enough cover). Is the game Arena style or corridor shooter style? Is it sandbox or is it linear? Lumoria had some different core elements. It did mimic OG Halo's open space combat (like it did in the last part of the first level - Lumoria A), like it gave you a sniper at the end because it was going to be an open battle but the sniper had limited ammo so sooner or later you knew you'd have to join with the mix. Similarly it did a good execution for the last mission where you were supposed to bring down two wraiths. The weapons needed to do so were always present but had limited ammo so you knew you couldn't miss. Have you ever handled Halo Mapping Tools or Eschaton yourself? Because if you did, you certainly would've known what they mean. Half Life is linear. It executes it's linear design perfectly. Halo is sandbox arena style. But even those have different versions. It's a bit on the slower side of most arena shooter games. I appreciate that you're aware of how folks at IGN or several UA-camrs use these words to mislead their viewers, but we're the folks who actually know what these words do mean. We've had interest in modding and tweaking stuff with the game, and so we know about how these . I'm telling you again. Try the SOI campaign. forum.halomaps.org/index.cfm?page=topic&topicID=49408 The most impressive part of this mod is that it does everything in vanilla Halo CE engine. It doesn't change Halo (except with the addition of Brutes, it does change combat in a significant manner, albeit similar to Halo 2 but they aren't always present and the elites are kinda like a mix of Halo 1 and 3). This mod does it's job even better than the Halo 3 Style Campaign mod, which only changed some aesthetics and and weapons. Play this, and while it has some problems of it's own, you'll know where SPV3 goes down.
@RARAYAYA RAA Shoot melee nade? Ever tried open air banshee combat? And even the shoot melee nade mechanic can branch up to more possibilities. SPV3 has the sprint/VISR mechanic that'll change the way you give time to a specific opponent. That's one example. But before I say anything else, I'll like to focus on this statement of yours "The only way to "break" the sandbox would be to make the map design extremely linear, or to unbalance that shoot/melee/nade dynamic." Alright, try this map then. hce.halomaps.org/index.cfm?fid=4497 Welcome to Nuts. This is a somewhat open (and somewhat closed, once the action begins) arena. There are 5 rounds, each round getting progressively more and more difficult. Your mission is simply to deal with each round. This map is the epitome of your analysis of the game. Shoot/Melee/Nade, right? That's exactly what you'll do here. Do it well and I'll be impressed. I'm incredibly sure that if you've played this game more than me, then this map will be a breeze to you. Hell, what if you're the creator of this map? Because you sure seem to be it. It's true that Halo can be broken down into Shoot/Melee/Nade mechanics, but there are a HELL LOT more things that you are not considering. The act of taking cover, for example, it's something that makes a sandbox more dynamic (by this I mean it makes the game more fair and can also make it more challenging if your enemies too can take cover). You've listed in only the offensive tactics. You can't survive Halo without at least once, taking cover in some place. I don't know about you bud, but I've told you that Lumoria did things somewhat differently than OG, and right after explaining what Sandbox means and what 'core elements' mean, I've explained how Halo CE and Lumoria did their job nicely. The last section, for example, is mostly linear, but still gives you ample room to handle the enemies the way you like. You complete half of the section and you get access to banshees to deal with the other half swiftly. Try to play on Legendary difficulty and taking cover becomes a must (and if dealing recklessly with the other half, your banshee will crumble like bread, I guarantee it). SPV3's problem - it's a mess. It's just so much stuff crammed into one arena without proper understanding of how, where, and when each weapon did it's job, that it feels pointless to even try to know what each weapon does. I'm not saying the weapons aren't balanced or anything (they're fine). What I'm saying is that versatility is out. The game isn't trying to be like unreal tournament where each weapon was versatile, nor is it trying to be like Quake 3 where each weapon was significantly different from the other. It's like you're trying to put unreal's weapons into Quake's engine, or vice versa. It's hard to describe this mess. At least it was a mess, the last time I played it. NEVER RIDE BLINDWOLF AND FIGHT. Just don't. I mean, you can but, alright that's off topic. I don't know about the current updates (nor can I now get SPV3 because my Halo CE hates Open Sace) but I did play the first few missions some time ago (to be specific, it was 2 or 3 years ago but they were not SPV2 they were indeed SPV3). SPV3 totally changes the game. Also, I guess you know more about, what makes a game great, better than any of us. Maybe even more than Masterz. One point you even mentioned an in-depth analysis and critique of Halo 1 as opinions from a braindead person. You can sure enough go against, disclaim, and disprove all statements told by others without providing enough insight yourself. And when others provide lines and paragraphs of text to explain things, you can fail to see the point, proceed to call the writers as brainless idiots. I can do that too, you know. We all know what that can end up. Play the map called Nuts. We'll see how Shoot/Nade/Melee goes.
I don't hate the sound, I just wish it was tuned down a little to not be so ear-rapey. A bit quieter, and it would sound pretty cool. Tune down the ripping cardboard sound and tune up the (sorry for the shitty nondescript term here) "energy weaponesque" element of the overall sound. Tl,dr: Make it slightly less BRRRRRRRRRRRRRRRT, and slightly more BRRRRRRRUUUUUUUUNNNNNNNNNN as it focuses the beam i guess
@@thewretchedpleb7484 Same here. There was potential to be had if the sound direction for the weapon went the right way. To me, it's got to have more fluid and direct-energy-esque whires and muted screams of hot energy that is pulsating out of the barrel and the internal heatsink. Not only would it be more pleasing, but it'd be more believable in concept and design when we're talking about how it makes it sounds (since certain types of energy don't even make sound at all, even when being expelled out of a foreign source like a "barrel", also going by how gasses also are expelled and might mute any sound depending on the intensity of how some of the gas is converted to superheated plasma, thus creating an almost-powerstruggle between the two likely sound emitters). I said it sounded like an A-10 on drugs because it had too much "brrring" and heavy emphasis on the volume of said "brrring". I'm not an expert at sounds, decibels, or anything of the sort. I'm just going by the lore and common sense and maybe some theories on how it might be plausible to make the sound more pleasing and believable simultaneously. Thanks for your input.
Textures just seem ehh. Seems like they’re trying to fit more detail into things and with the lack of great lighting it just looks awkward. Sometimes best not to Over do it
I feel like the Lumoria remake is what happens when you don't really get the original and decide to remake it for the LOLs. From the active-camoed turrets in Episode 1 (what the actual fuck was that about?) to the "amped" DMR that seems to have been designed to be as worthless as possible (half the capacity plus lower damage *plus* recoil because that's a thing it needed), several encounters were just frustratingly, artificially difficult. (Like the larger encounters without the sniper rifle, or the fact you can disable active camo for enemies despite *at no point* the game telling you this was possible). The removal of Lumoria's Drones was also incredibly disappointing since that was one of the things Lumoria did first and did very well; this just feels kind of soulless, removing what made Lumoria work and replacing it with things that aren't really necessary. (The exception here are the Brutes, who I felt vanilla Lumoria was missing, but honestly the Brutes aren't an interesting enemy to fight anymore, whereas Sentinels-reskinned-as-Drones *are*). There are certain things I genuinely liked, such as the actual world space looking really nice, but honestly they were overshadowed by just how bad the combat became, and this is from someone who enjoys SPV3 for the most part. The battery-powered carbine is a game breaker for enemies, since it has no real recoil, is laser accurate and has the ROF of an SMG, and there are now no hard human counter-weapons, which makes every single engagement against enemies who have it (especially the arena encounter at the end of Episode 1) unnecessarily frustrating. That's over and above the new voice acting, which, generally, is not better (and in some cases is much worse) than the original mod. Special mention goes to whoever plays May now: her original voice actress had some charm and having Spartans with some flavor of British accent was a nice touch; now she just sounds like Gillian Anderson after slamming back five bottles of Nyquil, and it's honestly distracting here. The original Lumoria, as you mentioned, uses lots and lots of vanilla assets and it overall feels like it's from 2004 when the PC port was released, so subpar voice acting doesn't feel out of place; given how modern SPV3 looks as a whole (and how good the voice acting is elsewhere) it feels like an afterthought...which it was, but which it shouldn't because there's new voiced dialogue in the main mod that's fine. Also, what the hell happened to all the ambient wildlife and general clutter on Lumoria? The original had Halo 2's dinosaur birds (complete with t-pose death animations, which are probably the reason they and the Drones were cut) and in your original video you highlighted the patrolling Sentinel and Enforcer wings you would often see in some of the vistas. The remake removes *all* of these (except the butterflies, who are still mesmerizing to look at) and leaves a lot of the setpieces feeling empty. This is especially frustrating since SPV3 has wildlife itself; I don't know why it was cut because it's not like the team didn't already have the assets. The story itself is still often nonsense, except in some ways it feels even worse since there's such an overemphasis on action; Lumoria *looks* really good but you never really get a chance to stop and take that in because CMT *really* needed to throw another five encounters with Elites using full-auto sniper rifles at you. Having played the original Lumoria through its development from the standalone Episode 1 all the way through to the final release I assume you covered in your last video, I could understand why some of the things that annoyed you were done, and I could be impressed with what the team was working on since a lot of what the mod didn't hadn't been tried before (and still haven't really been attempted). Removing the story bits just makes Lumoria feel like every other Halo CE mod out there, and that again comes back to me not thinking CMT understood the point of the original mod. Lumoria used to feel like Halo 1.5; I could see, or at least imagine, some of the things Bungie surely experimented with in the engine leading up to Halo 2. Now it just...feels like a different mapset for Halo Combat Evolved and that's really disappointing. Nothing new or interesting (aside from what may be a few extra flyovers from Longswords); technically it's not anymore impressive than SPV3 and I'd say in a few places it's actually less interesting than that mod. Overall the remake is sort of The Force Awakens to the original's A New Hope. Someone thought it was a good idea, but I really don't get why it happened or what was proven by doing it. Lumoria was a spectacle, a proof of concept showing just how far vanilla Halo could be pushed; SPV3 is already *not* vanilla Halo so while an actual remaster would be nice, a straight remake doesn't prove anything SPV3 doesn't already prove.
I don't think he did it for the LOL'S, just that the creator had a different POV that wasen't technically wrong but just not correctly alined with many of the expectations and feel of the original to a extent.
There were many moments in Lumoria and SPV3 itself where I felt I could use a breather, take in the sights, take my hand off the controls, listen to the ambience. I can imagine it is always very tough to find a middle ground between tension and relaxation, especially as one always has to avoid boring the audience but it can become somewhat of a grind. I suppose it has to do with having limited space and needing to make the most out of all of it. My favorite moments in Halo typically were those in 'Halo' and 'Silent Cartographer' (Parts of AotCR) where there's time to pause or slow down, look around and gradually get more information and story using Cortana's voice overs, as well as those on the Truth and Reconcilliation on the ground, having the time to observe the enemy, determine when the hammer drops.
As a concept SPV3 intrigued me but everything I have seen of it reveals to me that its creator and I value very different things about Halo. It looks like a discordant mess, overflowing with and collapsing under the weight of its features.
@RARAYAYA RAA No, you're a person who's submissive. Try the SOI campaign overhaul. And then try comparing it to SPV3. SPV3 is a mess indeed, and even Masterz knows it.
@RARAYAYA RAA Wait, you think we dislike the mod? Oh boy the bias is strong here. To dislike is one thing. To criticize is another. Please learn the difference. And I've separated each line so you could have ample time thinking about it. I'm serious.
@RARAYAYA RAA You're submitted to a modder just because he's worked hard. You've yourself probably never played the clusterton of mods that gave Halo Custom Edition it's name. You know what happened to Duke Nukem Forever? It was in a development hell. Obviously the devs worked hard on it. But in the end, it didn't turn out that good. Similarly we have this mod that wants to be taken seriously. You've said in some comment that the mod doesn't change Halo. But to change Halo and to give a new experience was Masterz's aim. This mod just puts in so much stuff that it becomes hard to know where each item can excel. Now compare it to something like SOI campaign. That mod is simply a redesign with some added mini-bosses in almost every mission. That mod does not try to change Halo's core theme. It keeps Halo the way it is, and also adds stuff only when required. There are cool new features you can try out but you don't get the feeling that you're playing something else than Halo 1. SPV3 does give the feeling that it isn't Halo 1, but also doesn't nicely execute it's additional stuff, and it has also taken out the sandbox elements that made Halo 1 good. I recommend you try the SOI campaign. The UA-camr is far more experienced in doing his critique than you. He has TALKED with Masterz for devil's sake. Not you.
@RARAYAYA RAA The mod is NOT a great improvement to the original game. Now shut up. They've known a history of modding this game, far ahead of you. I've played SPV1 (which was like Halo 2) and that version was simply said, an overhaul. SPV3 on the other hand, changes Halo in several ways. Also, your statements do imply that you think that the mod is a job done perfect. I cannot believe that you can exist. The only logical explanation to you defending the mod so furiously is that you're submitted. Nothing else.
Y'know what I do like about this review is that you get a peak into the developer's mindset from someone who actually knows him. It adds something special to the video
It's fun to see the massive canyon between these two mods and their focus. Each of them focuses on one aspect to a fault. SPV3 tries to reinvent the wheel a little too hard and ends up with something good but not as applicable as the wheel when it comes to their gameplay changes. As where regular Lumoria focused so heavily on their story, yet had cheesy awful voice acting and...breaking benjamin/linkin park fight scenes... But they both *do* deliver in their desired areas of focus. SPV3 has flashes of brilliance in their weapons/gameplay/mechanics and Lumoria feels like a genuine story told of a living world. Like the terminal about the AI gardener. It's much like these are two halves of one great whole, and I think that's what sets a lot of successful game titles apart is knowing where to find that middle ground and not obsess over one aspect of the game.
@RARAYAYA RAA Each to their own, I guess. I personally think that, while the entirety of SPV3 is no doubt a visual and technological marvel (especially with regards to what they've managed to achieve in such an ancient engine), Masterz' insistence on using it as his personal testing lab for trying to get stuff like ADS working in the classic engine often leads to him making some questionable design decisions which often come at the expense of the overall gameplay experience. It's the sorta stuff that'd be better off relegated to a showcase video, as opposed obnoxiously rubbed in the player's face while they're trying to shoot the bad guy; Just because you can get something to work doesn't make it immediately balanced enough for implementation.
I've never played Lumoria and didn't even know about it's existence until this morning but I so very much appreciate both the original and the SPV3 versions for the way that two different modders used it to exemplify the parts of Halo that meant the most to them.
I love what Masterz has done but at the same time it can be just... "AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH WHY WOULD YOU DO THAT" at time
I like Masterz as much as the next guy but I'll always remember that time he told me on stream that Halo 2 was poop from a butt and the official Energy Sword was a mistake :'( No but really his work is fucking fantastic and it's the most fun I've had in a Halo campaign since ODST
I've been driving through Issaquah, Redmond, Spokane, Snoqualmie, Tulalip and with much of those places consisting of willdlands, I began to see Halo's resemblance to these places, and how its environments were inspired by Washington's outdoor environments. It's kind of surreal. I've felt this strange familiarity to Halo's world since I was a kid. If you live in Washington and played Halo for a long time, you'll learn to feel close to and nostalgic for the games.
Mikau Anaki To be completely honest, his ego overrides his ability to take any form of criticism. I once saw a comment where he tried to devalue a player’s complaint about the overflow of enemies by claiming his own personal head canon as lore in an attempt to defend his mod.
@DuskWorks Not to defend the behavior, but it's (I guess?) better than "git gud scrub" ... Still, if he's that way then wrong is wrong, and trying to devalue a criticism strictly out of sensitivity and extrapolated additions to a set canon is... Well, maybe not objectively wrong per say, but still a bit short sighted and depending on context and tone even petty. As well, it only serves to limit ones potential in the long run. Don't mistake my intent, I dig the guy's work and hope he and his team can keep working on spv3. If no other additions were made, I'd only ask them to streamline it a little and make a few minor things less wonky if the engine allows. By streamlining I just refer to a couple of encounters that seemed to have a couple too many enemies. Playing on normal or heroic it's not too much of an issue as you still have a chance to respond and formulate a strategy to overcome the challenge, which to me is halo combat at its best. Not easy but not "die 5 times because I said so" difficult (looking at you, jackal snipers). Before I devolve into further babble though, I get the dudes criticism and share it to a degree. Having a shitload of assholes you wanna shoot in the face is nice most of the time, but in certain circumstances it can disrupt the flow of the game due to what ends up feeling like an uphill battle to a fault (ex: having 20 combat forms distract you in library while two or three rocket flood line up shots at your feet while you circle and strafe). On normal it's no issue but for heroic and legendary it's a (potentially quite repetitive) death sentence.
I'm pretty sure I remember Masters from Halomods nearly two decades ago. I don't like the look of this "upgrade" to be completely honest. When something takes a crap all over a perfectly fine storyline I feel less inclined to play/read/watch it. That's why despite being a huge Halo fan during the first half of the '00s, I still haven't played Halo 4 or 5. I'm stubborn as they come, which isn't something I dislike, because my good memories of Halo haven't been tarnished. I'm sure that many people would leap at the chance to have their memories of The Matrix's sequels erased, but I digress.
Many thanks for the Comparison Vid! I was actually pretty curious on which version of Lumoria to try out first, but I think i resonate more with the original mod's heartfelt intent of a more ambient and ancient Halo, spiritual and symbolic, over just outright sandbox gameplay extensions. Don't get me wrong though SPV3 is sick, so i will come around playing that version of Lumoria, but for now i just want to take a walk in the woods and get lost in the thought provoking vistas of Lumoria, just as i did the very first time i played Halo:CE 14 years ago.
Definitely wouldn't mind to see a happy medium of this. With the majority of Lumoria intact with SPV3's graphical updates and general gameplay sans the experimental stuff.
I've been seeing a lot of these Halo Mod videos recently, and every time I just think how impressive some of these could potentially be visually if/when PC MCC opens up for Mod Support
The best way to review a situation like this is to briefly go over the original with its flaws and see how the Remaster/REMAKE fixes them. If you are going by a scoring system you first give your number on the original and add points based on how well it is remastered/remake on a 15 basis.
I don't understand why people leave mean comments on your videos. I think you're very enjoyable to watch. You deffinetly have a dramatic way of talking like I do except it's hard for me to be so comfortable with my voice like you. So I kind of look up to you since you built a UA-cam channel on gaming and a dramatic soft voice
I'm going to have to disagree on your view of the "Halo 3 weapon sandbox" benefits. Gaudy weapons have no purpose in core Halo, and never will. In Halo 3 the plasma rifle and spiker were the same gun, in my mind this is a waste of potential. In the original SPV3, Masterz tried to fix this. Now with CMT's new Lumoria mod, I dislike how the pistol, spiker, etc are useless. That "screw around, just for fun weapon" effect gets stale pretty fast, like maybe after picking up the gun twice. The original Halo was fun because every gun had a purpose to a certain degree, and that's what SPV3 originally expanded on.
btw, just to mention this, light based weapons like the light rifle you mentioned would not have recoil. Light and energy based weapons of that nature would be shooting massless projectiles, and recoil is the action of accelerating a mass at a high velocity. This follows with Newton's third law "For every action, there is an equal and opposite reaction." You fire a bullet, the gun gets pushed back with the same acceleration as it took to push the mass of the bullet. You fire a beam of energy or light, the gun stays stationary due to light being massless so nothing is pushed back.
I liked the guardians. Probably the second best thing about Halo 5. First was getting more Arbiter. I really like seeing them in this even if I have no intention of ever playing it.
While I actually *hate* h5 in more ways than just its bogus story, I think trying to get the idea of the guardians in a more classic design and as some sort of AI that fit into the role of not being a dominating being, is a nice attempt to spin a concept that didn't get executed well into something less annoying.
I found some forerunner terminal just before the first encounter with the Guardian and its a monolog of it arguing that the Forerunners are wrong and that the flood is right and thats why they locked him up in Lumoria and I really liked that thought. Since I havent played Halo 5, 200€ for a single game that isnt even good is too much for me, the Guardian apperance wasnt as jarring for me and I could appreciate its inclusion.
Unrelated Note, The Grenade Launcher instakills enemy players in Reach if you land a direct hit. It becomes really fun to use once you can reliably lead your shots.
The SPV3 mod will ALWAYS look leagues better than 5 ever will. I don't think it's even close. The BR aesthetic feels like it fits into the sandbox more than 4 or 5's does and the guns generally sound better.
what do you mean? I understand that it's just a mod but the level, weapon and visual design doenst really mesh, the lighting is a bit funny with weird dynamic range. it doesn't look leaves better, it's just cooler because it's a mod.
The sound design in SPV3 is mediocre. The guns soumds way too scratchy while also lacking the oomph that even the original CE had, the guns just feel unsatisfying to fire. Halo 4 and 5 had way better sound design in comparison, well unless you're one of those armchair sound design professionals.
what would have made project lumorias remake even better is to use the spv3 sandbox, use the original story but with the narrative cleaned up, and good voice acting. that sounds great, right?
I do think his experimentation with mods is really cool and I want to see him do that with a newer engine like Halo Reach, I also want to see stories of Halo adapted to game. We have so many books and lore that some people get a hard on for... (references Mendicant Biased Lol jk). We have many books and game ideas fans want to see but anyone capable of doing that stuff either wants to make their own stuff or only tweek with gameplay.
I personally wouldn't have played either, at least not after hearing about it. It's at the low where I don't care if I hear the ending, whereas with things I feel I'd eventually play, I'll stop if there's any mention of spoilers or "As for the ending..." Doesn't help that we still get SPV3's flare guns, even if there were no super dark long portions of levels.
your kinda creepy bro Great review, I love folks touching on CE content. CE was my first real PC experience and it turned me on to PC gaming and modding, I'm glad it's still getting love today. I really hope 343 makes games modder friendly in the future.
So there’s 3 “options” or something for the player because there’s the all guns play you know run and gun, guns blazing, gun ho all those things, or the lamoria (that how you spell it?) where it’s more slow and campaign based, but it sound like a mix would be the perfect thing!
Oh awesome that game you showed reminds me a lot of no mans sky but didn’t know a former modders made it and they help made halo spv3, hope he works on more mods when halo MCC for pc comes
Yes they should have. Duplicate weapons are horrible in Halo, the Beam Rifle was just a battery powered Sniper Rifle. It was literally the exact same weapon with the exact same usages. The Halo sandbox needs every weapon to be distinct, which is why the Beam Rifle needed to go.
@@gumfireparalax1371 I'll have to disagree. May be similar niche. But ultimately it was a nice option. And not so restricted to a clip and such. I find the particle beam rifle a bit more comfortable to use aswell. Besides did ya even halo 2 legendary bro? xD.
@@AfterAllWeAreHuman Yes, I did. Just because it was more viable than the Sniper doesn't mean it is a balanced or necessary weapon. Plus, wouldn't you prefer Jackal Snipers who just strip shields quickly? As opposed to the original ones that just instakill you with the beam rifle. Did YOU even Halo 2 Legendary?
@@LateNightHalo You can run it through with Wolf if you ever reach for him again. Wolf didn't care much about Twitter to begin with, so when he got banned he shrugged it off. But he later found out it was Masterz who got him banned, hence why he canceled production on making a review video for spv3. From my understanding, before the ban, there was somewhat a debate between the two that got heated on why halo 3 is good or bad, or maybe it was halo 5...? Can't recall the details I'm afraid. It was awhile ago.
Joseph delapena I have no clue about that then. If he said something ban-worthy than it sucks he got that heated to where he could be banned for something he said. I hope he comes back
Wolf made a low key joke about muslims and that was the tweet where Masterz reported him. As for why he'd do that and brag about it I don't know, but concidering the brief "discussions" I've had with Masterz in the past, a heated halo debate doesn't sound that far fetched considering Masterz has had multiple outbursts with others on the discussion, especially his streams.
this is a halo infinite guess at the story so in halo ce it said that cortana was a ship A.I. on the pillar of autumn so imagine if in halo 6 master chief went to what remains of installation 04 and tries to find the pillar of autumn so that chief can get a thing that can power down cortana.
The focus rifle sound is an edited n64 noise. A game I can remember with it specifically is called "blast corps" in which it is the sound of you manipulating the camera angle in game.
Sounds like if you took this game’s sandbox, pulled some of the ego and Halo 5 inspirations out of it and combined it with the original Lumoria’s story and environmental flow, you’d get a genuinely good Halo game. Now we just need a mod to remake this mod as a better remake of the original mod. Fucking hell do I love modding communities.
I've only played the SPV3 of Lumoria. Honestly, I found it fun and refreshing. Solid weapon sandbox (SPV3 main campaign was a bit overbearing at times) and fun vehicles. The armour abilities seemed fun too. The actual story was however kinda mediocre. The guardian didn't bother me per se, but sure surprised me.
I actually think that the focus rifle sounds better in SPV3 than Reach. I enjoyed both this and the original SPV3 immensly and I think the games should move more towards this format
could you do a tutorial on how to download all the mods you have reviewed?
im bad with downloading mods. its confusing to know where to put what and where u download it from well i suppose that part is kinda easy but it gets complicated for me from then on
Just took a snapshot of this to remind myself for later :)
I’ll pin your comment so folks can help you out
Oh i would love a tutorial
@el negro Surely he would wish for a way to not get viruses or weird shit in the process of downloading mods, and not everyone knows about adblockers, which can protect you from getting what you wouldn't wish, at least when downloading from odd websites, such as Mediafire. Last I checked, Mediafire was not a "secure" site.
@@vikingboar4336 I have trouble downloading mods my self.
The focus rifle weaponizes the covenant’s recording of a autotuned jackal yelling over xbox live after no one vetos snowbound yet again.
Or when the autotuned Jackal is forced to play pre-TU Reach Alpha Zombies on The Cage.
P sure they used that for those annoying infected jackal forms
@@koyooko5160 Don't remind me of them...my ears are still recovering.
Actually, it's MY screaming when Snowbound gets chosen again. I hate that fucking map.
lmao i want a soundbyte of an autotuned jackal
A fan mod within a fan mod made by a fan modder for a game with a mod community
Yo Dawg!
This is getting way too meta
Mister mod wide
a still like halo gta mod
My man out here reviewing a community mod with the critical intensity usually reserved for $60 games from triple-A developers.
In a way it gives them more legitimacy. The work people put in can be appreciated rather than diminished to baby's first mod
not a excuse for a mess of a remake
@@doom5895 Late response incoming, but I wasn't being sarcastic; I was praising LNG for doing his due diligence and giving the mod a full-fledged review.
@@MirandaAndUh ah ok
As it should be
Lumoria reminds me of the early days of fps for pc when you’d get expansions that are side campaigns, like half life opposing forces or blue shift, or the FEAR expansions, something I think the halo games could’ve honestly benefit from.
Closest we've gotten was ODST. I honestly don't know why they haven't done real campaign DLC since then. Sure Halo campaigns aren't cheap to make but people would definitely buy it, not advocating this but they could easily charge 20-30 dollars and get away with it.
@Slapp mama DLC isn't bad. Good DLC can be awesome. It's bad DLC that is bad.
DeanmC261993 I would love Infinite to have a DLC for the Arbiter man
James Burgess I’m just hoping for more odst man
If your talking about the rookie you play as in odst when you say ”odst man” then I have some disappointing news, the rookie died in the novel halo bad blood, he was captured and shot in the head by insurectionists.
The atmosphere and concept to Lumoria is amazing. Both mods have flaws with their executions but if they were combined we could have something truly magical, mysterious and depressingly beautiful. If anything it just leaves me wanting more. I want to see this place expanded. I want to see its rich, alien, yet familiar forests and wonderful nature expanded upon greatly. I wish the story was as good as the actual concept of the mod has set this place out to be.
14:48
Mai: Hippitty Hoppitty get off my property
You got something witty eventually
I spit out my oatmeal
Insert the cartoonish SLAP sound to it and the Elite doing the Goofy yell. I dunno why but that would be so dumb but also kind of hilarious
I have always enjoyed the original Lumoria precisely because of the hopeful and upbeat tone. Lumoria has always felt, to me, like a peak into what Halo was almost like - something out of the 1999 trailers and teasers, that was a lot more about exploring the Ring than fighting an unwinnable war.
I've not yet played Lumoria's SPV3 iteration, and I feel reluctant to. Inherently, SPV3 takes away the last vestiges of that pre-01 Halo that survived in Combat Evolved, and while it remains an impressive if overwrought mod, it does, as you say, take a very specific view of Halo. I don't think it's right for Lumoria.
I still find it insane to know that this is all done in halo 1... y'know... *the game made literally 18 years ago*
If you think this is insane, you should see the Doom community.
@@ZombiePhoenix what doom community?
@@mrcroob8563 Literally just type Doom into your youtube search bar. I'm sure you'll find the hundreds of videos by the community.
@@ZombiePhoenix is something popular if you have to go searching to see if it exists?
Mr Croob Bruh what, most people know about Brutal Doom and the devs for the new games seem to even be taking elements from it, you live under a rock.
mix the gameplay and the story of both and you have yourself a perfect mod.
But with Bungie era levels of quality control/writing. I've heard that Lumoria is one part beautiful vision to two parts rookie dev mistakes.
Don't get me wrong, I don't have the skill to make a mod like Lumoria and if I ever get into making games/mods, I know I'll make mistakes. I'm just saying I remember LNG's original Lumoria review and it seemed like it didn't live up to its creators' vision.
I don't like how Masters changed the theme of the story.
In the OG version, The planet was a cartographer for every planet in the galaxy, and had a catalogue of their inhabitants. So you have to stop the Covenant from learning the location of the human colonies. Whilst this is going on, the Forerunner A.I is suffering from Rampancy of some kind, as it tries to prepare Lumoria for the Librarian's arrival.
In the SPv3 version, this entire concept is shat upon.
Instead of being a galaxtic cartographer, Lumoria is now used as a world where the Covenant reverse-engineer Forerunner technology, making this mission less of a dire situation & more of a power grab. And the Forerunner A.I's character has changed as well, because after reading covenant and forerunner terminals, it becomes clear that the A.I has fell victim to the Logic Plague (the informational version of the flood that affects A.Is). Whilst this only is implied in the A.I's dialogue, it becomes clear as you read the terminals that it has turned against its creators and is imprisoned on Lumoria.
By itself, this story concept of the A.I having the logic plague is pretty good, but one that's so contrived that it causes a plot holes in Lumoria's setting.
If this planet was a prison, shouldn't there have been another A.I to keep it imprisoned and aid the Reclaimers through the sentinels? Because having all the Sentinels obey the corrupted A.I was a horrible idea since they have no ability to think, which is what's neccecary to fight the flood without becoming corrupted themselves.
And if it was imprisoned on Lumoria, why was it floating ourside the facility at the end? If it had full command of the Sentinel forces, why didn't it manage to escape before the humans or even the covenant arrived?
And why would Mastetz1337 introduce the Logic plague if he wasn't going to introduce the flood? Of course doing that would ruin the original touch of Lumoria, but it would at least correct that last plot hole.
These new story elements that replaced the old plot insultingly are cool concepts that could be brought into another Halo story. But they just don't fit in Lumoria's, and I just feel insulted that the old story had to pay the price for it.
@RARAYAYA RAA OOOH LOOK AT ME I'M GONNA DEFEND SOME FOLKS FROM BEING CRITICIZED EVEN THOGH I MYSELF DON'T KNOW THE HISTORY OF THE MOD.
Firstly, we're the players. We can criticize. We've played this game for a long as hell time. I remember several campaign mods and I know where they did good. Examples - RPSP campaign, Takedown campaign, some mini-campaigns made by the NP map makers like strategy (this campaign, unfortunately, was broken), the last capital ship, and the horrible Wintersmith campaign as well.
Now, before you say anything else, I'll suggest you to go ahead and try the Wintersmith campaign. If you don't call it a horrible mod, then I'll accept defeat against your argument. However, if you too agree, that it's a horrible mod, then I'll say shit to you about how you're calling an optional free mod a horrible mod. I'm gonna call your act of criticism as a next level Halo fan entitlement.
The mod is available for free. That does not mean it's entirely void of criticism. Also, Masterz isn't any amateur modder. He is an experienced one. If he reads the OPs comment, I'm sure he'll understand where he went wrong in his design, and will obviously try to do better. The OP's statement is totally valid, because I can see that he has played the game Lumoria to quite some extent. The main reason you don't see why the OP feels insulted over the game's redesign is because you probably haven't played the original Lumoria campaign and understood where it excelled.
"Ruined AI, identify yourself, or else, suffer immediate, lethal response. You are an intruder, and therefore must be eliminated."
"AI eliminated. That did it"
Moments like these were just awesome. Especially when Brandon made his call "We need to order an airstrike"
"Co-ordinates?"
"Co-ordinates? How about that giant fu*king robot over the lake there? Pretty hard to miss"
"We're inbound"
Also, the airstrike makes sense because in the OG mod, the Antecedent Sage was simply another builder constructed Forerunner AI. He was not a warrior class Forerunner construct (like Guardians). But in the mod, HE, IS, A, FOCKING guardian! A guardian will simply shrug off any puny human airstrike! That's another piece of broken story. The original mod did things without leaving any broken traces behind. The current SPV3 mod has it's ambition, indeed. But it's execution, is no different than how 343 did 4 or 5. The original mod did things with pretty good execution. It didn't have a lot of plot holes, and those that it did could be easily countered. SPV3 on the other hand, made a mess up.
And don't think we won't criticize a mess up like this one. We could care less about folks like you who believe that we're just too entitled. After all, in the end, Masterz would probably be looking at criticisms from us, rather than listen to you.
@RARAYAYA RAA Who the hell are you to say what's cringe or not? His points are totally valid. Lumoria executed it's sandbox elements perfectly. SPV3 changed those elements and now it doesn't do justice. As a mod, you may add in shitty stuff to the game, but if you change the core elements of the game, you'll be in for hell.
Also, this comes from a person who used too much Eschaton and broke Lumoria_a.map so yeah.
@RARAYAYA RAA Of course they mean nothing to you. You haven't yet experienced them. Here are the words' meanings in layman's terms.
Sandbox - Open style gameplay. There are several factors here. Just gotta make sure that things don't go clusterfck. Halo is an open style game. You can have vehicle combat, infantry combat, and even vehicle with infantry combat. It's your choice. You're totally free to take whatever weapons or vehicles you want into the battle that is happening in front of you. And the sandbox is the entire collection of resources that are available to you. The OG game is like a chess game where you're constantly thinking which weapon to carry in which zone, where, why, when, and how. Killing elites will make their subordinates scatter around. Grunts are mostly harmless when alone but can cause problems if present in a pack. Jackals are dangerous when flanking. Each enemy has a specific pattern that you must recognize. This is the style and core element that most modders of Halo CE know about. The game must force you to subconsciously think while making each decision. Or else, it's not a challenge and so it's not a good mod. The Act Man had done a good video on this part years ago. ua-cam.com/video/40LF5qxMwSE/v-deo.html
This won't explain all the subtleties that made the game so great but it's still gonna give some nice insight.
Core elements can mean is something that OG halo had. OG Halo's difficulty with it's settings (open areas with ample cover and vehicle fights or closed symmetric areas that nonetheless give you enough cover). Is the game Arena style or corridor shooter style? Is it sandbox or is it linear?
Lumoria had some different core elements. It did mimic OG Halo's open space combat (like it did in the last part of the first level - Lumoria A), like it gave you a sniper at the end because it was going to be an open battle but the sniper had limited ammo so sooner or later you knew you'd have to join with the mix. Similarly it did a good execution for the last mission where you were supposed to bring down two wraiths. The weapons needed to do so were always present but had limited ammo so you knew you couldn't miss.
Have you ever handled Halo Mapping Tools or Eschaton yourself? Because if you did, you certainly would've known what they mean. Half Life is linear. It executes it's linear design perfectly. Halo is sandbox arena style. But even those have different versions. It's a bit on the slower side of most arena shooter games.
I appreciate that you're aware of how folks at IGN or several UA-camrs use these words to mislead their viewers, but we're the folks who actually know what these words do mean. We've had interest in modding and tweaking stuff with the game, and so we know about how these . I'm telling you again. Try the SOI campaign. forum.halomaps.org/index.cfm?page=topic&topicID=49408
The most impressive part of this mod is that it does everything in vanilla Halo CE engine. It doesn't change Halo (except with the addition of Brutes, it does change combat in a significant manner, albeit similar to Halo 2 but they aren't always present and the elites are kinda like a mix of Halo 1 and 3). This mod does it's job even better than the Halo 3 Style Campaign mod, which only changed some aesthetics and and weapons. Play this, and while it has some problems of it's own, you'll know where SPV3 goes down.
@RARAYAYA RAA Shoot melee nade?
Ever tried open air banshee combat?
And even the shoot melee nade mechanic can branch up to more possibilities. SPV3 has the sprint/VISR mechanic that'll change the way you give time to a specific opponent. That's one example. But before I say anything else, I'll like to focus on this statement of yours
"The only way to "break" the sandbox would be to make the map design extremely linear, or to unbalance that shoot/melee/nade dynamic."
Alright, try this map then. hce.halomaps.org/index.cfm?fid=4497
Welcome to Nuts. This is a somewhat open (and somewhat closed, once the action begins) arena. There are 5 rounds, each round getting progressively more and more difficult. Your mission is simply to deal with each round.
This map is the epitome of your analysis of the game. Shoot/Melee/Nade, right? That's exactly what you'll do here. Do it well and I'll be impressed. I'm incredibly sure that if you've played this game more than me, then this map will be a breeze to you. Hell, what if you're the creator of this map? Because you sure seem to be it.
It's true that Halo can be broken down into Shoot/Melee/Nade mechanics, but there are a HELL LOT more things that you are not considering. The act of taking cover, for example, it's something that makes a sandbox more dynamic (by this I mean it makes the game more fair and can also make it more challenging if your enemies too can take cover). You've listed in only the offensive tactics. You can't survive Halo without at least once, taking cover in some place.
I don't know about you bud, but I've told you that Lumoria did things somewhat differently than OG, and right after explaining what Sandbox means and what 'core elements' mean, I've explained how Halo CE and Lumoria did their job nicely. The last section, for example, is mostly linear, but still gives you ample room to handle the enemies the way you like. You complete half of the section and you get access to banshees to deal with the other half swiftly. Try to play on Legendary difficulty and taking cover becomes a must (and if dealing recklessly with the other half, your banshee will crumble like bread, I guarantee it).
SPV3's problem - it's a mess. It's just so much stuff crammed into one arena without proper understanding of how, where, and when each weapon did it's job, that it feels pointless to even try to know what each weapon does. I'm not saying the weapons aren't balanced or anything (they're fine). What I'm saying is that versatility is out. The game isn't trying to be like unreal tournament where each weapon was versatile, nor is it trying to be like Quake 3 where each weapon was significantly different from the other. It's like you're trying to put unreal's weapons into Quake's engine, or vice versa. It's hard to describe this mess. At least it was a mess, the last time I played it. NEVER RIDE BLINDWOLF AND FIGHT. Just don't. I mean, you can but, alright that's off topic. I don't know about the current updates (nor can I now get SPV3 because my Halo CE hates Open Sace) but I did play the first few missions some time ago (to be specific, it was 2 or 3 years ago but they were not SPV2 they were indeed SPV3). SPV3 totally changes the game.
Also, I guess you know more about, what makes a game great, better than any of us. Maybe even more than Masterz. One point you even mentioned an in-depth analysis and critique of Halo 1 as opinions from a braindead person. You can sure enough go against, disclaim, and disprove all statements told by others without providing enough insight yourself. And when others provide lines and paragraphs of text to explain things, you can fail to see the point, proceed to call the writers as brainless idiots. I can do that too, you know. We all know what that can end up.
Play the map called Nuts. We'll see how Shoot/Nade/Melee goes.
@RARAYAYA RAA Oh but yeah, the Silent Cartographer Evolved was pretty good. That was very good actually. I wish the entire game was done like it.
The focus rifle sounds like an A10 on massive amounts of drugs.
Oh holy hell i can't stop hearing it now
BRRRRRRRRRRRRRRRRRRRRRRRTTTTTTTTTTTTTTTT
I actually LIKE the way it sounds.
I don't hate the sound, I just wish it was tuned down a little to not be so ear-rapey. A bit quieter, and it would sound pretty cool. Tune down the ripping cardboard sound and tune up the (sorry for the shitty nondescript term here) "energy weaponesque" element of the overall sound.
Tl,dr: Make it slightly less BRRRRRRRRRRRRRRRT, and slightly more BRRRRRRRUUUUUUUUNNNNNNNNNN as it focuses the beam i guess
@@thewretchedpleb7484 Same here. There was potential to be had if the sound direction for the weapon went the right way. To me, it's got to have more fluid and direct-energy-esque whires and muted screams of hot energy that is pulsating out of the barrel and the internal heatsink. Not only would it be more pleasing, but it'd be more believable in concept and design when we're talking about how it makes it sounds (since certain types of energy don't even make sound at all, even when being expelled out of a foreign source like a "barrel", also going by how gasses also are expelled and might mute any sound depending on the intensity of how some of the gas is converted to superheated plasma, thus creating an almost-powerstruggle between the two likely sound emitters). I said it sounded like an A-10 on drugs because it had too much "brrring" and heavy emphasis on the volume of said "brrring". I'm not an expert at sounds, decibels, or anything of the sort. I'm just going by the lore and common sense and maybe some theories on how it might be plausible to make the sound more pleasing and believable simultaneously. Thanks for your input.
Textures just seem ehh. Seems like they’re trying to fit more detail into things and with the lack of great lighting it just looks awkward. Sometimes best not to Over do it
This is spv3 we're talking about. They only have one mode and that's full throttle
Johnathon Abbott lmao you’re not wrong there
Looked away for a sec, and got the shit scared out of me by the focus rifle. That thing REALLY doesn't sound too good.
I feel like the Lumoria remake is what happens when you don't really get the original and decide to remake it for the LOLs. From the active-camoed turrets in Episode 1 (what the actual fuck was that about?) to the "amped" DMR that seems to have been designed to be as worthless as possible (half the capacity plus lower damage *plus* recoil because that's a thing it needed), several encounters were just frustratingly, artificially difficult. (Like the larger encounters without the sniper rifle, or the fact you can disable active camo for enemies despite *at no point* the game telling you this was possible). The removal of Lumoria's Drones was also incredibly disappointing since that was one of the things Lumoria did first and did very well; this just feels kind of soulless, removing what made Lumoria work and replacing it with things that aren't really necessary. (The exception here are the Brutes, who I felt vanilla Lumoria was missing, but honestly the Brutes aren't an interesting enemy to fight anymore, whereas Sentinels-reskinned-as-Drones *are*).
There are certain things I genuinely liked, such as the actual world space looking really nice, but honestly they were overshadowed by just how bad the combat became, and this is from someone who enjoys SPV3 for the most part. The battery-powered carbine is a game breaker for enemies, since it has no real recoil, is laser accurate and has the ROF of an SMG, and there are now no hard human counter-weapons, which makes every single engagement against enemies who have it (especially the arena encounter at the end of Episode 1) unnecessarily frustrating. That's over and above the new voice acting, which, generally, is not better (and in some cases is much worse) than the original mod. Special mention goes to whoever plays May now: her original voice actress had some charm and having Spartans with some flavor of British accent was a nice touch; now she just sounds like Gillian Anderson after slamming back five bottles of Nyquil, and it's honestly distracting here. The original Lumoria, as you mentioned, uses lots and lots of vanilla assets and it overall feels like it's from 2004 when the PC port was released, so subpar voice acting doesn't feel out of place; given how modern SPV3 looks as a whole (and how good the voice acting is elsewhere) it feels like an afterthought...which it was, but which it shouldn't because there's new voiced dialogue in the main mod that's fine. Also, what the hell happened to all the ambient wildlife and general clutter on Lumoria? The original had Halo 2's dinosaur birds (complete with t-pose death animations, which are probably the reason they and the Drones were cut) and in your original video you highlighted the patrolling Sentinel and Enforcer wings you would often see in some of the vistas. The remake removes *all* of these (except the butterflies, who are still mesmerizing to look at) and leaves a lot of the setpieces feeling empty. This is especially frustrating since SPV3 has wildlife itself; I don't know why it was cut because it's not like the team didn't already have the assets.
The story itself is still often nonsense, except in some ways it feels even worse since there's such an overemphasis on action; Lumoria *looks* really good but you never really get a chance to stop and take that in because CMT *really* needed to throw another five encounters with Elites using full-auto sniper rifles at you. Having played the original Lumoria through its development from the standalone Episode 1 all the way through to the final release I assume you covered in your last video, I could understand why some of the things that annoyed you were done, and I could be impressed with what the team was working on since a lot of what the mod didn't hadn't been tried before (and still haven't really been attempted). Removing the story bits just makes Lumoria feel like every other Halo CE mod out there, and that again comes back to me not thinking CMT understood the point of the original mod.
Lumoria used to feel like Halo 1.5; I could see, or at least imagine, some of the things Bungie surely experimented with in the engine leading up to Halo 2. Now it just...feels like a different mapset for Halo Combat Evolved and that's really disappointing. Nothing new or interesting (aside from what may be a few extra flyovers from Longswords); technically it's not anymore impressive than SPV3 and I'd say in a few places it's actually less interesting than that mod.
Overall the remake is sort of The Force Awakens to the original's A New Hope. Someone thought it was a good idea, but I really don't get why it happened or what was proven by doing it. Lumoria was a spectacle, a proof of concept showing just how far vanilla Halo could be pushed; SPV3 is already *not* vanilla Halo so while an actual remaster would be nice, a straight remake doesn't prove anything SPV3 doesn't already prove.
I don't think he did it for the LOL'S, just that the creator had a different POV that wasen't technically wrong but just not correctly alined with many of the expectations and feel of the original to a extent.
There were many moments in Lumoria and SPV3 itself where I felt I could use a breather, take in the sights, take my hand off the controls, listen to the ambience. I can imagine it is always very tough to find a middle ground between tension and relaxation, especially as one always has to avoid boring the audience but it can become somewhat of a grind. I suppose it has to do with having limited space and needing to make the most out of all of it. My favorite moments in Halo typically were those in 'Halo' and 'Silent Cartographer' (Parts of AotCR) where there's time to pause or slow down, look around and gradually get more information and story using Cortana's voice overs, as well as those on the Truth and Reconcilliation on the ground, having the time to observe the enemy, determine when the hammer drops.
As much as I enjoyed playing SPV3, I hated most of the aesthetic
As a concept SPV3 intrigued me but everything I have seen of it reveals to me that its creator and I value very different things about Halo. It looks like a discordant mess, overflowing with and collapsing under the weight of its features.
Kinda like brutal doom in that regard.
@RARAYAYA RAA No, you're a person who's submissive. Try the SOI campaign overhaul. And then try comparing it to SPV3. SPV3 is a mess indeed, and even Masterz knows it.
@RARAYAYA RAA Wait, you think we dislike the mod?
Oh boy the bias is strong here.
To dislike is one thing.
To criticize is another.
Please learn the difference.
And I've separated each line so you could have ample time thinking about it.
I'm serious.
@RARAYAYA RAA You're submitted to a modder just because he's worked hard. You've yourself probably never played the clusterton of mods that gave Halo Custom Edition it's name. You know what happened to Duke Nukem Forever? It was in a development hell. Obviously the devs worked hard on it. But in the end, it didn't turn out that good. Similarly we have this mod that wants to be taken seriously. You've said in some comment that the mod doesn't change Halo. But to change Halo and to give a new experience was Masterz's aim. This mod just puts in so much stuff that it becomes hard to know where each item can excel.
Now compare it to something like SOI campaign. That mod is simply a redesign with some added mini-bosses in almost every mission. That mod does not try to change Halo's core theme. It keeps Halo the way it is, and also adds stuff only when required. There are cool new features you can try out but you don't get the feeling that you're playing something else than Halo 1. SPV3 does give the feeling that it isn't Halo 1, but also doesn't nicely execute it's additional stuff, and it has also taken out the sandbox elements that made Halo 1 good.
I recommend you try the SOI campaign. The UA-camr is far more experienced in doing his critique than you. He has TALKED with Masterz for devil's sake. Not you.
@RARAYAYA RAA The mod is NOT a great improvement to the original game. Now shut up. They've known a history of modding this game, far ahead of you. I've played SPV1 (which was like Halo 2) and that version was simply said, an overhaul. SPV3 on the other hand, changes Halo in several ways.
Also, your statements do imply that you think that the mod is a job done perfect. I cannot believe that you can exist. The only logical explanation to you defending the mod so furiously is that you're submitted. Nothing else.
Y'know what I do like about this review is that you get a peak into the developer's mindset from someone who actually knows him. It adds something special to the video
Have you tried the Vengeful Vadam's Halo Reach: Evolved MOD? With these videos being so good, I'd like to see a video with your opinions if you have.
Jedi Spartan 38 I’d KILL to play his mod
@@LateNightHalo yeah, it looks good. Have you seen his video covering it?
@@LateNightHalo link here if you haven't ua-cam.com/video/Qk4Nu3HMhO0/v-deo.html
@@LateNightHalo Hoping he'll be able to bring his mod to halo reach PC.
@@staryoshi06 he just made a video confirming it.
4:24 The water particles on the visor really impressed me.
Do they still have "blow me away" in this remaster? I need to know for educational reasons.
No
I cry evrytym
Nor do they have the Linkin Park, which had it's own bit of charm in the original.
Do they have Breaking the Covenant lmao
@@kittyrules well that's a shame isn't it ?
It's fun to see the massive canyon between these two mods and their focus. Each of them focuses on one aspect to a fault. SPV3 tries to reinvent the wheel a little too hard and ends up with something good but not as applicable as the wheel when it comes to their gameplay changes. As where regular Lumoria focused so heavily on their story, yet had cheesy awful voice acting and...breaking benjamin/linkin park fight scenes... But they both *do* deliver in their desired areas of focus. SPV3 has flashes of brilliance in their weapons/gameplay/mechanics and Lumoria feels like a genuine story told of a living world. Like the terminal about the AI gardener. It's much like these are two halves of one great whole, and I think that's what sets a lot of successful game titles apart is knowing where to find that middle ground and not obsess over one aspect of the game.
@RARAYAYA RAA But is it perfect, though?
@RARAYAYA RAA Each to their own, I guess.
I personally think that, while the entirety of SPV3 is no doubt a visual and technological marvel (especially with regards to what they've managed to achieve in such an ancient engine), Masterz' insistence on using it as his personal testing lab for trying to get stuff like ADS working in the classic engine often leads to him making some questionable design decisions which often come at the expense of the overall gameplay experience.
It's the sorta stuff that'd be better off relegated to a showcase video, as opposed obnoxiously rubbed in the player's face while they're trying to shoot the bad guy; Just because you can get something to work doesn't make it immediately balanced enough for implementation.
I've never played Lumoria and didn't even know about it's existence until this morning but I so very much appreciate both the original and the SPV3 versions for the way that two different modders used it to exemplify the parts of Halo that meant the most to them.
The vortex plasma pistol can also be found in the base spv3. You have to get rid of a zealot’s shield and hope they pull out the PP
You mean right choice of words?
Thanks for talking about these mods! This, again, shows how awesome the modding community is for Halo.
I love what Masterz has done but at the same time it can be just... "AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH WHY WOULD YOU DO THAT" at time
I cannot describe how much I love that SMG design at 14:45
I like Masterz as much as the next guy but I'll always remember that time he told me on stream that Halo 2 was poop from a butt and the official Energy Sword was a mistake :'(
No but really his work is fucking fantastic and it's the most fun I've had in a Halo campaign since ODST
LNG you should a best comments of the month video
I always loved the mysterious and unknowingly feeling halo ce had
13:48 so a 7 foot 1000 lbs spartan can send an Elite flying multiple meters away in one punch but can’t kill a grunt in one punch
14:46 yo can we talk about how that Elite just got Falcon Punched into orbit though??? hahahaha
SPV3's Lumoria is to SPV3 what you said Lumoria is to Halo CE: an experiment on how you could mod things.
I always try to get a wraith in this mod.
I've been driving through Issaquah, Redmond, Spokane, Snoqualmie, Tulalip and with much of those places consisting of willdlands, I began to see Halo's resemblance to these places, and how its environments were inspired by Washington's outdoor environments. It's kind of surreal. I've felt this strange familiarity to Halo's world since I was a kid. If you live in Washington and played Halo for a long time, you'll learn to feel close to and nostalgic for the games.
Washington is full of giant empty plains surrounded by mountains on all sides?
This looks great. I can't wait to try it out
Excellent analysis. Hope Lamoria can be done better though, having the best of both mods meshed together.
I had your channel playing in the background as I was falling asleep. That is until the focus rifle went off.
I’m not mad, it just scared me half to death and caused me to start laughing.
I don't know Masterz personally but whenever we have interacted he was kind of a jerk. :/
Mikau Anaki To be completely honest, his ego overrides his ability to take any form of criticism. I once saw a comment where he tried to devalue a player’s complaint about the overflow of enemies by claiming his own personal head canon as lore in an attempt to defend his mod.
@DuskWorks Not to defend the behavior, but it's (I guess?) better than "git gud scrub" ... Still, if he's that way then wrong is wrong, and trying to devalue a criticism strictly out of sensitivity and extrapolated additions to a set canon is... Well, maybe not objectively wrong per say, but still a bit short sighted and depending on context and tone even petty. As well, it only serves to limit ones potential in the long run.
Don't mistake my intent, I dig the guy's work and hope he and his team can keep working on spv3. If no other additions were made, I'd only ask them to streamline it a little and make a few minor things less wonky if the engine allows. By streamlining I just refer to a couple of encounters that seemed to have a couple too many enemies. Playing on normal or heroic it's not too much of an issue as you still have a chance to respond and formulate a strategy to overcome the challenge, which to me is halo combat at its best. Not easy but not "die 5 times because I said so" difficult (looking at you, jackal snipers).
Before I devolve into further babble though, I get the dudes criticism and share it to a degree. Having a shitload of assholes you wanna shoot in the face is nice most of the time, but in certain circumstances it can disrupt the flow of the game due to what ends up feeling like an uphill battle to a fault (ex: having 20 combat forms distract you in library while two or three rocket flood line up shots at your feet while you circle and strafe). On normal it's no issue but for heroic and legendary it's a (potentially quite repetitive) death sentence.
Also sorry to anyone who took the time to read all that lol.
Gotta work on being more concise.
Also haven't tried noble difficulty yet so I'll not speak on that right now.
I'm pretty sure I remember Masters from Halomods nearly two decades ago. I don't like the look of this "upgrade" to be completely honest. When something takes a crap all over a perfectly fine storyline I feel less inclined to play/read/watch it. That's why despite being a huge Halo fan during the first half of the '00s, I still haven't played Halo 4 or 5.
I'm stubborn as they come, which isn't something I dislike, because my good memories of Halo haven't been tarnished. I'm sure that many people would leap at the chance to have their memories of The Matrix's sequels erased, but I digress.
I actually like the loud sounds for the beam rifle. its different compared to most weapons
Many thanks for the Comparison Vid! I was actually pretty curious on which version of Lumoria to try out first, but I think i resonate more with the original mod's heartfelt intent of a more ambient and ancient Halo, spiritual and symbolic, over just outright sandbox gameplay extensions. Don't get me wrong though SPV3 is sick, so i will come around playing that version of Lumoria, but for now i just want to take a walk in the woods and get lost in the thought provoking vistas of Lumoria, just as i did the very first time i played Halo:CE 14 years ago.
i love that the halo community is still alive :) reminds me of old days
Ah man,Let me just get a cup of milk and some cookies on the side while I listen.
Definitely wouldn't mind to see a happy medium of this. With the majority of Lumoria intact with SPV3's graphical updates and general gameplay sans the experimental stuff.
Hey late night, are you gonna do a video on the evolution of the shotgun, also keep up the good work dude.
The focus rifle sounds like a fire extinguisher but with an ear piecing sound
DAMN the sound near the end of the focus rifle clip almost sounds like an A10 warthog
When you make the SMG look like the German MP-41.
Looks great to me
I've been seeing a lot of these Halo Mod videos recently, and every time I just think how impressive some of these could potentially be visually if/when PC MCC opens up for Mod Support
The best way to review a situation like this is to briefly go over the original with its flaws and see how the Remaster/REMAKE fixes them. If you are going by a scoring system you first give your number on the original and add points based on how well it is remastered/remake on a 15 basis.
That focus rifle sounds like it was demonically possessed.
Have you tried changing your voice so it doesnt scare the commenter?
I don't understand why people leave mean comments on your videos. I think you're very enjoyable to watch. You deffinetly have a dramatic way of talking like I do except it's hard for me to be so comfortable with my voice like you. So I kind of look up to you since you built a UA-cam channel on gaming and a dramatic soft voice
What other projects did former project lumoria devs go on to do? Just interested in checking them all out!
I love SPVs focus rifle mostly because it does insane dammage, though I can understand the annoyance with it's sound
I really like that design for the Guardian, looks like a giant activation index.
Its based on the design of Bungie's Guardian hologram in Halo 3 Epitaph
@@subhadeepjasu292 That's a Guardian Sentinel right? The same in Guardian Forest? And bruh Jazz, never really knew you saw LNG's vids.
I super need to get Halo PC again to play this stuff
I'm going to have to disagree on your view of the "Halo 3 weapon sandbox" benefits. Gaudy weapons have no purpose in core Halo, and never will. In Halo 3 the plasma rifle and spiker were the same gun, in my mind this is a waste of potential. In the original SPV3, Masterz tried to fix this. Now with CMT's new Lumoria mod, I dislike how the pistol, spiker, etc are useless. That "screw around, just for fun weapon" effect gets stale pretty fast, like maybe after picking up the gun twice. The original Halo was fun because every gun had a purpose to a certain degree, and that's what SPV3 originally expanded on.
If you think about it, it's really just as goofy seeing a previously invincible war machine like Brandon or Sergeant Johnson suddenly die just because
btw, just to mention this, light based weapons like the light rifle you mentioned would not have recoil. Light and energy based weapons of that nature would be shooting massless projectiles, and recoil is the action of accelerating a mass at a high velocity. This follows with Newton's third law "For every action, there is an equal and opposite reaction." You fire a bullet, the gun gets pushed back with the same acceleration as it took to push the mass of the bullet. You fire a beam of energy or light, the gun stays stationary due to light being massless so nothing is pushed back.
Got a campaign surprise for you in a couple weeks from custom edition ;) ill tweet it when I release it
It's not a secret if it's all over your yt
I liked the guardians. Probably the second best thing about Halo 5. First was getting more Arbiter. I really like seeing them in this even if I have no intention of ever playing it.
I like the Lumoria campaign because it’s a whole new halo campaign
While I actually *hate* h5 in more ways than just its bogus story, I think trying to get the idea of the guardians in a more classic design and as some sort of AI that fit into the role of not being a dominating being, is a nice attempt to spin a concept that didn't get executed well into something less annoying.
The sound of my chair creaking sounds exactly like your laugh
Notif squad, where we at!
I was watching this at a high-ish volume, and when the focus rifle fired, I legit jumped... I wish I was kidding.
I found some forerunner terminal just before the first encounter with the Guardian and its a monolog of it arguing that the Forerunners are wrong and that the flood is right and thats why they locked him up in Lumoria and I really liked that thought. Since I havent played Halo 5, 200€ for a single game that isnt even good is too much for me, the Guardian apperance wasnt as jarring for me and I could appreciate its inclusion.
My dog jumped when he heard the beam rifle sound
Unrelated Note, The Grenade Launcher instakills enemy players in Reach if you land a direct hit. It becomes really fun to use once you can reliably lead your shots.
The SPV3 mod will ALWAYS look leagues better than 5 ever will. I don't think it's even close. The BR aesthetic feels like it fits into the sandbox more than 4 or 5's does and the guns generally sound better.
what do you mean? I understand that it's just a mod but the level, weapon and visual design doenst really mesh, the lighting is a bit funny with weird dynamic range. it doesn't look leaves better, it's just cooler because it's a mod.
I also really like some of the weapon sounds in halo 4 and 5. have you heard the Halo 4 assault rifle or halo 5 battle rifle?
The sound design in SPV3 is mediocre. The guns soumds way too scratchy while also lacking the oomph that even the original CE had, the guns just feel unsatisfying to fire.
Halo 4 and 5 had way better sound design in comparison, well unless you're one of those armchair sound design professionals.
@@thefreeden That's your opinion. That's fine. I prefer something else
@@Sanya6496 That's fine too. I didn't like H4 and H5 sound design that much too (except for the AR and Beam Rifle), I just prefer it to SPV3.
I'm gonna be honest I kinda like that dirty sounding Focus Rifle. It feels like it's a good evolution of what would become the particle beam rifle.
It's like the dirty prototype rifle they decided to use more because they needed it.
Cool stuff would like to see this one on the shelf even if its digital
what would have made project lumorias remake even better is to use the spv3 sandbox, use the original story but with the narrative cleaned up, and good voice acting. that sounds great, right?
I do think his experimentation with mods is really cool and I want to see him do that with a newer engine like Halo Reach, I also want to see stories of Halo adapted to game. We have so many books and lore that some people get a hard on for... (references Mendicant Biased Lol jk). We have many books and game ideas fans want to see but anyone capable of doing that stuff either wants to make their own stuff or only tweek with gameplay.
I personally wouldn't have played either, at least not after hearing about it. It's at the low where I don't care if I hear the ending, whereas with things I feel I'd eventually play, I'll stop if there's any mention of spoilers or "As for the ending..."
Doesn't help that we still get SPV3's flare guns, even if there were no super dark long portions of levels.
Flare guns?
@@gumfireparalax1371 Stuff like 0:06 and 2:38
@@Exponaut_R-01 lmao just turn off bloom.
I like your videos so much and I also like lumoria.. I think
People who don’t like your videos are fortnite players
Or they just disagree with something he said. Generalizing helps no one.
great video
i accidentally pressed replay after it was done but i though i may as well watch it again because its good
your kinda creepy bro
Great review, I love folks touching on CE content. CE was my first real PC experience and it turned me on to PC gaming and modding, I'm glad it's still getting love today. I really hope 343 makes games modder friendly in the future.
You know how cool would it be if he added it so you could lunch your classic halo stuff from the SPV3 launcher
So there’s 3 “options” or something for the player because there’s the all guns play you know run and gun, guns blazing, gun ho all those things, or the lamoria (that how you spell it?) where it’s more slow and campaign based, but it sound like a mix would be the perfect thing!
Oh awesome that game you showed reminds me a lot of no mans sky but didn’t know a former modders made it and they help made halo spv3, hope he works on more mods when halo MCC for pc comes
Maybe a halo story where your a marine is what he will do I doubt it but that would be kinda cool.
The shouldn't have removed the particle beam rifle for that focus rifle anyways...
Yes they should have. Duplicate weapons are horrible in Halo, the Beam Rifle was just a battery powered Sniper Rifle. It was literally the exact same weapon with the exact same usages. The Halo sandbox needs every weapon to be distinct, which is why the Beam Rifle needed to go.
@@gumfireparalax1371 I'll have to disagree. May be similar niche. But ultimately it was a nice option. And not so restricted to a clip and such. I find the particle beam rifle a bit more comfortable to use aswell.
Besides did ya even halo 2 legendary bro? xD.
@@AfterAllWeAreHuman Yes, I did. Just because it was more viable than the Sniper doesn't mean it is a balanced or necessary weapon. Plus, wouldn't you prefer Jackal Snipers who just strip shields quickly? As opposed to the original ones that just instakill you with the beam rifle. Did YOU even Halo 2 Legendary?
Fun fact: Masterz got Dishonored Wolf's Twitter account banned and bragged about it.
Joseph delapena Dishonored Wolf left twitter, willingly from what I recall.
@@LateNightHalo You can run it through with Wolf if you ever reach for him again. Wolf didn't care much about Twitter to begin with, so when he got banned he shrugged it off. But he later found out it was Masterz who got him banned, hence why he canceled production on making a review video for spv3. From my understanding, before the ban, there was somewhat a debate between the two that got heated on why halo 3 is good or bad, or maybe it was halo 5...? Can't recall the details I'm afraid. It was awhile ago.
Joseph delapena I have no clue about that then.
If he said something ban-worthy than it sucks he got that heated to where he could be banned for something he said. I hope he comes back
Wolf made a low key joke about muslims and that was the tweet where Masterz reported him. As for why he'd do that and brag about it I don't know, but concidering the brief "discussions" I've had with Masterz in the past, a heated halo debate doesn't sound that far fetched considering Masterz has had multiple outbursts with others on the discussion, especially his streams.
good
You're kind of creepy bro
Do I take the grammatically correct path...or remain faithful to the original?
Exponaut R-01 well I mean spv3 didnt
I can’t wait for Halo to REACH its INFINITE Potential to be the king of shooters again
this is a halo infinite guess at the story so in halo ce it said that cortana was a ship A.I. on the pillar of autumn so imagine if in halo 6 master chief went to what remains of installation 04 and tries to find the pillar of autumn so that chief can get a thing that can power down cortana.
The focus rifle sound is an edited n64 noise. A game I can remember with it specifically is called "blast corps" in which it is the sound of you manipulating the camera angle in game.
Seattle, that's where Valve is.
Sounds like if you took this game’s sandbox, pulled some of the ego and Halo 5 inspirations out of it and combined it with the original Lumoria’s story and environmental flow, you’d get a genuinely good Halo game.
Now we just need a mod to remake this mod as a better remake of the original mod. Fucking hell do I love modding communities.
TheBananamonger I never said this was likely to happen.
I've only played the SPV3 of Lumoria.
Honestly, I found it fun and refreshing. Solid weapon sandbox (SPV3 main campaign was a bit overbearing at times) and fun vehicles.
The armour abilities seemed fun too. The actual story was however kinda mediocre. The guardian didn't bother me per se, but sure surprised me.
I like the focus rifles sound
I'm glad we agree on Halo 4 and 5.
Hey...Vsauce, michael here
I got fucking lucky and found halo one without the best seller mark for the the og xbox
Lol 9:00 the beam rifle sounds like a A10😂😂😂😂 brrrrrrtttt BBBBBRRRRRRTTTTTTT!!!!!!
I actually think that the focus rifle sounds better in SPV3 than Reach. I enjoyed both this and the original SPV3 immensly and I think the games should move more towards this format
It hurts my ears.
@@Banana-Boi I think it's by design, the original focus rifle sound in SPV3