Covenant Attack Version 2.0!

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Moxus
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Covenant Attack Version 2.0!

Post by Moxus » Thu Oct 04, 2007 12:07 pm

Covenant Attack Version 2.0!

Yes, it's here. Covenant Attack Version 2.0 has stormed it's way onto the internet, with improvements, proper starting weapons, fighting back a 99% Marine force, and slaying the enemy with an Energy Sword. Have Fun!

The Story

It is a few days after the Master Chief infiltrated the Covenant controlled Silent Cartographer to retrieve data on the whereabouts of Halo's Control center. The other Humans on site chose to occupy it to keep it out of the hands of the Covenant.

You're not going to let that happen.

You are a Covenant Sangheili, or Elite, but not just any ordinary one. You have been trained to take on massive enemy opposition, to do what would otherwise take entire Squads. You escaped with a group of Elites from the Island after imminent defeat was inevitable, to re-group away from the threat and plan how to re-take the area.

You are under supplied, forced to use captured Human drop-craft for deployment, and only having light ground vehicles for your use. However what you lack in armor, you make up for in personal weapons. You're armed with not only a Plasma Rifle, but the deadly Energy Sword, which has killed many enemies prior to your use of it.

The Humans are under supplied as well, some choosing to use Covenant weapons to replace their own. They have somehow also twisted a captured Elite to fight their cause.

Your mission includes not only to re-take the Island, but to also find out how much the Humans have learned about Halo and it's Control Center. At times you will see or hear events from the Human's attack, recalled by automated cameras and audio devices that the initial Covenant forces had placed around the Island.

Your objective is clear. Re-take the Island, learn all you can from the Silent Cartographer, and see how much the Humans know about Halo's Control center.

The Changes

• You no longer play as the Master Chief, but instead as a black Elite Special.

• All of your Marines have been replaced by tan colored Elites.

• Grunts, Elites and Jackals have been swapped with Marines, armed with Assault Rifles, and occasionally Neelers. Only a single enemy Elite Special remains, giving a nice Sword battle.

• All Warthogs were replaced by Ghosts, although this may be changed in future versions.

• The Spirit Drop-ship was replaced with the Pelican.

• You and your Elite group spawn on the beach as opposed to flying in on your Pelicans.

• The Secondary spawn point (now used as primary) has been moved so that you are farther away from the enemy, and won't suffer as much damage during combat.

The Notes

• At the current time, you are unable to finish the level. Although you can now enter the passenger seats of Pelicans, it will not allow you to trigger the final cut-scene.

• You, and your Elite forces will not fly into the beginning of the level on the Pelicans. The Pelicans will fly in, but you will spawn on the beach along with your fellow Elites. You will also not be able to move or fire for the amount of time that the cut-scene would usually take, and must watch as your fellow Elites fight (and die, especially in Legendary) around you. To give you protection, your spawn point is moved back, so that your Elite group should distract most of enemy. If I can learn how to disable the beginning cut-scene without causing glitches, or modify the Pelicans to let Elites ride in them, I will do so in a future version so that you can play from the beginning.

• The Stealth Elites have been replaced with Marines. Note that some of them are still invisible.

• The Ghost which you are provided with at the beginning of the level can be destroyed. There is a gauge at the top left of your screen with will tell you the status of the vehicle. When the vehicle has become damaged moderately to severely, it will emit smoke. Furthermore, if you are in the Ghost when it is destroyed you will be killed. It is recommended that you abandon damaged Ghosts in favor of the fully functional ones spawned where the Warthogs were from the original level.

• Former spawn points of weapons and supplies have been changed to suit the Elite force attacking the Island. This will assist with the replacement of weapons, ammo, and grenades, unlike the previous version.

______________________________________________________________

Screenshots! ** Note that more screenshots from the previous version can be found Here.


Download!
______________________________________________________________

-=Moxus=-
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Kayar wrote:The Collective: Spamming its way to a better tomorrow.
Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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Ragnarok
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Post by Ragnarok » Thu Oct 04, 2007 12:10 pm

whats different from V1


P.S moxus to change the gun they hold go into the ACTV with a d-swapper and it sould have a WEAP tag change that
keyboard not found press F1 to continue??

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Post by Moxus » Thu Oct 04, 2007 1:33 pm

Bhaal wrote:whats different from V1


P.S moxus to change the gun they hold go into the ACTV with a d-swapper and it sould have a WEAP tag change that
Bhaal, I first want to ask if you played the original mod. If you had, and you'd read the opening post, you could probably pick out the differences as being:
  • • New starting weapons; You now start with an Energy Sword and a Plasma Rifle, unlike the previous version that only spawned you with a pistol.

    • The Energy Sword wasn't available in the previous version. Also, to make it use-able, you now play as an Elite Special.

    • All but one of the Elites are now Marines; in the original, all Elites were left as they were, minus the Elite Special. Now it's the reverse - the only Elite is the Elite Special, and all the Elites are Marines.

    • New weapons spawns; in Version 1.0, Assault Rifles, Pistols, ammo for both weapons, and Frag Grenades spawned where the dead Marines would (I.E. With both extra Warthogs in the original b30). Now Plasma Rifles, Needlers, Needler Ammo, and Plasma Grenades spawn to replace them.

    • Visible Marines; The Marines put in to replace the Stealth Elites in Version 1.0 were all camouflaged. Now only some are.

    • Lastly, and more of a cosmetic touch, the "Pelican" that replaced the Spirit Drop-ship in Version 1.0 has been properly replaced with a real working Pelican.
Secondly, I don't know why you told me how to change the AI's weapons.... Why did you?

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Kayar wrote:The Collective: Spamming its way to a better tomorrow.
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Post by zapconquest » Thu Oct 04, 2007 1:37 pm

I'm tired of filefront. I know you may think it's not that bad but I think it's agro. Plus, remember back when you started moding and released the SC map you said you'd start making bloodgluch mods? I haven't seen any bloodgulch mods from you yet (dropship does not count as a full mod).

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Post by Ragnarok » Thu Oct 04, 2007 2:04 pm

so theyd not have nedelers theyd have AR's
keyboard not found press F1 to continue??

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Post by Moxus » Thu Oct 04, 2007 3:32 pm

zapconquest wrote:I'm tired of filefront. I know you may think it's not that bad but I think it's agro. Plus, remember back when you started moding and released the SC map you said you'd start making bloodgluch mods? I haven't seen any bloodgulch mods from you yet (dropship does not count as a full mod).
*Ahem*. I released it, but no one seemed to give it a look. It's actually quite fun with a lot of people. I'm thinking about making a version with a CSS projectile though (Read the topic to learn about said projectile). Don't forget about my Grunts!! mod, as well as my Grunt and Elite mod. Why doesn't the Spirit mod count?

I apologize if you find Filefront frustrating, but I don't think I'll be changing anytime soon. Why exactly don't you like it? It works fine for me.
Bhaal wrote:so theyd not have nedelers theyd have AR's
Well, I wanted them to have Needlers instead of ARs. It fits with the story as seen in this clip:
Moxus wrote:The Humans are under supplied as well, some choosing to use Covenant weapons to replace their own.
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Kayar wrote:The Collective: Spamming its way to a better tomorrow.
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Post by TheSlothist » Fri Oct 05, 2007 4:15 am

Before i download does the sword have a fp?
OMFG THE INTERNET IS SO SRS.

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Post by TaxiService » Fri Oct 05, 2007 6:00 am

yes, sounds really cool

i'll download it, gimmie a minute to organize my desktop....

...what the fuck is that...

...ooh, here's where it was!

...marioanalsex.gif????....



...ok, stuff deleted, getting... :P
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Post by Ayumi » Fri Oct 05, 2007 12:30 pm

Taxi, you scare me o.o

Moxus, you are more godly than last time you released an SC mod :O
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Post by P!ckoff » Fri Oct 05, 2007 6:52 pm

and nice story that covers most of the inconsistencies....


:roll: jk
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Post by Jello! » Fri Oct 05, 2007 7:56 pm

Hmm... why am I not black and I start the level with two plasma rifles and one that cannot shoot?
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Post by TaxiService » Fri Oct 05, 2007 8:16 pm

Jello_Jello wrote:Hmm... why am I not black and I start the level with two plasma rifles and one that cannot shoot?
are you blue? if yes is because you have all shaders on.

the elite's cubemap is still in >_<


for the 2 plasma rifles thing, the one which cannot shoot is the energy sword.
...it does not normally have an FP model... why! dang bungie! watch here!
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Post by [Donut] » Fri Oct 05, 2007 10:15 pm

I just downloaded it and now I'm going to play :)

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Post by Moxus » Sat Oct 06, 2007 4:35 am

Yes, the second Plasma Rifle is the Energy Sword. Note that there is a blue glow around it. That's the glow from the Energy Sword.

I apologize for the cubemaps, my computer doesn't have the capacity to use advanced shaders, so I couldn't see the difference. I will attempt to fix it, if someone tells me how.

-=Moxus=-
Last edited by Moxus on Sat Oct 06, 2007 1:25 pm, edited 1 time in total.
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Post by Jello! » Sat Oct 06, 2007 5:08 am

Yea I figured that out.
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