I think it says something when you review this mod as if it were made by a legitimate developer with their foot in the gaming industry. Don't get me wrong, the SPV3 team is insanely talented, and that's the ticket. They aren't a dev team that's being paid to release something, so I think that's where a lot of the magic comes from. Good video, Ray.
I really enjoy this channel and your videos. Thanks for the time & effort, the amount of care and thought you apply signifies true respect for the games you dissect.
Also, Bungie released an official patch to let you play it without a CD. This was awhile back, but they were pretty much telling the world "it's okay to pirate this".
SuperAerie Remember that we have the Halo 3 engine from Halo Online/ElDewrito. In the hands of the right modders we could theoretically get mods bigger, better, and more beautiful than what's possible on Halo CE
Crazy to see some old maps I made and helped people test back in the height of Custom Edition in the mid 2000's. Awesome stuff to see SPV3 going so strong too, I worked on maps for a much much earlier version of it too.
I've seen videos of this mod before but non that put it so eloquently as you have. This definitely has made me want to check it out, being a Halo fan since the original. I'm glad you didn't shy away from critiquing the mod's shortcomings, as people tend to go a bit soft on mods because of the time it takes to make them with no pay. Another excellent video, man.
If it's any consolation, it is worth noting that in the latest release they removed all the wraiths from Truth and Reconciliation. The vehicles themselves are still there, but they are unmanned and don't seem as if they can be entered, either by you or the covenant.
So much love in the comment section, that is so refreshing to see! Again great video as your videos are some of the only that make me put on both my ear buds at work and get lost in it.
I recommend downloading the separate Silent Cartographer Evolved level as I think it is much superior to the SPV3 version. It avoids many of redundant sandbox elements that SPV3 adds while keeping some of the good stuff. It looks a bit prettier too.
Geez louise how do you have such a fluent way of presenting a video, you really have an amazing conception of how to speak to keep people interested, not once did I get bored or annoyed, bravo man.. bravo...
After a day of revising for finals, this video was the perfect coffee break. You're amazing my dude, and your videos are some of the best of their kind
You're right about the difficulty on legendary. The section in the level Halo where you fight off several waves of covenant around those clusters of rocks is hellishly hard on Legendary unless you cheese it. You simply cannot stay up where the marines are at and hold your ground. You'll be hopelessly overwhelmed by the sheer number of enemies. I tried over and over again to beat that part without cheesing but it got to the point where it was just a chore. So I ended up retreating to the entrance to the entire area and slowly picked enemies off. Uneven is definitely the word I would use to describe this mod. One of the things that made the original Halo so great was how you could stand toe to toe with enemies even on legendary without needing to play it like CoD. Many section in this mod make that impossible. Forcing you to stay at a range and pick enemies off. This is also my issue with Halo 4 and especially 5. You simply cannot play Halo 5 on legendary at close range. You'll get shredded. You can barely pop out of cover let alone get up close and personal with any consistency.
You hit the nail on the head. This mod has the potential to replace Combat Evolved but it won't until they learn how to distribute power ups, weapons and fights across the beautiful levels they have designed. The mod "blows it's load" almost entirely within the first level where you basically have access to almost every weapon (outside of a few) and wade through innumerable enemies. There's no build up because every fight plays like the previous and the next with the player having full choice of the full arsenal at any given moment. If they cut the loadouts, reduced the enemy encounters and were smarter about weapon/powerup availability then the game would truly just replace CE as the go-to way to play Halo 1.
Absolutely amazing well organized video. I loved having all my thoughts be said aloud to me haha. I love the mod overall, but my least favorite part is being constantly resupplied at every point of interest. I think I was able to run around with a Carbine and DMR for the entirety of every mission.
With these sorts of mods that add a ton of new stuff to a game, I find a lot of additions are added for the sake of adding and don't add to the gameplay at all or at worst detract from it with features that are in conflict with how the game is designed.
So glad someone is covering spv3 - CE community is so incredible considering the age of the game - so happy for the modders to get the attention they deserve!
You neglect to mention that the Halo CE mod tools *require* 3D Studio Max. You can only use .max files to import geometry into them, and no other modeling app supports that file type. I bring it up because that detail alone makes Halo CE's mod tools far less accessible than your video may lead people to believe, especially given the time at which game was released.
I feel having both the DMR and battle rifle is redundant. And as much as I love the DMR, it adds little to halos combat sandbox as it's mostly a combination of other weapons..
The ghost of Sammy classic Sonic fan in the actual mod, the DMR behaves very differently from its Reach, 4 and 5 iterations. It works horribly up close and it actually feels like a mini-sniper rifle when you use it at range. It bares little resemblance, gameplay-wise, to the BR in SPV3.
You clearly haven't even played this mod. The DMR does more damage against shielded enemies and the BR has a faster rate of fire than the DMR. The two are different weapons to be used in different situations. Any true Halo fan would already know that by now. It's about variety and Halo: CE had very little of it with its weapon sandbox in the campaign.
Ultimate Troll, thou doth live up to thy name. "Any true Halo fan would already know that by now." So one cannot be a "true Halo fan" without liking the use of both DMR and BR? Really? Can one not have a bloody opinion? And on the note of Halo: CE having little variety: so bloody what? One does not need twenty different weapons to have a good game. I recall talking about spicing up the promethean sand box for Halo 6 recently, and I had over ten different enemy ideas. The main critique I got was about clogging up the gameplay with an ocean of enemies that churned and didn't work together. Raycevick made a great point that adding a bunch of cool stuff is meaningless if it does not run like a well oiled machine. Another thing to note is that they seemed to make the gameplay lore based (to an extent) and I love lore based gameplay, but it should be an option: one should be able to choose great gameplay over great lore experience if they want to.
Halo Custom Edition was the first game I ever played online. I'm glad to see people still making something out of it, the SPV2 Multiplayer map Snow Grove was a favorite of mine because it allowed you to use the Halo 3 weaponry before Halo 3 arrived.
While not a hardcore Halo fan, your videos on the series (and other games) are very, insightful. You do go into depth about what does and dosen't work far as you can tell, and you explain in detail why. In spite of how I may feel about any of these videos, they show effort that I don't always see in any medium. I feel in some vein torn about these videos since I wonder if even those behind such games you're analytical about, would even take a look, but then again for big budget games, a lot seem to try and be 'risk averse' which, in a paradox may be more risky than trying to do something that is beyond an expectation. Which is a poorly worded way of saying, that while I am greatful these videos exist, part of me wonders if only those who are aspiring to be game makers, or some independents, or even those excpetions within big budget gaming would be able to take your input on the nose, and try to address what issues you've brought up. That being said, if I were to ever be a game maker (which I doubt, I'd be surprised if I could take some legit time to even make a mod worth a shit), your videos would probably be one of my Go--to videos among others as to how to try and do things right, and what to attempt to avoid, or failing that, finding avenues to improve upon. I do wonder though if those behind the Halo mod will be able to take a watch of your video, and maybe attempt to address some of the issues you've brought up, to hopefully make an overall better game. I'd offer my input but having a shit computer, and my focus elsewhere (namely on being a not-so-shitty artist and writer), I doub't I'd be able to be of much anyway. None the less...I see these videos both as useful, and also a bit of frustration. If only in the vein of how those involved in some of the games analyzed, are aware of what probelms were had, but are unable to do much due to what reasons there may be, all we can hope is that those not so confined, are able to learn and make games that are more of something of legit passion, and not a product to adhere to a demographic. More something akin to art than just a product and nothing else. That's my two cents anyway, for what it's worth.
SomeGuyXD65 if i had a penny for everytime i saw this comment on one of his videos, i would finally be able to pay that hanar the permit to promote airlock tossing assholes's greatest hits
Love your content! SPV3 has been a blast, and I'm very excited to see what they do for part two. I hope you will review it, or maybe all of SPV3, since they did say things you do in earlier levels can affect later ones (that is if they manage to add that in).
I've not heard about Custom Edition for years. Never expected you to cover that too, CE never even crossed my mind. Custom Edition was fantastic, played it continuously back in the day. The MP levels and SP overhaul modifications were grand. Making available the new weapons, vehicles, locations and such that weren't accesible in the base game, felt like Christmas. Nice you're covering this relatively unknown part of Halo. Also noticed a well-deserved jab at the lackings of the current 'official' Halo instalments, or perhaps that's me. Welcome surprise, keep them coming mate!
One of the reasons that Gearbox was able to release a Source Development Kit for the original Halo is that it was a dead engine. It was used at the launch of the Xbox in 2001, once again from a Bungie splinter studio called Wideload Interactive in Stubbs the Zombie, and then in the Halo PC port. A large reason is because of the netcode which was made with LAN in mind, and took Gearbox years to refine and make more efficient. Most of us remember the tremendous host advantage when using a P2P tunneling service like XBConnect to play online back in the day. You can still see it in the Master Chief Collection, in which that Halo 1 version is a port of a port, where you have to aim juust a little in front of a moving enemy to hit them online. The thing that this mod doesn't have, which it never will because Halo PC never ported the architecture, would be co-op play. The most fun times I've ever played the Halo campaign were on the couch next to my brother or a friend. Sadly, the mod community learned early with map rebuilding (before the Dev Kit was released) that the AI's behavior responds differently based on who's screen you're looking at, while the host was the only true/responsive AI. Where an elite may be going at one player on the off-host screen, he could just be sitting there on the host screen until he triggers him. Ahh, all this talk brings me back to when I used to mod before the SDK. On a side note, the best way to play multiplayer is the Halo 1.5 for the modded original Xbox. Unfortunately it doesn't have online, so you'd still have to use a laggy tunneling service. The only other option is being at the mercy of 343i in the Master Chief Collection to choose a gametype you want, because you'll get banned for quitting from the ones you don't want to play for lack of map vote or join-in-progress. At least it's in 4K now, so win some, lose some...
Silent Cartographer Evolved alone is quantity over quality. Play it on the highest difficulty and you'll see what I mean. SPV3 is better because it's on multiple levels, the levels are extended, new music was added in, and there are many more things you can do in the entire campaign that you couldn't do on that one level of SC: Evolved.
Should really do another video on this mod, as alot has chnaged and spv3.3 comes out soon. it adds skulls back and a firefight mode! also a couple changes to the weapons
What i like about Raychevick is that unlike other reviewers ive seen he treats the games he reviews with full respect and maturity and wheter its a game he likes or hates he talks about the pros and cons of the game fairly without blindly praising them or bashing them senslessy
Also I'd like to add that from what I remember, the vehicles in T&R have been removed. But the lift firefight sequence is still a tough nut to crack :p
Honestly, it would be cool to have a mod where you fight through New Mombasa as a marine. With the urban setting you can have a nice combination of long range combat against elites and snipers and short range combat against brutes, grunts and skirmishers, even a fair bit of vertical fighting, such as having the player forced to retreat from a duo of Hunters on a series of ascending ramps until they reach an arena on the top which then leads to the next level.
I miss the old days of Halo. I remember playing it on the Xbox, then getting it on PC. My dad picked up a copy for himself too. We would play games online with one another. Around 2004, I remember getting into Custom Edition. To this day, it still blows my mind when I think about what people were able to accomplish with it. I spent much of my youth in all the fun maps of Custom Edition. Maps like Coldsnap and Hugeass are forever ingrained into my memory. I really don't think I'll ever forget them. Every once in awhile I go to halomaps.org, just to look at some of the maps and see if I can still remember my favorites. Sometimes I've been tempted to get back into it and just see if it's still active.
O SHIT I love it when channels I'm subbed to not for CE stuff releases CE stuff For those with Halo PC that want to play SPV3 check out the SPV3 subreddit /r/halospv3
I think that if anything, this mod showcases inherent value of modding to the industry. In your words - a game has certain expectations, while a mod can do whatever. Mods allow the community and designers to simply throw ideas at a wall and see what sticks (i.e. what's fun) because they don't have an obligation to sell, which allows modders to explore possible new or changed mechanics, which later developers can decide to draw from if they want. It's no mystery that many of Doom 2016 mechanics were largely inspired by the Doom modding community - same with slow refining of TES formula since Morrowind until Skyrim.
I think it would be cool if you did a video on the parallels between Halo Reach and Rogue One. They're both prequels that aren't the earliest stories set in their respective universes, they both have a small team of characters who are (mostly) sacrificed to achieve the goal, they're both criticised for lacking character arcs and warmth/romance, they both feature a McGuffin that will tell the good guys how to defeat a superweapon (Cortana literally tells Master Chief how to destroy Halo) and they both involve worlds being destroyed/glassed.
Good review. I never finished SPV3 when it was released finished last year, but I got through half of it on the evolved parts. I have to agree while some additional parts of missions are better, I found many(like the Alpha base section of Halo) to be extremely redundant and not add to the story. The weapons and sounds were really hit and miss. Several youtubers have reviewed it against anniversary, I find so many strange complaints about Anniversary(Such as price) and can't really take them seriously because of the amount of bias for SPV3. I'm not going to deny the amount of work they did and several good ideas that they had, but it still has more than its share of flaws that always seem to get overlooked in most reviews.
I'm telling you...soon making games will be a piece of cake. One day one will come up with a "Perfect" engine that allowes people to easily create stuff. Take source engine for example, you can not count how many mods and stand alone games were built on that engine. Imagine source but a thousand times more polished and simple to comprehend and work on. The era of creativity is coming. A wave to blow us off the solid ground.
If you love Halo and want more content, you gotta be playing Custom Edition!
Hey does this mean CE3 is back or you're just here to post this??
Halo CE3 they will still be making those halo maps update videos
Where do you even get Halo Custom Edition anymore?
halomaps.org
Correction... where do you get the base game on PC anymore?
I think it says something when you review this mod as if it were made by a legitimate developer with their foot in the gaming industry. Don't get me wrong, the SPV3 team is insanely talented, and that's the ticket. They aren't a dev team that's being paid to release something, so I think that's where a lot of the magic comes from.
Good video, Ray.
Yes! I love mods not just for the content, but also the talent behind them. The best in modding are right up there with industry professionals.
RIP B-Team & TSC:E
yes. they were the masters of subtlety, and not filling every scene with tons of stupid shit
Tbh i like the balance in tsce better than spv3
imagine of the mod team got the funding. combat evolved expansions :o i know the team has read the books
I really enjoy this channel and your videos. Thanks for the time & effort, the amount of care and thought you apply signifies true respect for the games you dissect.
Opens new tab, searches 'Halo 1 PC buy'.
Great video :)
Did you find any copies I know didn't
Why buy Halo 1? You can literally download it for free in more than 1000 of websites.
Also, Bungie released an official patch to let you play it without a CD. This was awhile back, but they were pretty much telling the world "it's okay to pirate this".
spartan456 Eh, the box looks nice on the bookshelf next to my Halo figurines.
Its freeware on gearboxes site
Just think what the modders could do with the newer halo-games if they had a pc-release & a modkit.
I'm still dreaming of what would happen if modders got their hands on Frostbite or Fox engine.
SuperAerie Remember that we have the Halo 3 engine from Halo Online/ElDewrito. In the hands of the right modders we could theoretically get mods bigger, better, and more beautiful than what's possible on Halo CE
+Raycevik The gaming companies wouldn't be able to compete with free player made mods/games lol
Like make Halo 4 multiplayer not shit. Or make Halo 5 campaign not shit. Or make Halo 5 multiplayer as it was on release not shit.
an MGS3 remake in the FOX engine would blow my mind... MGS2 I feel like should stay on its original engine, but MGS3 is a whole different ball game
Crazy to see some old maps I made and helped people test back in the height of Custom Edition in the mid 2000's. Awesome stuff to see SPV3 going so strong too, I worked on maps for a much much earlier version of it too.
nice to see some of you guys still hanging around the internets ;)
*sees a raycevick video* boi dis gon b gud
I've seen videos of this mod before but non that put it so eloquently as you have. This definitely has made me want to check it out, being a Halo fan since the original. I'm glad you didn't shy away from critiquing the mod's shortcomings, as people tend to go a bit soft on mods because of the time it takes to make them with no pay.
Another excellent video, man.
If it's any consolation, it is worth noting that in the latest release they removed all the wraiths from Truth and Reconciliation. The vehicles themselves are still there, but they are unmanned and don't seem as if they can be entered, either by you or the covenant.
So much love in the comment section, that is so refreshing to see! Again great video as your videos are some of the only that make me put on both my ear buds at work and get lost in it.
This actually looks incredible. For some reason I couldn't get back into Halo 1 even with the MCC rerelease. This just might be my ticket.
shoot me a PM. Maybe we can hook you and your channel up with a early review copy of the entire complete campaign this summer.
Love Halo to death, but I'll never forgive the library. It's famous in the community, but personally I think it should be *infamous* instead.
I recommend downloading the separate Silent Cartographer Evolved level as I think it is much superior to the SPV3 version. It avoids many of redundant sandbox elements that SPV3 adds while keeping some of the good stuff. It looks a bit prettier too.
Top Pupperanian its not as optimized as the spv3 version though. I prefer tsce original though
Geez louise how do you have such a fluent way of presenting a video, you really have an amazing conception of how to speak to keep people interested, not once did I get bored or annoyed, bravo man.. bravo...
This video is gold.......this channel is gold........u r GOLD!!!!!!
This is one of those videos you didn't know you wanted really badly until you saw it.
I just love your videos, they feel more like an essay you write for school then a script for a video, and I mean that as a compliment
After a day of revising for finals, this video was the perfect coffee break. You're amazing my dude, and your videos are some of the best of their kind
You're right about the difficulty on legendary. The section in the level Halo where you fight off several waves of covenant around those clusters of rocks is hellishly hard on Legendary unless you cheese it. You simply cannot stay up where the marines are at and hold your ground. You'll be hopelessly overwhelmed by the sheer number of enemies. I tried over and over again to beat that part without cheesing but it got to the point where it was just a chore. So I ended up retreating to the entrance to the entire area and slowly picked enemies off. Uneven is definitely the word I would use to describe this mod.
One of the things that made the original Halo so great was how you could stand toe to toe with enemies even on legendary without needing to play it like CoD. Many section in this mod make that impossible. Forcing you to stay at a range and pick enemies off. This is also my issue with Halo 4 and especially 5. You simply cannot play Halo 5 on legendary at close range. You'll get shredded. You can barely pop out of cover let alone get up close and personal with any consistency.
I didn't even know this mod exsisted. Thank you for this video. I'm loving this modding series on your channel
Really glad you have your own channel now, so much great content.
Modding is one of many reasons I love PC gaming. Games can last forever if people are allowed to have tons of control.
You hit the nail on the head. This mod has the potential to replace Combat Evolved but it won't until they learn how to distribute power ups, weapons and fights across the beautiful levels they have designed.
The mod "blows it's load" almost entirely within the first level where you basically have access to almost every weapon (outside of a few) and wade through innumerable enemies. There's no build up because every fight plays like the previous and the next with the player having full choice of the full arsenal at any given moment.
If they cut the loadouts, reduced the enemy encounters and were smarter about weapon/powerup availability then the game would truly just replace CE as the go-to way to play Halo 1.
Goes to show, there's a whole lot more to game development (or modding) than sheer technical skill.
Absolutely amazing well organized video. I loved having all my thoughts be said aloud to me haha.
I love the mod overall, but my least favorite part is being constantly resupplied at every point of interest. I think I was able to run around with a Carbine and DMR for the entirety of every mission.
that is intentional, the original game does the asme thing as well. You can make it through some missions soley just using your pistol.
With these sorts of mods that add a ton of new stuff to a game, I find a lot of additions are added for the sake of adding and don't add to the gameplay at all or at worst detract from it with features that are in conflict with how the game is designed.
So glad someone is covering spv3 - CE community is so incredible considering the age of the game - so happy for the modders to get the attention they deserve!
THIS is how you innovate in Halo without changing the core formula. There are a couple things here I'd have left out, but it just looks so glorious.
I love your videos dude, they're such fantastic quality, you're amazing.
Nice video raycevick. Can't wait for Oni/GITS review!
Man I love your videos lol. It's crazy how fast this channel has grown.
You neglect to mention that the Halo CE mod tools *require* 3D Studio Max. You can only use .max files to import geometry into them, and no other modeling app supports that file type. I bring it up because that detail alone makes Halo CE's mod tools far less accessible than your video may lead people to believe, especially given the time at which game was released.
I feel having both the DMR and battle rifle is redundant. And as much as I love the DMR, it adds little to halos combat sandbox as it's mostly a combination of other weapons..
The ghost of Sammy classic Sonic fan in the actual mod, the DMR behaves very differently from its Reach, 4 and 5 iterations. It works horribly up close and it actually feels like a mini-sniper rifle when you use it at range. It bares little resemblance, gameplay-wise, to the BR in SPV3.
They are VERY different in this mod i cant really explain it but you need to see it for yourself
That is how it should be in Halo 6.
You clearly haven't even played this mod. The DMR does more damage against shielded enemies and the BR has a faster rate of fire than the DMR. The two are different weapons to be used in different situations. Any true Halo fan would already know that by now. It's about variety and Halo: CE had very little of it with its weapon sandbox in the campaign.
Ultimate Troll, thou doth live up to thy name.
"Any true Halo fan would already know that by now." So one cannot be a "true Halo fan" without liking the use of both DMR and BR? Really? Can one not have a bloody opinion?
And on the note of Halo: CE having little variety: so bloody what? One does not need twenty different weapons to have a good game. I recall talking about spicing up the promethean sand box for Halo 6 recently, and I had over ten different enemy ideas. The main critique I got was about clogging up the gameplay with an ocean of enemies that churned and didn't work together. Raycevick made a great point that adding a bunch of cool stuff is meaningless if it does not run like a well oiled machine. Another thing to note is that they seemed to make the gameplay lore based (to an extent) and I love lore based gameplay, but it should be an option: one should be able to choose great gameplay over great lore experience if they want to.
10:15 The way you pronounced pietsmiet sounds so funny, especially when followed up with the most sober one
Halo Custom Edition was the first game I ever played online. I'm glad to see people still making something out of it, the SPV2 Multiplayer map Snow Grove was a favorite of mine because it allowed you to use the Halo 3 weaponry before Halo 3 arrived.
While not a hardcore Halo fan, your videos on the series (and other games) are very, insightful.
You do go into depth about what does and dosen't work far as you can tell, and you explain in detail why. In spite of how I may feel about any of these videos, they show effort that I don't always see in any medium.
I feel in some vein torn about these videos since I wonder if even those behind such games you're analytical about, would even take a look, but then again for big budget games, a lot seem to try and be 'risk averse' which, in a paradox may be more risky than trying to do something that is beyond an expectation.
Which is a poorly worded way of saying, that while I am greatful these videos exist, part of me wonders if only those who are aspiring to be game makers, or some independents, or even those excpetions within big budget gaming would be able to take your input on the nose, and try to address what issues you've brought up.
That being said, if I were to ever be a game maker (which I doubt, I'd be surprised if I could take some legit time to even make a mod worth a shit), your videos would probably be one of my Go--to videos among others as to how to try and do things right, and what to attempt to avoid, or failing that, finding avenues to improve upon.
I do wonder though if those behind the Halo mod will be able to take a watch of your video, and maybe attempt to address some of the issues you've brought up, to hopefully make an overall better game.
I'd offer my input but having a shit computer, and my focus elsewhere (namely on being a not-so-shitty artist and writer), I doub't I'd be able to be of much anyway. None the less...I see these videos both as useful, and also a bit of frustration.
If only in the vein of how those involved in some of the games analyzed, are aware of what probelms were had, but are unable to do much due to what reasons there may be, all we can hope is that those not so confined, are able to learn and make games that are more of something of legit passion, and not a product to adhere to a demographic.
More something akin to art than just a product and nothing else.
That's my two cents anyway, for what it's worth.
I was thinking earlier today how I wished I could watch one of your Halo videos for the first time again. Perfect timing!
man...that intro bass ripped my ears, thanks raycevick.
Your stuff is beyond excellent - keep it up!
I have never clicked on a video so fast.
SomeGuyXD65 tired of this everywhere
+GreatfulGert 'most everyone is
SomeGuyXD65 if i had a penny for everytime i saw this comment on one of his videos, i would finally be able to pay that hanar the permit to promote airlock tossing assholes's greatest hits
The Dead Immortal I actually have a stopwatch at hand everytime I go on TH-cam.
Love your content! SPV3 has been a blast, and I'm very excited to see what they do for part two. I hope you will review it, or maybe all of SPV3, since they did say things you do in earlier levels can affect later ones (that is if they manage to add that in).
Hey man, I love your videos! Thanks for putting so much effort into them!
This mod has reinvigorated the halo series for me. It's amazing
I've not heard about Custom Edition for years. Never expected you to cover that too, CE never even crossed my mind.
Custom Edition was fantastic, played it continuously back in the day. The MP levels and SP overhaul modifications were grand. Making available the new weapons, vehicles, locations and such that weren't accesible in the base game, felt like Christmas.
Nice you're covering this relatively unknown part of Halo. Also noticed a well-deserved jab at the lackings of the current 'official' Halo instalments, or perhaps that's me.
Welcome surprise, keep them coming mate!
the only thing that pushes this game back in the low fps animations in a high fps game.
anyfix for this?
SPV3: 4 years later?
One of the reasons that Gearbox was able to release a Source Development Kit for the original Halo is that it was a dead engine. It was used at the launch of the Xbox in 2001, once again from a Bungie splinter studio called Wideload Interactive in Stubbs the Zombie, and then in the Halo PC port. A large reason is because of the netcode which was made with LAN in mind, and took Gearbox years to refine and make more efficient. Most of us remember the tremendous host advantage when using a P2P tunneling service like XBConnect to play online back in the day. You can still see it in the Master Chief Collection, in which that Halo 1 version is a port of a port, where you have to aim juust a little in front of a moving enemy to hit them online.
The thing that this mod doesn't have, which it never will because Halo PC never ported the architecture, would be co-op play. The most fun times I've ever played the Halo campaign were on the couch next to my brother or a friend. Sadly, the mod community learned early with map rebuilding (before the Dev Kit was released) that the AI's behavior responds differently based on who's screen you're looking at, while the host was the only true/responsive AI. Where an elite may be going at one player on the off-host screen, he could just be sitting there on the host screen until he triggers him. Ahh, all this talk brings me back to when I used to mod before the SDK.
On a side note, the best way to play multiplayer is the Halo 1.5 for the modded original Xbox. Unfortunately it doesn't have online, so you'd still have to use a laggy tunneling service. The only other option is being at the mercy of 343i in the Master Chief Collection to choose a gametype you want, because you'll get banned for quitting from the ones you don't want to play for lack of map vote or join-in-progress. At least it's in 4K now, so win some, lose some...
I just recently discovered your channel and I love your content! Keep up the good work!
thank god, this mod gets more spotlight
yes modding justice!!!!.
Damn dude yet again you never cease to amaze me
great video and covered a lot of good points. I liked SPV3 overall but in comparisent to it's other project TSC:E it feels like Quantity over quality.
Thats weird because thats exactly what the developer of SPV3 said TSC:E was
cat lol
Silent Cartographer Evolved alone is quantity over quality. Play it on the highest difficulty and you'll see what I mean. SPV3 is better because it's on multiple levels, the levels are extended, new music was added in, and there are many more things you can do in the entire campaign that you couldn't do on that one level of SC: Evolved.
God you make great videos man inspires me to play so many different games
you know raycevick is a good creator when he has the balls to criticize something no one has said a single bad thing about.
Should really do another video on this mod, as alot has chnaged and spv3.3 comes out soon. it adds skulls back and a firefight mode! also a couple changes to the weapons
What i like about Raychevick is that unlike other reviewers ive seen he treats the games he reviews with full respect and maturity and wheter its a game he likes or hates he talks about the pros and cons of the game fairly without blindly praising them or bashing them senslessy
He's sometimes too over-critical just to bring criticism to the plate when there's none.
SPV3 is bloatware: the mod
SPV3 gave me flashbacks to dA inflation art, it’s that bloated
Also I'd like to add that from what I remember, the vehicles in T&R have been removed. But the lift firefight sequence is still a tough nut to crack :p
Honestly, it would be cool to have a mod where you fight through New Mombasa as a marine. With the urban setting you can have a nice combination of long range combat against elites and snipers and short range combat against brutes, grunts and skirmishers, even a fair bit of vertical fighting, such as having the player forced to retreat from a duo of Hunters on a series of ascending ramps until they reach an arena on the top which then leads to the next level.
Downloading it now, waited long enough to try this out
Going back and playing the original after playing this mod has made me realize just how much the BR added.
Amazing review!
Perfection is not attained when there's nothing more to add, rather when there's nothing more to take away.
I downloaded so many racetracks for CE! When a shooter becomes a racing game.
I miss the old days of Halo. I remember playing it on the Xbox, then getting it on PC. My dad picked up a copy for himself too. We would play games online with one another. Around 2004, I remember getting into Custom Edition. To this day, it still blows my mind when I think about what people were able to accomplish with it. I spent much of my youth in all the fun maps of Custom Edition. Maps like Coldsnap and Hugeass are forever ingrained into my memory. I really don't think I'll ever forget them.
Every once in awhile I go to halomaps.org, just to look at some of the maps and see if I can still remember my favorites. Sometimes I've been tempted to get back into it and just see if it's still active.
I'm just happy that subsequent SPV3 updates got rid of that stuttery animation issue that Halo CE has had for so many years
Like always, great quality in your videos, and dude!, I love your voice. PS. It reminds me of the voice of the Chief
O SHIT I love it when channels I'm subbed to not for CE stuff releases CE stuff
For those with Halo PC that want to play SPV3 check out the SPV3 subreddit /r/halospv3
The most insane part is that one single guy has been working on it. The man who did it I commend them. Fucking brilliant
oh it's not just me, there is a whole team of us. Should check out the readme.
Oh. Sorry mate lol
Thank you for showing this mod I love halo so much and downloaded played Pillar of Autumn tonight and it was awesome with this mod!
Excellent content as usual!
I think that if anything, this mod showcases inherent value of modding to the industry. In your words - a game has certain expectations, while a mod can do whatever. Mods allow the community and designers to simply throw ideas at a wall and see what sticks (i.e. what's fun) because they don't have an obligation to sell, which allows modders to explore possible new or changed mechanics, which later developers can decide to draw from if they want. It's no mystery that many of Doom 2016 mechanics were largely inspired by the Doom modding community - same with slow refining of TES formula since Morrowind until Skyrim.
I love this channel so much
I think it would be cool if you did a video on the parallels between Halo Reach and Rogue One. They're both prequels that aren't the earliest stories set in their respective universes, they both have a small team of characters who are (mostly) sacrificed to achieve the goal, they're both criticised for lacking character arcs and warmth/romance, they both feature a McGuffin that will tell the good guys how to defeat a superweapon (Cortana literally tells Master Chief how to destroy Halo) and they both involve worlds being destroyed/glassed.
8:40 lol Halo CE always had grenade chain reactions on higher difficulties. That's why it got turned off in later installments.
Well I'm sold. Time to finally give this mod a go.
The full version is out Rayce , please revisit this mod love to hear your thoughts about it !
most underrated youtuber ever
I feel like this mod really got Halo wrong.
It’s bloated to high hell, that’s its problem!
Good review. I never finished SPV3 when it was released finished last year, but I got through half of it on the evolved parts. I have to agree while some additional parts of missions are better, I found many(like the Alpha base section of Halo) to be extremely redundant and not add to the story. The weapons and sounds were really hit and miss. Several youtubers have reviewed it against anniversary, I find so many strange complaints about Anniversary(Such as price) and can't really take them seriously because of the amount of bias for SPV3. I'm not going to deny the amount of work they did and several good ideas that they had, but it still has more than its share of flaws that always seem to get overlooked in most reviews.
Any chance for a SPV3.2 video?
Good stuff! Keep it coming!
3:34 I cant take this anymore
Your voice is great.
These videos are sooo good.
I will say I just got and ad on this video where the first line was
"Capital of Iceland?" "Raycevick!"
Omg ray knows what ace combat is thank god
I'm telling you...soon making games will be a piece of cake. One day one will come up with a "Perfect" engine that allowes people to easily create stuff. Take source engine for example, you can not count how many mods and stand alone games were built on that engine. Imagine source but a thousand times more polished and simple to comprehend and work on. The era of creativity is coming. A wave to blow us off the solid ground.
Will you do Destiny 3 years later?
I played this game forever when I was younger!
You know, I've watched and admired you since the Infinity Ward video. Guess its time to show my appreciation and become a patron! 😊
all it takes to improve the bomb hall level design is have two bomb halls, the first you experience raw, the second you gain access to the visor
This looks like a fucking blast to play, how have I not heard of this?
I've read somewhere that all Halos use the same heavily modified engine since CE, which makes SVP3 kinda proper Halo game in a way.
Been playing halo custom edition since 2005. Lumoria is still one of my favorites
This is beautiful.
I messed around with Halo PC mode like 15 years ago. I had no idea it was still popular let alone this nuts
Dude I loved Need for Speed Porsche Unleashed!
God, I can't wait to see what I mod like this would do to The Maw (my favorite level in the entire series).
This looks freaking awesome.
That thumbnail looks so goregous when you're bored and this pops up
SPV3 was introduced the the Halo universe for me glad I play.
hey since the full edition is out, how about a rereview plus flood