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Tropes applying to the original ''Halo: Combat Evolved'' can be found [[Videogame/HaloCombatEvolved here]].

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Tropes applying to the original ''Halo: Combat Evolved'' can be found [[Videogame/HaloCombatEvolved [[VideoGame/HaloCombatEvolved here]].



** The second level, Halo, is mostly the same but adds two new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue three marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing. Alpha Base was featured in a side plot of Halo: The Flood (the novelization of Combat Evolved)and Polaski was featured in the sequel novel Halo: First Strike but both never actually appeared or were even referenced in the game itself.

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** The second level, Halo, is mostly the same but adds two new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue three marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing. Alpha Base was featured in a side plot of Halo: ''Halo: The Flood Flood'' (the novelization of Combat Evolved)and Evolved) and Polaski was featured in the sequel novel Halo: ''Halo: First Strike Strike'' but both never actually appeared or were even referenced in the game itself.



** For starters, Brutes are present. They're similar to their Halo 2 counterparts, wearing very little armour aside from a ''{{VideoGame/Halo 3}}''-styled helmet (with Brute Commanders and War Chieftains getting access to Power armour) and carrying weapons tailor-made for them. However, they are treated as a separate race in the Covenant Military with their own strengths and weaknesses, instead of being just a poor man's Elite.

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** For starters, Brutes are present. They're similar to their Halo 2 ''Halo 2'' counterparts, wearing very little armour aside from a ''{{VideoGame/Halo 3}}''-styled ''VideoGame/Halo3''-styled helmet (with Brute Commanders and War Chieftains getting access to Power armour) and carrying weapons tailor-made for them. However, they are treated as a separate race in the Covenant Military with their own strengths and weaknesses, instead of being just a poor man's Elite.



** Marine squads from the original game are replaced by ODST squads in the levels The Truth and Reconciliation and The Silent Cartographer, which mirror the events in Halo: The Flood.
** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from ''Videogame/Halo3ODST''), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though both were actually in the PC release of the original game (where they only appeared in multiplayer), with the latter also making an appearance in ''VideoGame/Halo3'' as a support weapon in the Campaign/multiplayer. There's also the Heretic Hog, a secret unlockable Warthog variant that is essentially this game's version of the Sword Warthog (a Requisitions Warthog variant from ''VideoGame/Halo5Guardians'' armed with a Needler Turret)
** On the Covenant side, we have the Particle Carbine (A battery-powered variant of the Covenant Carbine that fires purple beams similar to the Beam Rifle), the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Requisitions variant of the ''VideoGame/Halo5Guardians'' Plasma Pistol), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation and the crashed Spirit in 343 Guilty Spark), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.
** Flood Infection Forms can now infect live targets and turn them into Combat Forms like in Halo 3. The Brute and the Jackal can now be infected into their own flood forms. Interesting to note is that the Jackal form, like the Grizzly and Sparrowhawk, was introduced and only existed in Halo Wars, the only difference being that this form is a Carrier form rather than a combat form.

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** Marine squads from the original game are replaced by ODST squads in the levels The Truth and Reconciliation and The Silent Cartographer, which mirror the events in Halo: ''Halo: The Flood.
Flood''.
** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from ''Videogame/Halo3ODST''), ''VideoGame/Halo3ODST''), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though both were actually in the PC release of the original game (where they only appeared in multiplayer), with the latter also making an appearance in ''VideoGame/Halo3'' as a support weapon in the Campaign/multiplayer. There's also the Heretic Hog, a secret unlockable Warthog variant that is essentially this game's version of the Sword Warthog (a Requisitions Warthog variant from ''VideoGame/Halo5Guardians'' armed with a Needler Turret)
** On the Covenant side, we have the Particle Carbine (A battery-powered variant of the Covenant Carbine that fires purple beams similar to the Beam Rifle), the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Requisitions variant of the ''VideoGame/Halo5Guardians'' Plasma Pistol), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation and the crashed Spirit in 343 Guilty Spark), the Shadow (a vehicle shown during Halo CE's ''Halo CE'x's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) ''Halo 2'') and the Anti-Air Wraith.
** Flood Infection Forms can now infect live targets and turn them into Combat Forms like in Halo 3.''Halo 3''. The Brute and the Jackal can now be infected into their own flood forms. Interesting to note is that the Jackal form, like the Grizzly and Sparrowhawk, was introduced and only existed in Halo Wars, ''Halo Wars'', the only difference being that this form is a Carrier form rather than a combat form.



*** Snipers are a variant of the standard Sentinel armed with the Sentinel Sniper Beam, which fires high-powered blue beams similar to Halo 2's Sentinel Majors.

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*** Snipers are a variant of the standard Sentinel armed with the Sentinel Sniper Beam, which fires high-powered blue beams similar to Halo 2's ''Halo 2'''s Sentinel Majors.



*** The Battle Rifle variants can be determined by the colour of their ammo counter and scope lens: [[labelnote:Variants]]Green = Regular, Blue = GL, and Red = Silenced.[[/labelnote]]

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*** The Battle Rifle variants can be determined by the colour of their ammo counter and scope lens: [[labelnote:Variants]]Green lens:[[labelnote:Variants]]Green = Regular, Blue = GL, and Red = Silenced.[[/labelnote]]



* EnemyDetectingRadar: Endemic to the Halo series. A new pickup called the Radar Enhancer allows you to track stationary targets for 80 seconds.

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* EnemyDetectingRadar: Endemic to the Halo ''Halo'' series. A new pickup called the Radar Enhancer allows you to track stationary targets for 80 seconds.



* FlechetteStorm: The Needler, obviously, alongside the Shredder (a Brute Needler that only supercombines on unshielded opponents) and the pre-SPV3.3 Piercer (a Brute Pistol that burst-fires small, homing, superheated spikes).
* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex at the point of impact. This vortex will suck nearby [=NPCs=] and other loose objects such as weapons and vehicles in, shaving away at the health of [=NPCs=] before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.

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* FlechetteStorm: The Needler, obviously, alongside the Shredder (a Brute Needler that only supercombines on unshielded opponents) and the pre-SPV3.pre-[=SPV3=].3 Piercer (a Brute Pistol that burst-fires small, homing, superheated spikes).
* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Gravity]] [[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex at the point of impact. This vortex will suck nearby [=NPCs=] and other loose objects such as weapons and vehicles in, shaving away at the health of [=NPCs=] before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.



** SPV3.3 breathed new life into the once underwhelming Piercer. Instead of being a mediocre and uncommon weapon that was overshadowed by its contemporaries, the new update completely overhauled the weapon from a poor man's Needler to a high-precision ''boomstick'' of a sidearm. It can now one-shot most unarmored targets and even break through shields, turning the Piercer into the SPV3.3's magnum.

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** SPV3.[=SPV3=].3 breathed new life into the once underwhelming Piercer. Instead of being a mediocre and uncommon weapon that was overshadowed by its contemporaries, the new update completely overhauled the weapon from a poor man's Needler to a high-precision ''boomstick'' of a sidearm. It can now one-shot most unarmored targets and even break through shields, turning the Piercer into the SPV3.[=SPV3=].3's magnum.



* SaveScumming: Manual saves now exist for the first time in a Halo campaign, allowing you to do this if you have trouble with certain sections on higher difficulties.

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* SaveScumming: Manual saves now exist for the first time in a Halo ''Halo'' campaign, allowing you to do this if you have trouble with certain sections on higher difficulties.



* StarfishLanguage: The Elites still retain their classic Halo CE backwards dialogue. The Brutes have also taken a page out of the Elites book, as their speech (excluding certain grunts, growls and other pain/death sounds) consists of their lines from Halo 2 and 3, but reversed.

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* StarfishLanguage: The Elites still retain their classic Halo CE ''Halo CE'' backwards dialogue. The Brutes have also taken a page out of the Elites book, as their speech (excluding certain grunts, growls and other pain/death sounds) consists of their lines from Halo 2 ''Halo 2'' and 3, ''3'', but reversed.



*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only slightly tougher than a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit from a single Sniper Rifle round, Needler/Shredder supercombine or Plasma grenade stick to their vulnerable areas or with a direct hit from a rocket. It's even possible, with good timing in dodging their rather slow melee attacks, to engage them in a melee-only fight and come out on top.

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*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] {{damage|SpongeBoss}}-sponges like in the later main-series games. They are only slightly tougher than a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit from a single Sniper Rifle round, Needler/Shredder supercombine or Plasma grenade stick to their vulnerable areas or with a direct hit from a rocket. It's even possible, with good timing in dodging their rather slow melee attacks, to engage them in a melee-only fight and come out on top.



** Sentinel Aggressors (and by extension, the new Sniper rank) now drop their Beam weapons upon destruction. The Incineration Cannons affixed to Sentinel Enforcers can also be dropped and used by the player as of [=SPV3=].s, though their Pulse-Laser Suppressors still remain unusable outside of Firefight.

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** Sentinel Aggressors (and by extension, the new Sniper rank) now drop their Beam weapons upon destruction. The Incineration Cannons affixed to Sentinel Enforcers can also be dropped and used by the player as of [=SPV3=].s, 2, though their Pulse-Laser Suppressors still remain unusable outside of Firefight.
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* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex at the point of impact. This vortex will suck nearby NPCs and other loose objects such as weapons and vehicles in, shaving away at the health of NPCs before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.

to:

* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex at the point of impact. This vortex will suck nearby NPCs [=NPCs=] and other loose objects such as weapons and vehicles in, shaving away at the health of NPCs [=NPCs=] before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.
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''[=SPV3=]'' (Short for "Single Player Version 3") is the third iteration of an extensive campaign modification for ''VideoGame/HaloCombatEvolved''[='s=] Custom Edition for PC. The project presents itself as a "reimagining" of ''Combat Evolved'', incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of CMT (Custom Mapping Team) with its remastered and original soundtracks composed by Jafet Meza.

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''[=SPV3=]'' (Short for "Single Player Version 3") is the third iteration of an extensive campaign modification for ''VideoGame/HaloCombatEvolved''[='s=] Custom Edition for PC. The project presents itself as a "reimagining" of ''Combat Evolved'', incorporating elements from the main series and spinoff games (including some content cut from the final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of CMT (Custom Mapping Team) with its remastered and original soundtracks composed by Jafet Meza.



** ''The Silent Cartographer: Evolved'' - An overhaul the original ''The Silent Cartographer'' mission, featuring a completely unique level layout and redone encounters.
** ''None Left Behind'' - An original mission that revisits the mission ''Halo''. Taking place after the mission ''Keyes'', the Master Chief assists with evacuating the last few survivors of UNSC personell from Alpha Base.
** ''The Commander'' and ''The Commander: Evolved'', original missions that revisit ''The Silent Cartographer'' and ''The Silent Cartographer: Evolved''. Occurring concurrently with ''The Maw'', the Flood has taken root within the heart of Installation 04's Cartographer, gleaning the data stored in the facility to further expediate its infestation of the ring. Supreme Commander of the Covenant's ''Fleet of Particular Justice'' Thel' Vadamee, accompanied by Special Operations Commander Rtas 'Vadumee and Ascetic Usze 'Tahamee, is tasked with carving through to the heart of the Flood hive in a desperate bit to purge the parasite from the Cartographer and slow its spread throughout Halo.

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** ''The Silent Cartographer: Evolved'' - An overhaul of the original ''The Silent Cartographer'' mission, featuring a completely unique level layout and redone encounters.
** ''None Left Behind'' - An original mission that revisits the mission ''Halo''. Taking place after the mission ''Keyes'', the Master Chief assists with evacuating the last few survivors of UNSC personell personnel from Alpha Base.
** ''The Commander'' and ''The Commander: Evolved'', original missions that revisit ''The Silent Cartographer'' and ''The Silent Cartographer: Evolved''. Occurring concurrently with ''The Maw'', the Flood has taken root within the heart of Installation 04's Cartographer, gleaning the data stored in the facility to further expediate expedite its infestation of the ring. Supreme Commander of the Covenant's ''Fleet of Particular Justice'' Thel' Vadamee, accompanied by Special Operations Commander Rtas 'Vadumee and Ascetic Usze 'Tahamee, is tasked with carving through to the heart of the Flood hive in a desperate bit to purge the parasite from the Cartographer and slow its spread throughout Halo.



The mod was initially was released on June 2016, consisting of the first half of the Installation 04 Campaign levels (collectively titled ''Landfall''). Future versions of the mod would continue to incorporate additional content:

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The mod was initially was released on June 2016, consisting of the first half of the Installation 04 Campaign levels (collectively titled ''Landfall''). Future versions of the mod would continue to incorporate additional content:



* [=SPV3=].3, which was released on February 2021 added Firefight alongside several additional new weapons. Bug fixes and glitches was also added as well as several rearrangements of enemies and/or assets. Character customization (albeit a limited one) was also added in the campaign and firefight sections.

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* [=SPV3=].3, which was released on February 2021 added Firefight alongside several additional new weapons. Bug fixes and glitches was were also added as well as several rearrangements of enemies and/or assets. Character customization (albeit a limited one) was also added in the campaign and firefight sections.



* AdaptationExpansion: A few levels from the original game are kept as-is with only mechanics modifications or the occasional Marine or ODST squad where there wasn't one previously, and of course new enemies, weapons and vehicles are added, but several levels are significantly altered.
** In particular, the first level, the Pillar of Autumn, starts off normally with a fairly short, frenetic firefight through the ship's corridors. Once you reach the :second maintenance access way, the level opens up with treks through vehicle tunnels and large, open rooms where unstable gravity introduces slow-motion platforming and an amazing sense of verticality that was not present in the original level.
** The second level, Halo, is mostly the same but adds two new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue three marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing. Alpha Base was featured in a sideplot of Halo: The Flood (the novelization of Combat Evolved)and Polaski was featured in the sequel novel Halo: First Strike but both never actually appeared or were even referenced in the game itself.

to:

* AdaptationExpansion: A few levels from the original game are kept as-is with only mechanics modifications or the occasional Marine or ODST squad where there wasn't one previously, and of course course, new enemies, weapons and vehicles are added, but several levels are significantly altered.
** In particular, the first level, the Pillar of Autumn, starts off normally with a fairly short, frenetic firefight through the ship's corridors. Once you reach the :second second maintenance access way, accessway, the level opens up with treks through vehicle tunnels and large, open rooms where unstable gravity introduces slow-motion platforming and an amazing sense of verticality that was not present in the original level.
** The second level, Halo, is mostly the same but adds two new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue three marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing. Alpha Base was featured in a sideplot side plot of Halo: The Flood (the novelization of Combat Evolved)and Polaski was featured in the sequel novel Halo: First Strike but both never actually appeared or were even referenced in the game itself.



** Assault on the Control Room is kept largely the same layout-wise, but instead of imply walking into the Control Room's canyon after the second Hunter Room, the level has been expanded with another tank run through an underground cavern and more Forerunner hallways, before finally reaching a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon (which has been opened up at the opposite end).
*** When you reach the last open canyon in your vehicle of choice, a surviving Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way. This, alongside the fact that he canyon's modified layout and new point of entry means you now ''have'' to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of its name as an "Assault on the Control Room".

to:

** Assault on the Control Room is kept largely the same layout-wise, but instead of imply simply walking into the Control Room's canyon after the second Hunter Room, the level has been expanded with another tank run through an underground cavern and more Forerunner hallways, before finally reaching a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon (which has been opened up at the opposite end).
*** When you reach the last open canyon in your vehicle of choice, a surviving Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way. This, alongside the fact that he canyon's modified layout and new point of entry means you now ''have'' to mandating that the player ''must'' fight your their way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of its name as an "Assault on the Control Room".



*** A stairwell similar to the one seen in the first level.
*** Ruined corridors which have been warped and crushed as a result the Autumn's crash-landing, to the point that they now rest at odd angles or have even been transformed into near-completely vertical shafts.
*** nd a crews quarters, which now resembles a morgue thanks to multiple uninfected UNSC Marine corpses lying in hollow, rectangular bunk beds in the walls.

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*** A stairwell similar to the one seen in on the first level.
*** Ruined corridors which have been warped and crushed as a result of the Autumn's ''Autumn'''s crash-landing, to the point that they now rest at odd angles or have even been transformed into near-completely vertical shafts.
*** nd And a crews crew's quarters, which now resembles a morgue thanks to multiple uninfected UNSC Marine corpses lying in hollow, rectangular bunk beds in the walls.



** Unlike most Halo titles, [=SPV3=] allows for one to set their own '''self-made checkpoints''' at their discretion via the pause menu, along with regular checkpoints that occur at their usual intervals. This makes things '''considerably more easier''' when facing annoying portions in which you may be forced to do an entire section that you managed to scrape through just barely, but a checkpoint didn't occur afterward when facing another medium-sized enemy group in a nearby room and so forth. Just be sure to use it carefully, lest you accidentally trap yourself in an [[UnintentionallyUnwinnable unwinnable situation.]]

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** Unlike most Halo titles, Unique to [=SPV3=] allows is the ability for one the player to '''manually set their own '''self-made checkpoints''' at their discretion checkpoints''' via the pause menu, along with regular checkpoints that occur at their usual intervals. This makes things '''considerably more easier''' when facing annoying portions in which you may be forced to do an entire section that you managed to scrape through just barely, but a checkpoint didn't occur afterward afterwards when facing another medium-sized enemy group in a nearby room and so forth. Just be sure to use it carefully, lest you accidentally trap yourself in an [[UnintentionallyUnwinnable unwinnable situation.]]



** Nearly any NPC armed with an explosive weapon, be it ally or enemy, has the capacity to kill/grievously injure themselves and anyone around them. This is most prevalent when they're fighting in cramped, indoor environments; If they don't kill themselves by shooting into walls right next to them, they'll do it through using their explosive weapons in close-quarters combat.
** Bunched up groups of Marines will inevitably commit friendly fire, which can prove lethal if they're armed with weapons capable of performing headshots.
* BerserkButton: Blind Wolves are generally docile creatures. But as soon as two them are killed, no matter the circumstances, the rest in the area will go berserk and attack everything in sight.

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** Nearly any NPC armed with an explosive weapon, be it ally or enemy, has the capacity to kill/grievously injure themselves and anyone around them. This is most prevalent when they're fighting in cramped, indoor environments; If they don't kill themselves by shooting into walls right next to them, they'll do it through by using their explosive weapons in close-quarters combat.
** Bunched up Bunched-up groups of Marines will inevitably commit friendly fire, which can prove lethal if they're armed with weapons capable of performing headshots.
* BerserkButton: Blind Wolves are generally docile creatures. But as soon as two of them are killed, no matter the circumstances, the rest in the area will go berserk and attack everything in sight.



** Sentinels now come in Aggressor, Sniper and Enforcer variants, the former two which can drop their weapons for the player to use.

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** Sentinels now come in Aggressor, Sniper and Enforcer variants, the former two of which can drop their weapons for the player to use.



*** Armour Abilities exist in the form of Armour Upgrades; optional extras that can give you a slight advantage in combat. They include: VISR Mode from ''Halo 3: ODST'', Sprint, Health Regeneration.
** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text entries that explain many of the mods changes from the original game from the viewpoints of both canon and original characters.

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*** [[VideoGame/HaloReach Armour Abilities exist in the form of Armour Upgrades; optional extras that can give you a slight advantage in combat. Abilities]] have been implemented, granting players an additional perk to compliment general combat or an existing playstyle. They include: VISR Mode from ''Halo 3: ODST'', include [[VideoGame/Halo3ODST VISR]], Sprint, Health Regeneration.
Regeneration, Radar, Energy Sword, the Lumoria-exclusive Thermal Vision and the Firefight-exclusive Speed Booster.
** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text entries that explain many of the mods mod's changes from the original game from the viewpoints of both canon and original characters.



** Enemies now possess a wider variety of ranks and colours that not only denote toughness/intelligence, but also combat roles and weapons/equipment used (Jackals, Hunters).

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** Enemies now possess a wider variety of ranks and colours that not only denote toughness/intelligence, toughness/intelligence but also combat roles and weapons/equipment used (Jackals, Hunters).



*** The Brute Shredder, Brute Plasma Pistol and Brute Plasma Rifle are crimson coloured variants of the Needler, Plasma Pistol and Plasma Rifle respectively.

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*** The Brute Shredder, Brute Plasma Pistol and Brute Plasma Rifle are crimson coloured crimson-coloured variants of the Needler, Plasma Pistol and Plasma Rifle respectively.



* EverythingTryingToKillYou: The "Angry" Skull. When activated, [=NPCs=] who are allied with the player (such as the UNSC Marines in the first half and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead of committing all their efforts against a single adversary: [[OhCrap The Player]]).

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* EverythingTryingToKillYou: The "Angry" "Unity" Skull. When activated, [=NPCs=] who are allied with the player (such as the UNSC Marines in the first half and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead of committing all their efforts against a single adversary: [[OhCrap The Player]]).



** The Brute Plasma Pistol is this to the Mauler, as both are shotgun-pistols that are devastating at close range but suffer from a small clip and a small reserve ammo pool. Being an energy weapon, the Brute Plasma Pistol replicates the Mauler's drawbacks by overheating after a few shots and draining its battery quicker than other energy weapons.

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** The Brute Plasma Pistol is this to the Mauler, as both are shotgun-pistols shotguns in a handgun's frame that are devastating at close range but suffer from a small clip and a small reserve ammo pool. Being an energy weapon, the Brute Plasma Pistol replicates the Mauler's drawbacks by overheating after a few shots and draining its battery quicker more quickly than other energy weapons.



* FireBreathingWeapon: [=SPV3=] adds several weapons that possess incendiary properties, which allows them to set enemies on fire. Fire deals afterburn damage to unshielded of these weapons can deal afterburn damage by setting enemies on fire and are capable of detonating grenades dropped by enemies.
** The Brute Plasma Pistol's overcharge shot splits into several burning globs of plasma upon impact with a solid surface. While these globs cannot set enemies on fire, they still have the capacity to cook grenades off, and enemies that stand in a glob will be quickly whittled down by the constant damage it deals, which only increases with every additional glob that an enemy stands in. This makes the BPP's overcharge shot extremely effective when fired in a confined space.
** The Flamethrower expels a semi-liquid fuel which melts through shielded and unshielded enemies like no one's business. The fuel's adhesive nature allows the flames fired by the flamethrower to stick to surfaces, making it a powerful close-range area-denial weapon.

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* FireBreathingWeapon: [=SPV3=] adds several weapons that possess incendiary properties, which allows them to set enemies on fire. Fire deals afterburn damage to unshielded of these weapons can deal afterburn damage by setting enemies on fire and are capable of detonating detonates any dropped grenades dropped by enemies.
it makes contact with.
** The Brute Plasma Pistol's overcharge shot splits into several burning globs of plasma upon impact with a solid surface. While these globs cannot set enemies on fire, they still have the capacity to cook grenades off, and enemies that stand in a glob will be quickly whittled down by the constant damage it deals, damage, which only increases with every additional glob that an enemy stands in. This makes the BPP's overcharge shot extremely effective when fired in a confined space.
** The Flamethrower expels a semi-liquid fuel which that melts through shielded and unshielded enemies like no one's business. The fuel's adhesive nature allows the flames fired by the flamethrower to stick to surfaces, making it a powerful close-range area-denial weapon.



*** The Sentinel Sniper rapidly fires high-powered beams can set individual enemies ablaze in a single burst.
*** The Sentinel Enforcer's Incineration Cannon fires globs of incendiary material that leaves a burning residue wherever they land. A charged shot causes a even ''bigger'' explosion that expels out several smaller fireballs like those of a cluster grenade.
*** The Sentinel Railgun is a Firefight-exclusive weapon and the odd one out of the incendiary family. It fires a instantaneous charged shot of anti-matter that utterly demolishes most targets. It does leaves a patch of fire, but the fire is so small that whatever damage it does is more like a consolation prize.

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*** The Sentinel Sniper rapidly fires high-powered beams that can set individual enemies ablaze in a single burst.
*** The Sentinel Enforcer's Incineration Cannon fires arcing globs of incendiary material that leaves leave a burning residue wherever they land. A The weapon can fire a charged shot causes much like in ''VideoGame/Halo5Guardians'', which travels in a straight path leaving a burning trail behind it, creating an even ''bigger'' explosion that expels out several smaller fireballs globs of incendiary material around the point of impact, much like those of a the cluster grenade.
*** The Sentinel Railgun is a Firefight-exclusive weapon and the odd one out of the incendiary family. It fires a an instantaneous charged shot of anti-matter that utterly demolishes most targets. It does leaves leave a patch of fire, but the fire is so small that whatever damage it does is more like a consolation prize.



* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex at the point of impact. This vortex will suck nearby NPC's and other loose objects such as weapons and vehicles in, shaving away at the health of NPC's before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.

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* GravitySucks: The [[MeaningfulName Gravity]][[TrickBomb Grenade]], when thrown or set off by another grenade/fire, creates a gravimetric vortex at the point of impact. This vortex will suck nearby NPC's NPCs and other loose objects such as weapons and vehicles in, shaving away at the health of NPC's NPCs before collapsing in on itself and releasing a powerful EMP blast, which can disable electronics such as energy shields/vehicles and kill weaker/weakened enemies. The Void's Tear's overcharge shot has the same effect.



** SPV3.3 breathed new life to the once underwhelming Piercer. Instead of being a mediocre and uncommon weapon that was overshadowed by its contemporaries, the new update completely overhauled the weapon from a poor-man's Needler to a high-precision ''boomstick'' of a sidearm. It can now one-shot most unarmored targets and even break through shields, turning the Piercer into the SPV3.3's magnum.

to:

** SPV3.3 breathed new life to into the once underwhelming Piercer. Instead of being a mediocre and uncommon weapon that was overshadowed by its contemporaries, the new update completely overhauled the weapon from a poor-man's poor man's Needler to a high-precision ''boomstick'' of a sidearm. It can now one-shot most unarmored targets and even break through shields, turning the Piercer into the SPV3.3's magnum.



* KillItWithFire: The Flood have a crippling weakness to fire and incendiary weapons. These weapons can also be useful against Covenant Troops, but are generally not as effective.

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* KillItWithFire: The Flood have possesses a crippling weakness to fire and incendiary weapons. These weapons can also be useful against Covenant Troops, but are generally not as effective.troops, though struggle against energy shielding.



*** This also applies to Honour Guards who have fallen victim to the Flood, and have transformed into Honour Guard Combat Forms. They are granted the same ballistics-immune energy shielding, but only at 75% of its original strength like other shielded Elite forms.
** In addition to being granted with the same energy shielding as Brute Commanders, Brute Chieftains possess armour pieces which are nigh-on invulnerable to everything except explosive weaponry and being splattered by a vehicle. Their ornate helmets, on the other hand, can be destroyed, which leaves them vulnerable to headshot weaponry.

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*** This also applies to Honour Guards who have fallen victim to the Flood, and have transformed into Honour Guard Combat Forms. They are granted the same ballistics-immune energy shielding, but only at 75% of its their original strength like other shielded Elite forms.
** In addition to being granted with the same energy shielding as Brute Commanders, Brute Chieftains possess armour pieces which that are nigh-on invulnerable to everything except explosive weaponry and being splattered by a vehicle. Their ornate helmets, on the other hand, can be destroyed, which leaves them vulnerable to headshot weaponry.



* PointDefenseless: Averted with the Pillar of Autumn's interior sections, which now possess automated turrets that can mow down the Covenant in seconds. Also averted with Pelicans, which possess 4 automated mounted on the chin, wings and passenger bay of the vehicle that come in 2 configurations[note]1 variant has 4 Chainguns identical to those on the Pillar of Autumn, while another replaces the wing-mounted chainguns with 2 homing missile pods[/note]. This makes sections of the game where the Pelicans fly in while enemies are present considerably easier.

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* PointDefenseless: Averted with the Pillar of Autumn's interior sections, which now possess automated turrets that can mow down the Covenant in seconds. Also averted with Pelicans, which possess 4 automated mounted on the chin, wings and passenger bay of the vehicle that come comes in 2 configurations[note]1 variant has 4 Chainguns identical to those on the Pillar of Autumn, while another replaces the wing-mounted chainguns with 2 homing missile pods[/note]. This makes sections of the game where the Pelicans fly in while enemies are present considerably easier.



** In short, the Marines will still drop like flies when under heavy fire, but they will generally pull their weight in a fight much better than the original game, where they were mostly TheLoad aside from the occasional well-placed frag grenade, if they had a sniper rifle, or when they were manning your Warthog Turret.

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** In short, the Marines will still drop like flies when under heavy fire, but they will generally pull their weight in a fight much better than in the original game, where they were mostly TheLoad aside from the occasional well-placed frag grenade, if they had a sniper rifle, or when they were manning your Warthog Turret.



* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry that appear during the ''Outbreak'' chapters of the Installation 04 campaign who, out of fear of being overrun by the Flood and desperation due to the lack of working Covenant weapons, have taken to using Human weaponry. Savage Covenant will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and [=SMGs=], while Jackal Sharpshooters carry Assault Rifles, Battle Rifles, [=DMRs=] and Sniper Rifles) and are equal in toughness to standard Covenant infantry ranks.

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* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry that appear encountered during the ''Outbreak'' chapters of the Installation 04 campaign who, which, out of fear of being overrun by the Flood and desperation due to the lack of working Covenant weapons, have taken to using Human weaponry. Savage Covenant will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and [=SMGs=], while Jackal Sharpshooters carry Assault Rifles, Battle Rifles, [=DMRs=] and Sniper Rifles) and are equal in toughness to standard Covenant infantry ranks.



** There are also a couple of "Easter Egg" skulls which aren't activated from the menu and are instead found. They include:

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** There are also a couple of "Easter Egg" skulls which that aren't activated from the menu and are instead found. They include:



** The Flood have been given the largest overhaul out of the enemies originally present in ''Combat Evolved'', with each Flood Form receiving their own additions and changes:
*** Infection Forms are still relatively the same by themselves, but can now instantly transform live Marines and Covenant (excluding Hunters) into Combat or Carrier Forms if they manage to latch onto them, similar to ''VideoGame/Halo3''. This allows Infection Forms to quickly overwhelm organic forces while simultaneously adding to their numbers.

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** The Flood have has been given the largest overhaul out of the enemies originally present in ''Combat Evolved'', with each Flood Form receiving their its own additions and changes:
*** Infection Forms are still relatively the same by themselves, but can now instantly transform live Marines and Covenant (excluding Hunters) into their respective Combat or Carrier Forms Form if they manage to latch onto them, similar to ''VideoGame/Halo3''. This allows Infection Forms to quickly overwhelm organic forces while simultaneously adding to their numbers.



*** Brute Combat Forms retain the rush-enemies-while-inaccurately-firing-weapon tactics of the classic "Combat Evolved" combat forms and typically carry Heavy or Brute weaponry. The only other differences they have is slightly more health and increased size compared to other forms.
*** Elite Combat Forms have middling accuracy with their weapons and retain the combat harness worn by Elites prior to infection. These harnesses come in all available Elite ranks and colours while adopting the properties each Combat Harness offers. This means that energy shielding strength scales with rank (red-armoured Elite Major Forms possess stronger shields than blue-coloured Elite Minor forms) is and will pull away to recharge once the shield goes down;

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*** Brute Combat Forms retain the rush-enemies-while-inaccurately-firing-weapon tactics of the classic "Combat Evolved" combat forms and typically carry Heavy or Brute weaponry. The only other differences difference they have is slightly more increased health and increased size compared to other forms.
*** Elite Combat Forms have middling accuracy with their weapons and retain the combat harness worn by Elites prior to infection. These harnesses come in all available Elite ranks and colours while adopting the properties each Combat Harness offers. This means that energy shielding strength scales with rank (red-armoured Elite Major Forms possess stronger shields than blue-coloured Elite Minor forms) is and will pull away to recharge once the shield goes down;



*** Human Combat Forms are the smallest and weakest Combat Form but have the highest weapon accuracy. They're typically found hanging at the back of most Flood Hordes, sniping away at enemies with precision weapons such as the DMR and the Particle Carbine, and will only run to melee enemies if said enemy is at close range or if their shooting arm is dismembered.
*** ODST Combat Forms are Human Forms wearing ODST combat gear, which covers up the Infection Form protruding from the chest (i.e. the headshot region) and forces you to focus on dismembering/meatshotting them. They also share the same Incubation Sacs with the Elite Runner Forms, meaning that they will also explode into several Infection forms upon death.

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*** Human Combat Forms are the smallest and weakest Combat Form but have the highest weapon accuracy. They're typically found hanging at the back of most Flood Hordes, sniping away at enemies with precision weapons such as the DMR and the Particle Carbine, and Carbine. They will only run to melee enemies if said enemy is at close range or if their shooting arm is dismembered.
*** ODST Combat Forms are Human Forms wearing ODST combat gear, which covers up the Infection Form protruding from the chest (i.e. the headshot region) and forces you to focus on dismembering/meatshotting them. either dismembering their limbs or putting them down with pure firepower. They also share the same Incubation Sacs incubation sacs with the Elite Runner Forms, meaning that they will also explode into several Infection forms upon death.



*** Jackal Carrier Forms are new form partially inspired by the Jackal Combat Form featured in ''Halo Wars''. Jackal Carrier Forms are more agile than Grunt Carrier Forms, capable of leaping long distances with surprising speed. But their only method of attack is a weak swipe, they're weak enough that they can be eliminated by a single melee attack, and they spit out fewer Infection Forms upon death.

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*** Jackal Carrier Forms are a new form partially inspired by the Jackal Combat Form featured in ''Halo Wars''. Jackal Carrier Forms are more agile than Grunt Carrier Forms, capable of leaping long distances with surprising speed. But their only method of attack is a weak swipe, they're weak enough that they can be eliminated by a single melee attack, and they spit out fewer Infection Forms upon death.



** However, some things can be used that could not in the original game. The most obvious is the Wraith, which in the original game could not be used as it was always under enemy control, and the game lacked a vehicle hijacking mechanic. Also, you can use the Hunters' arm-mounted weapons after killing them, which is quite useful for dispatching the second hunter once you've taken out the first.
*** A unique example is the Anti-Air Wraith, which made its debut in ''VideoGame/Halo3''. In that game, it was unusable unless you pulled off a very carefully timed exploit, as it would self-destruct very rapidly if the pilot was killed. Here, however, it is fully usable and hijack-able normally.
*** Additionally, Wraiths that were on board the Truth and Reconciliation could not be driven in the original game. The original release of [=SPV3=] allowed you to drive them, but their general use was greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in, and thus the feature was dropped in Version 3.1.

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** However, some things can be used that could not be in the original game. The most obvious is the Wraith, which in the original game could not be used as it was always under enemy control, and the game lacked a vehicle hijacking mechanic. Also, you can use the Hunters' arm-mounted weapons after killing them, which is quite useful for dispatching the second hunter once you've taken out the first.
*** A unique example is the Anti-Air Wraith, which made its debut in ''VideoGame/Halo3''. In that game, it was unusable unless you pulled off a very carefully timed exploit, as it would self-destruct very rapidly if the pilot was killed. Here, however, it is fully usable and hijack-able hijackable normally.
*** Additionally, Wraiths that were on board the Truth and Reconciliation could not be driven in the original game. The original release of [=SPV3=] allowed you to drive them, but their general use was greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in, and thus though the feature was dropped reworked in Version 3.1.1 so that they could only be driven on replay after activating the level's cross-map unlock.



** Sentinel Aggressors (and by extension, the new Sniper rank) now drop their Beam weapons upon destruction. The Incineration Cannons affixed to Sentinel Enforcers can also be dropped and used by the player as of [=SPV3=].s, though their Pulse-Laser Suppressors stil remain unusable.

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** Sentinel Aggressors (and by extension, the new Sniper rank) now drop their Beam weapons upon destruction. The Incineration Cannons affixed to Sentinel Enforcers can also be dropped and used by the player as of [=SPV3=].s, though their Pulse-Laser Suppressors stil still remain unusable.unusable outside of Firefight.
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None


** Unlike most Halo titles, [=SPV3=] allows for one to set their own '''self-made checkpoints''' at their discretion via the pause menu, along with regular checkpoints that occur at their usual intervals. This makes things '''considerably more easier''' when facing annoying portions in which you may be forced to do an entire section that you managed to scrape through barely, but a checkpoint didn't occur afterward when facing another medium-sized enemy group in a nearby room and so forth. Just be sure to use it carefully, lest you accidentally trap yourself in an [[UnintentionallyUnwinnable unwinnable situation.]]

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** Unlike most Halo titles, [=SPV3=] allows for one to set their own '''self-made checkpoints''' at their discretion via the pause menu, along with regular checkpoints that occur at their usual intervals. This makes things '''considerably more easier''' when facing annoying portions in which you may be forced to do an entire section that you managed to scrape through just barely, but a checkpoint didn't occur afterward when facing another medium-sized enemy group in a nearby room and so forth. Just be sure to use it carefully, lest you accidentally trap yourself in an [[UnintentionallyUnwinnable unwinnable situation.]]
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None


** Unlike most Halo titles, SPV3 allows for one to set their own '''self-made checkpoints''' at their discretion via the pause menu, along with regular checkpoints that occur at their usual intervals. This makes things '''considerably more easier''' when facing annoying portions in which you may be forced to do an entire section that you managed to scrape through barely, but a checkpoint didn't occur afterward when facing another medium-sized enemy group in a nearby room and so forth. Just be sure to use it carefully, lest you accidentally trap yourself in an [[UnintentionallyUnwinnable unwinnable situation.]]

to:

** Unlike most Halo titles, SPV3 [=SPV3=] allows for one to set their own '''self-made checkpoints''' at their discretion via the pause menu, along with regular checkpoints that occur at their usual intervals. This makes things '''considerably more easier''' when facing annoying portions in which you may be forced to do an entire section that you managed to scrape through barely, but a checkpoint didn't occur afterward when facing another medium-sized enemy group in a nearby room and so forth. Just be sure to use it carefully, lest you accidentally trap yourself in an [[UnintentionallyUnwinnable unwinnable situation.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Unlike most Halo titles, SPV3 allows for one to set their own '''self-made checkpoints''' at their discretion via the pause menu, along with regular checkpoints that occur at their usual intervals. This makes things '''considerably more easier''' when facing annoying portions in which you may be forced to do an entire section that you managed to scrape through barely, but a checkpoint didn't occur afterward when facing another medium-sized enemy group in a nearby room and so forth. Just be sure to use it carefully, lest you accidentally trap yourself in an [[UnintentionallyUnwinnable unwinnable situation.]]
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* CaffeineBulletTime: The Reflex Enhancer, which slows down Chief's perception of time around him to half speed for 30 seconds.

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* HandCannon: SPV3.3 breathed new life to the once underwhelming Piercer. Instead of being a mediocre and uncommon weapon that was overshadowed by its contemporaries, the new update completely overhauled the weapon from a poor-man's Needler to a high-precision ''boomstick'' of a sidearm. It can now one-shot most unarmored targets and even break through shields, turning the Piercer into the SPV3.3's magnum.

to:

* HandCannon: SPV3.HandCannon:
**SPV3.
3 breathed new life to the once underwhelming Piercer. Instead of being a mediocre and uncommon weapon that was overshadowed by its contemporaries, the new update completely overhauled the weapon from a poor-man's Needler to a high-precision ''boomstick'' of a sidearm. It can now one-shot most unarmored targets and even break through shields, turning the Piercer into the SPV3.3's magnum.magnum.
**The Golden Gun ([[VideoGame/GoldenEye1997 A direct reference to its namesake]]) is a rare, one-shot golden hand cannon unlocked as a reward in Firefight. Sure it does not have that much ammo and it lacks the precision scope of the pistol, but if you want to one-hit KO even Hunter Ultras and other elite high-ranking enemies, this is the weapon for you.
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None

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*** The Sentinel Railgun is a Firefight-exclusive weapon and the odd one out of the incendiary family. It fires a instantaneous charged shot of anti-matter that utterly demolishes most targets. It does leaves a patch of fire, but the fire is so small that whatever damage it does is more like a consolation prize.

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Updating horrendously outdated infomation



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* [=SPV3=].3, which was released on February 2021 added Firefight alongside several additional new weapons. Bug fixes and glitches was also added as well as several rearrangements of enemies and/or assets. Character customization (albeit a limited one) was also added in the campaign and firefight sections.



*** While unusable by the player, the Sentinel Enforcer's Pulse-Laser Suppressor and Incineration Cannon also have their own unique properties: The former sets enemies on fire after they've taken enough damage from it in a short period of time, while the latter fires globs of incendiary material that leaves a burning residue wherever they land.
* FlechetteStorm: The Needler, obviously, alongside the Shredder (a Brute Needler that only supercombines on unshielded opponents) and the Piercer (a Brute Pistol that burst-fires small, homing, superheated spikes).

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*** While unusable by the player, the The Sentinel Enforcer's Pulse-Laser Suppressor and Incineration Cannon also have their own unique properties: The former sets enemies on fire after they've taken enough damage from it in a short period of time, while the latter fires globs of incendiary material that leaves a burning residue wherever they land.
land. A charged shot causes a even ''bigger'' explosion that expels out several smaller fireballs like those of a cluster grenade.
* FlechetteStorm: The Needler, obviously, alongside the Shredder (a Brute Needler that only supercombines on unshielded opponents) and the pre-SPV3.3 Piercer (a Brute Pistol that burst-fires small, homing, superheated spikes).


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* HandCannon: SPV3.3 breathed new life to the once underwhelming Piercer. Instead of being a mediocre and uncommon weapon that was overshadowed by its contemporaries, the new update completely overhauled the weapon from a poor-man's Needler to a high-precision ''boomstick'' of a sidearm. It can now one-shot most unarmored targets and even break through shields, turning the Piercer into the SPV3.3's magnum.
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Up To Eleven is a defunct trope


* HarderThanHard: The new Noble difficulty, which is actually Easy Mode with the AI and damage multipliers turned UpToEleven. In general, the mod itself is also more difficult when compared to the original game thanks to the wider variety of enemy troops and the weapons/vehicles they come equipped with.

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* HarderThanHard: The new Noble difficulty, which is actually Easy Mode with the AI and damage multipliers turned UpToEleven.up to eleven. In general, the mod itself is also more difficult when compared to the original game thanks to the wider variety of enemy troops and the weapons/vehicles they come equipped with.
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None


** In particular, the first level, the Pillar of Autumn, starts off normally with a fairly short, frenetic firefight through the ship's corridors. Once you reach the [[spoiler:second maintenance access way, the level opens up with treks through vehicle tunnels and large, open rooms where unstable gravity introduces slow-motion platforming and an amazing sense of verticality that was not present in the original level]].
** The second level, Halo, is mostly the same but adds [[spoiler: 2 new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue 3 marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing]]. [[spoiler: Alpha Base]] was featured in a sideplot of Halo: The Flood (the novelization of Combat Evolved)and [[spoiler:Polaski]] was featured in the sequel novel Halo: First Strike but both never actually appeared or were even referenced in the game itself.
** As mentioned above, there is an alternate version of The Silent Cartographer available in addition to the standard version, the latter which uses the original level layout with the only changes being updated enemy encounters and weapon placement. Dubbed The Silent Cartographer Evolved, it keeps the basic plot of the level the same, but [[spoiler: radically alters the layout of the map, featuring a lush jungle island setting, with the security facility situated next to a subterranean cave system and the map facility itself being situated on the ocean floor! Instead of simply unlocking the door to the Cartographer facility after the Covenant seal it, you must also extend a bridge to Bravo 022's crash site before proceeding back into the map facility itself. Furthermore, instead of simply activating the map room via a one-click console, you must also activate several generators in a now-massive room while facing increasingly challenging waves of Covenant reinforcements]].
** Assault on the Control Room is kept largely the same layout-wise, but instead of [[spoiler: simply walking into the Control Room's canyon after the second Hunter Room, the level has been expanded with another tank run through an underground cavern and more Forerunner hallways, before finally reaching a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon (which has been opened up at the opposite end)]].
*** When you reach [[spoiler: the last open canyon in your vehicle of choice, a surviving Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way]]. This, alongside the fact that [[spoiler: the canyon's modified layout and new point of entry]] means you now ''have'' to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of its name as an "Assault on the Control Room".
** Two Betrayals retains the new areas introduced in Assault on the Control Room but shifts the focus from vehicle traversal to on-foot backtracking and aerial combat (the latter being supported with [[spoiler: the introduction and only appearance of the Sparrowhawk) like in the original]].
** An ''Entirely new'' level, "None Left Behind", was added with [=SPV3=].2, and picks up right after "Keyes". It follows the Chief as he returns to Alpha Base to rescue the surviving marines. [[spoiler:[[DownerEnding All of them end up being slaughtered as they evacuate the base, though, leaving only the chief to escape via Pelican]].]]
** The Maw [[spoiler: also revisits the new areas introduced during The Pillar of Autumn, which has now been transformed into a dimly-lit Flood Hive. Other areas explored in the expanded areas include:]]
*** [[spoiler: A stairwell similar to the one seen in the first level.]]
*** [[spoiler: Ruined corridors which have been warped and crushed as a result the Autumn's crash-landing, to the point that they now rest at odd angles or have even been transformed into near-completely vertical shafts.]]
*** [[spoiler: And a crews quarters, which now resembles a morgue thanks to multiple uninfected UNSC Marine corpses lying in hollow, rectangular bunk beds in the walls.]]

to:

** In particular, the first level, the Pillar of Autumn, starts off normally with a fairly short, frenetic firefight through the ship's corridors. Once you reach the [[spoiler:second :second maintenance access way, the level opens up with treks through vehicle tunnels and large, open rooms where unstable gravity introduces slow-motion platforming and an amazing sense of verticality that was not present in the original level]].
level.
** The second level, Halo, is mostly the same but adds [[spoiler: 2 two new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue 3 three marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing]]. [[spoiler: landing. Alpha Base]] Base was featured in a sideplot of Halo: The Flood (the novelization of Combat Evolved)and [[spoiler:Polaski]] Polaski was featured in the sequel novel Halo: First Strike but both never actually appeared or were even referenced in the game itself.
** As mentioned above, there is an alternate version of The Silent Cartographer available in addition to the standard version, the latter which uses the original level layout with the only changes being updated enemy encounters and weapon placement. Dubbed The Silent Cartographer Evolved, it keeps the basic plot of the level the same, but [[spoiler: radically alters the layout of the map, featuring a lush jungle island setting, with the security facility situated next to a subterranean cave system and the map facility itself being situated on the ocean floor! Instead of simply unlocking the door to the Cartographer facility after the Covenant seal it, you must also extend a bridge to Bravo 022's crash site before proceeding back into the map facility itself. Furthermore, instead of simply activating the map room via a one-click console, you must also activate several generators in a now-massive room while facing increasingly challenging waves of Covenant reinforcements]].
reinforcements.
** Assault on the Control Room is kept largely the same layout-wise, but instead of [[spoiler: simply imply walking into the Control Room's canyon after the second Hunter Room, the level has been expanded with another tank run through an underground cavern and more Forerunner hallways, before finally reaching a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon (which has been opened up at the opposite end)]].
end).
*** When you reach [[spoiler: the last open canyon in your vehicle of choice, a surviving Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way]]. way. This, alongside the fact that [[spoiler: the he canyon's modified layout and new point of entry]] entry means you now ''have'' to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of its name as an "Assault on the Control Room".
** Two Betrayals retains the new areas introduced in Assault on the Control Room but shifts the focus from vehicle traversal to on-foot backtracking and aerial combat (the latter being supported with [[spoiler: the introduction and only appearance of the Sparrowhawk) like in the original]].
original.
** An ''Entirely new'' level, "None Left Behind", was added with [=SPV3=].2, and picks up right after "Keyes". It follows the Chief as he returns to Alpha Base to rescue the surviving marines. [[spoiler:[[DownerEnding All of them end up being slaughtered as they evacuate the base, though, leaving only the chief Chief to escape via Pelican]].]]
** The Maw [[spoiler: also revisits the new areas introduced during The Pillar of Autumn, which has now been transformed into a dimly-lit Flood Hive. Other areas explored in the expanded areas include:]]
include:
*** [[spoiler: A stairwell similar to the one seen in the first level.]]
level.
*** [[spoiler: Ruined corridors which have been warped and crushed as a result the Autumn's crash-landing, to the point that they now rest at odd angles or have even been transformed into near-completely vertical shafts.]]
shafts.
*** [[spoiler: And nd a crews quarters, which now resembles a morgue thanks to multiple uninfected UNSC Marine corpses lying in hollow, rectangular bunk beds in the walls.]]
Is there an issue? Send a MessageReason:
Incorrect informatino


** The second level, Halo, is mostly the same but adds [[spoiler: 2 new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue 3 marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing]]. [[spoiler: Polaski and Alpha Base]] were both featured in a sideplot of Halo: The Flood (the novelization of Combat Evolved) but never actually appeared or were even referenced in the game itself.

to:

** The second level, Halo, is mostly the same but adds [[spoiler: 2 new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue 3 marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing]]. [[spoiler: Polaski and Alpha Base]] were both was featured in a sideplot of Halo: The Flood (the novelization of Combat Evolved) Evolved)and [[spoiler:Polaski]] was featured in the sequel novel Halo: First Strike but both never actually appeared or were even referenced in the game itself.

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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''VideoGame/HaloCombatEvolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of CMT (Custom Mapping Team) with its remastered and original soundtracks composed by Jafet Meza.

[=SPV3=] was released on June 2016, and consists of the first five levels (The Pillar of Autumn, Halo, The Truth & Reconciliation, The Silent Cartographer and Assault on the Control Room) of the campaign plus ''The Silent Cartographer: Evolved'', a complete remake of the fourth level that had been released earlier that year. It was later updated to [=SPV3=].1 (formally known as [=SPV3=] Part 2), which featured the last 5 levels (343 Guilty Spark, The Library, Two Betrayals, Keyes and The Maw) on top of multiple additions and changes to the 6 previously released levels, and was released more than a year later on August 2017.

You can download the latest version of the mod (including the other programs needed to run it) from the [[https://www.reddit.com/r/halospv3/ official Subreddit]]. You can find more information about the mod on the [[http://halo-spv3.wikia.com/wiki/Halo_SPV3_Wiki official Wiki]].

to:

''[=SPV3=]'' (Short for "Single Player Version 3") is the third iteration of an extensive campaign modification for ''VideoGame/HaloCombatEvolved''[='s=] Custom Edition for PC. It is The project presents itself as a near-complete overhaul "reimagining" of the original ''Halo: Combat Evolved'' Campaign, ''Combat Evolved'', incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of CMT (Custom Mapping Team) with its remastered and original soundtracks composed by Jafet Meza.

[=SPV3=] was released on June 2016, and consists The mod itself is divided into several unique gameplay experiences:
* Installation 04 - An overhaul
of the first five levels (The Pillar of Autumn, Halo, The Truth & Reconciliation, The Silent Cartographer and Assault on the Control Room) of the original ten campaign plus levels of ''Halo: Combat Evolved'', complemented by an additional four original levels.
**
''The Silent Cartographer: Evolved'' - An overhaul the original ''The Silent Cartographer'' mission, featuring a completely unique level layout and redone encounters.
** ''None Left Behind'' - An original mission that revisits the mission ''Halo''. Taking place after the mission ''Keyes'', the Master Chief assists with evacuating the last few survivors of UNSC personell from Alpha Base.
** ''The Commander'' and ''The Commander:
Evolved'', a complete remake original missions that revisit ''The Silent Cartographer'' and ''The Silent Cartographer: Evolved''. Occurring concurrently with ''The Maw'', the Flood has taken root within the heart of Installation 04's Cartographer, gleaning the data stored in the facility to further expediate its infestation of the fourth level that had been ring. Supreme Commander of the Covenant's ''Fleet of Particular Justice'' Thel' Vadamee, accompanied by Special Operations Commander Rtas 'Vadumee and Ascetic Usze 'Tahamee, is tasked with carving through to the heart of the Flood hive in a desperate bit to purge the parasite from the Cartographer and slow its spread throughout Halo.
* Lumoria - An overhaul of ''Project Lumoria'', a separate Custom Edition campaign originally
released earlier in 2012.
* Firefight - A dedicated Firefight mode
that year. It incorporates elements featured in the above two campaigns.

The mod
was later updated initially was released on June 2016, consisting of the first half of the Installation 04 Campaign levels (collectively titled ''Landfall''). Future versions of the mod would continue to incorporate additional content:
*
[=SPV3=].1 (formally known (previously referred to as [=SPV3=] Part 2), which featured released in August 2017. Added the last 5 levels (343 Guilty Spark, The Library, Two Betrayals, Keyes and The Maw) on top second half of the Installation 04 Campaign (collectively titled ''Outbreak'') with multiple changes, additions and changes to bugfixes backported into the 6 previously released levels, and ''Landfall'' missions.
* [=SPV3=].2, which
was released more than a year later on August 2017.

You can download
in July 2019. Added the Lumoria campaign and the missions ''None Left Behind'', ''The Commander'' and ''The Commander: Evolved'', with additional changes and fixes to the rest of the Installation 04 missions.

The
latest version of the mod (including the other programs needed to run it) can be downloaded from the [[https://www.reddit.com/r/halospv3/ the official Subreddit]].Subreddit]] or [[https://www.moddb.com/mods/spv3-for-halo-ce ModDB]]. You can find more information about the mod on the [[http://halo-spv3.wikia.com/wiki/Halo_SPV3_Wiki official Wiki]].Wiki]].



** In particular, the first level, the Pillar of Autumn, starts of normally with a fairly short, frenetic firefight through the ship's corridors. Once you reach the [[spoiler:second maintenance access way, the level opens up with treks through vehicle tunnels and large, open rooms where unstable gravity introduces slow motion platforming and an amazing sense of verticality that was not present in the original level]].
** The second level, Halo, is mostly the same, but adds [[spoiler: 2 new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue 3 marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing]]. [[spoiler: Polaski and Alpha Base]] were both featured in a sideplot of Halo: The Flood (the novelization of Combat Evolved) but never actually appeared or were even referenced in the game itself.

to:

** In particular, the first level, the Pillar of Autumn, starts of off normally with a fairly short, frenetic firefight through the ship's corridors. Once you reach the [[spoiler:second maintenance access way, the level opens up with treks through vehicle tunnels and large, open rooms where unstable gravity introduces slow motion slow-motion platforming and an amazing sense of verticality that was not present in the original level]].
** The second level, Halo, is mostly the same, same but adds [[spoiler: 2 new sections to the level after the "Not a natural formation" tunnels. The first section has you helping Shiela Polaski, the pilot of Pelican Echo 205, rescue 3 marine squads held captive by the Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base, before clearing out the interior structure and boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing]]. [[spoiler: Polaski and Alpha Base]] were both featured in a sideplot of Halo: The Flood (the novelization of Combat Evolved) but never actually appeared or were even referenced in the game itself.



*** When you reach [[spoiler: the last open canyon in your vehicle of choice, a surviving Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way]]. This, alongside the fact that [[spoiler: the canyon's modified layout and new point of entry means]] you now ''have'' to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of its name as an "Assault on the Control Room".
** Two Betrayals retains the new areas introduced in Assault on the Control Room, but shifts the focus from vehicle traversal to on-foot backtracking and aerial combat (the latter being supported with [[spoiler: the introduction and only appearance of the Sparrowhawk) like in the original]].
** An ''Entirely new'' level, "None Left Behind", was added in 2019, and picks up right after "Keys". It follows the Chief as he returns to Alpha Base to rescue the surviving marines. [[spoiler:[[DownerEnding All of them end up being slaughtered as the evacuate the base, though, leaving only the chief to escape via Pelican]].]]

to:

*** When you reach [[spoiler: the last open canyon in your vehicle of choice, a surviving Marine squad is engaging the Covenant from either side of a crashed pelican, and will accompany you the rest of the way]]. This, alongside the fact that [[spoiler: the canyon's modified layout and new point of entry means]] entry]] means you now ''have'' to fight your way up the Control Room's exterior instead of taking a quick Banshee flight, makes the level more befitting of its name as an "Assault on the Control Room".
** Two Betrayals retains the new areas introduced in Assault on the Control Room, Room but shifts the focus from vehicle traversal to on-foot backtracking and aerial combat (the latter being supported with [[spoiler: the introduction and only appearance of the Sparrowhawk) like in the original]].
** An ''Entirely new'' level, "None Left Behind", was added in 2019, with [=SPV3=].2, and picks up right after "Keys"."Keyes". It follows the Chief as he returns to Alpha Base to rescue the surviving marines. [[spoiler:[[DownerEnding All of them end up being slaughtered as the they evacuate the base, though, leaving only the chief to escape via Pelican]].]]



*** Arms and heads can now be fully separated from a Combat Form and exist as their own entity (instead of popping into a small piece of fungus like in CE).

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*** Arms and heads can now be fully separated from a Combat Form and exist as their own entity (instead of popping into a small piece of fungus fungus, like in CE).



** On the Covenant side, we have: the Particle Carbine (A battery-powered variant of the Covenant Carbine that fires purple beams similar to the Beam Rifle), the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Requisitions variant of the ''VideoGame/Halo5Guardians'' Plasma Pistol), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation and the crashed Spirit in 343 Guilty Spark), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.

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** On the Covenant side, we have: have the Particle Carbine (A battery-powered variant of the Covenant Carbine that fires purple beams similar to the Beam Rifle), the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Requisitions variant of the ''VideoGame/Halo5Guardians'' Plasma Pistol), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation and the crashed Spirit in 343 Guilty Spark), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.



*** Any enemy-driven Covenant vehicle (excluding Shade turrets and the Banshee) can now be hijacked. Hijacking a Ghost has the pilot forcibly kicked out of the cockpit, while hijacking a Wraith or Shadow will kill the driver and force enemy passengers to disembark the vehicle.

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*** Any enemy-driven Covenant vehicle (excluding Shade turrets and the Banshee) can now be hijacked. Hijacking a Ghost has the pilot forcibly kicked out of the cockpit, cockpit while hijacking a Wraith or Shadow will kill the driver and force enemy passengers to disembark the vehicle.



** The four floors of the Library also receive this treatment; the large plasma banks that run the sides of the long corridors are now emit blue, green, yellow, or red as you progress up the floors of the facility.

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** The four floors of the Library also receive this treatment; the large plasma banks that run the sides of the long corridors are now emit a blue, green, yellow, yellow or red light as you progress up the floors of the facility.



* EverythingTryingToKillYou: The "Angry" Skull. When activated, [=NPCs=] who are allied with the player (such as the UNSC Marines in the first half and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead committing all their efforts against a single adversary: [[OhCrap The Player]]).

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* EverythingTryingToKillYou: The "Angry" Skull. When activated, [=NPCs=] who are allied with the player (such as the UNSC Marines in the first half and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead of committing all their efforts against a single adversary: [[OhCrap The Player]]).



** The Brute Plasma Pistol is this to the Mauler, as both are shotgun-pistols that are devastating at close range, but suffer from a small clip and a small reserve ammo pool. Being an energy weapon, the Brute Plasma Pistol replicates the Mauler's drawbacks by overheating after a few shots and draining its battery quicker than other energy weapons.

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** The Brute Plasma Pistol is this to the Mauler, as both are shotgun-pistols that are devastating at close range, range but suffer from a small clip and a small reserve ammo pool. Being an energy weapon, the Brute Plasma Pistol replicates the Mauler's drawbacks by overheating after a few shots and draining its battery quicker than other energy weapons.



* FateWorseThanDeath: Namechecked by a Sanghelli Zealot in one of the datapad terminals where he laments the loss of a substantial number of his fellow Covenant members, ''even'' Grunts and Jackals, using this phrase to describe their fate.

to:

* FateWorseThanDeath: Namechecked by a Sanghelli Sangheili Zealot in one of the datapad terminals where he laments the loss of a substantial number of his fellow Covenant members, ''even'' Grunts and Jackals, using this phrase to describe their fate.



* {{Nerf}}: The Flood have received multiple nerfs to balance out their improved AI and new upgraded units. All forms now take damage and can be stunned by melee attacks, and the small infection form sitting in the chest now acts as a headshot area, meaning that combat forms can now be one-shot by something other than the shotgun and explosives. The Sniper Rifle has just became useful again...

to:

* {{Nerf}}: The Flood have received multiple nerfs to balance out their improved AI and new newly upgraded units. All forms now take damage and can be stunned by melee attacks, and the small infection form sitting in the chest now acts as a headshot area, meaning that combat forms can now be one-shot by something other than the shotgun and explosives. The Sniper Rifle has just became useful again...



* RedshirtArmy: The UNSC Marines, like in ''Combat Evolved''. However, this is toned down a significantly due to the wider range of precision weaponry that they can use, which allows Marines to quickly down enemies through headshots. Furthermore, the changes to the basic assault rifle (which is now much more accurate at medium-long ranges) have not just made it more useful to the player but to the marines as well (as the Assault Rifle is the weapon most commonly used by marines), making them much more effective against tougher enemies such as Elites. The additional weaponry also makes them better able to handle enemy vehicles (especially when armed with a rocket launcher); It is not uncommon for the marines to dispatch squads of enemies or even light vehicles such as Ghosts, Shadows and Banshees with minimal-to-zero player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot weaker enemies like Grunts or Jackals.

to:

* RedshirtArmy: The UNSC Marines, like in ''Combat Evolved''. However, this is toned down a significantly due to the wider range of precision weaponry that they can use, which allows Marines to quickly down enemies through headshots. Furthermore, the changes to the basic assault rifle (which is now much more accurate at medium-long ranges) have not just made it more useful to the player but to the marines as well (as the Assault Rifle is the weapon most commonly used by marines), making them much more effective against tougher enemies such as Elites. The additional weaponry also makes them better able to handle enemy vehicles (especially when armed with a rocket launcher); It is not uncommon for the marines to dispatch squads of enemies or even light vehicles such as Ghosts, Shadows and Banshees with minimal-to-zero player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot one-shot weaker enemies like Grunts or Jackals.



** However, this trope comes into full effect when the Flood are introduced in 343 Guilty Spark, as Infection Forms can instantly kill marines and transform them into Human Combat Forms if they manage to latch onto them.

to:

** However, this trope comes into full effect when the Flood are is introduced in 343 Guilty Spark, as Infection Forms can instantly kill marines and transform them into Human Combat Forms if they manage to latch onto them.



* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry that appear during Two Betrayals and Keyes who, out of fear of being overrun by the Flood and desperation due to the lack of working Covenant weapons to combat them with, have taken to using Human weaponry. Savage Covenant will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and [=SMGs=], while Jackal Sharpshooters carry Assault Rifles, Battle Rifles, [=DMRs=] and Sniper Rifles) and are equal in toughness to standard Covenant infantry ranks.

to:

* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry that appear during Two Betrayals and Keyes the ''Outbreak'' chapters of the Installation 04 campaign who, out of fear of being overrun by the Flood and desperation due to the lack of working Covenant weapons to combat them with, weapons, have taken to using Human weaponry. Savage Covenant will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and [=SMGs=], while Jackal Sharpshooters carry Assault Rifles, Battle Rifles, [=DMRs=] and Sniper Rifles) and are equal in toughness to standard Covenant infantry ranks.



*** "Keyes": (originally [[{{Pun}} "Captain took my Keyes"]]): Vehicles cannot be driven by the player, forcing you to travel everywhere on-foot.
*** "Spite": Does scratch damage to your shields every time you fire your weapon, forcefully unscoping you and preventing your shields from regenerating.
** There are also a couple of "Easter Egg" skulls which aren't activated from the menu, and are instead found. They include:

to:

*** "Keyes": (originally [[{{Pun}} "Captain took my Keyes"]]): Vehicles cannot be driven by the player, forcing you to travel everywhere on-foot.
on foot.
*** "Spite": Does scratch damage to your shields every time you fire your weapon, forcefully unscoping de-scoping you and preventing your shields from regenerating.
** There are also a couple of "Easter Egg" skulls which aren't activated from the menu, menu and are instead found. They include:



** The Hunters in the original game became a [[AntiClimaxBoss literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games; The pistol is no longer a one hit kill against them, and attacking them from the front is an [[NoSell exercise in futility]] as their torso's exposed midsection has now been covered up at the front. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, in any single official game), with Hunter variants existing that use the Hunter Assault Beam from later games ''and'' an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original Fuel Rod Cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.

to:

** The Hunters in the original game became a [[AntiClimaxBoss literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games; The pistol is no longer a one hit one-hit kill against them, and attacking them from the front is an [[NoSell exercise in futility]] as their torso's exposed midsection has now been covered up at the front. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, in any single official game), with Hunter variants existing that use the Hunter Assault Beam from later games ''and'' an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original Fuel Rod Cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.



*** Brute Combat Forms retain the rush-enemies-while-inaccurately-firing-weapon tactics of the classic "Combat Evolved" combat forms, and typically carry Heavy or Brute weaponry. The only other differences they have is slightly more health and increased size compared to other forms.
*** Elite Combat Forms have middling accuracy with their weapons and retain the combat harness worn by Elites prior to infection. These harnesses come in all available Elite ranks and colours, while adopting the properties each Combat Harness offers. This means that energy shielding strength scales with rank (red-armoured Elite Major Forms possess stronger shields than blue-coloured Elite Minor forms) is and will pull away to recharge once the shield goes down;

to:

*** Brute Combat Forms retain the rush-enemies-while-inaccurately-firing-weapon tactics of the classic "Combat Evolved" combat forms, forms and typically carry Heavy or Brute weaponry. The only other differences they have is slightly more health and increased size compared to other forms.
*** Elite Combat Forms have middling accuracy with their weapons and retain the combat harness worn by Elites prior to infection. These harnesses come in all available Elite ranks and colours, colours while adopting the properties each Combat Harness offers. This means that energy shielding strength scales with rank (red-armoured Elite Major Forms possess stronger shields than blue-coloured Elite Minor forms) is and will pull away to recharge once the shield goes down;



*** Human Combat Forms are the smallest and weakest Combat Form, but have the highest weapon accuracy. They're typically found hanging at the back of most Flood Hordes, sniping away at enemies with precision weapons such as the DMR and the Particle Carbine, and will only run to melee enemies if said enemy is at close range or if their shooting arm is dismembered.

to:

*** Human Combat Forms are the smallest and weakest Combat Form, Form but have the highest weapon accuracy. They're typically found hanging at the back of most Flood Hordes, sniping away at enemies with precision weapons such as the DMR and the Particle Carbine, and will only run to melee enemies if said enemy is at close range or if their shooting arm is dismembered.



*** Jackal Carrier Forms are new form partially inspired by the Jackal Combat Form featured in ''Halo Wars''. Jackal Carrier Forms are more agile than Grunt Carrier Forms, capable of leaping long distances with surprising speed. But their only method of attack is a weak swipe, they're weak enough that they can be eliminated by a single melee attack, and they spit out less Infection Forms upon death.

to:

*** Jackal Carrier Forms are new form partially inspired by the Jackal Combat Form featured in ''Halo Wars''. Jackal Carrier Forms are more agile than Grunt Carrier Forms, capable of leaping long distances with surprising speed. But their only method of attack is a weak swipe, they're weak enough that they can be eliminated by a single melee attack, and they spit out less fewer Infection Forms upon death.



** Sentinel Aggressors (and by extension, the new Sniper rank) now drop their Beam weapons upon destruction. However, the Incineration Cannons and the Pulse-Laser Suppressors used by Sentinel Enforcers are not dropped and are thus unusable.

to:

** Sentinel Aggressors (and by extension, the new Sniper rank) now drop their Beam weapons upon destruction. However, the The Incineration Cannons affixed to Sentinel Enforcers can also be dropped and used by the player as of [=SPV3=].s, though their Pulse-Laser Suppressors used by Sentinel Enforcers are not dropped and are thus stil remain unusable.
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** An ''Entirely new'' level, "None Left Behind", was added in 2019, and picks up right after "Keys". It follows the Chief as he returns to Alpha Base to rescue the surviving marines. [[spoiler:[[DownerEnding All of them end up being slaughtered as the evacuate the base, though, leaving only the chief to escape via Pelican]].]]
Is there an issue? Send a MessageReason:
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** For starters, Brutes are present. They're similar to their Halo 2 counterparts, wearing very little armour aside from a VideoGame/Halo 3-styled helmet (with Brute Commanders and War Chieftains getting access to Power armour) and carrying weapons tailor-made for them. However, they are treated as a separate race in the Covenant Military with their own strengths and weaknesses, instead of being just a poor man's Elite.

to:

** For starters, Brutes are present. They're similar to their Halo 2 counterparts, wearing very little armour aside from a VideoGame/Halo 3-styled ''{{VideoGame/Halo 3}}''-styled helmet (with Brute Commanders and War Chieftains getting access to Power armour) and carrying weapons tailor-made for them. However, they are treated as a separate race in the Covenant Military with their own strengths and weaknesses, instead of being just a poor man's Elite.
Is there an issue? Send a MessageReason:
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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of CMT (Custom Mapping Team) with its remastered and original soundtracks composed by Jafet Meza.

to:

''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] ''VideoGame/HaloCombatEvolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of CMT (Custom Mapping Team) with its remastered and original soundtracks composed by Jafet Meza.
Is there an issue? Send a MessageReason:
None


* The final portion of The Truth & Reconciliation has you [[EscortMission escorting Captain Keyes]] back to the Hangar Bay and escaping on a Spirit Dropship. This was a very harrowing ordeal in the original game, as Keyes was roughly as resilient as any other Marine you encounter (i.e. not very). In SPV3 however, Keyes is completely invincible, which completely removes the hassle of having to babysit him for the rest of the mission.
* Deactivating the Phase Pulse Generators on Two Betrayals and getting through Warthog Run at the end of The Maw would normally be impossible while the "Keyes" skull [[note]]Prevents the player from using vehicles[[/note]] is turned on[[labelnote:Explanation]] All 3 generators require air vehicles to travel to, while certain ramps during the Warthog Run cannot be climbed by the player on foot[[/labelnote]]. If the skull is on during these sections, however, teleporters are placed in key positions that allow the player to skip these normally impassable sections, while the Warthog Run's timer is also deactivated.

to:

* ** The final portion of The Truth & Reconciliation has you [[EscortMission escorting Captain Keyes]] back to the Hangar Bay and escaping on a Spirit Dropship. This was a very harrowing ordeal in the original game, as Keyes was roughly as resilient as any other Marine you encounter (i.e. not very). In SPV3 [=SPV3=] however, Keyes is completely invincible, which completely removes the hassle of having to babysit him for the rest of the mission.
* ** Deactivating the Phase Pulse Generators on Two Betrayals and getting through Warthog Run at the end of The Maw would normally be impossible while the "Keyes" skull [[note]]Prevents the player from using vehicles[[/note]] is turned on[[labelnote:Explanation]] All 3 generators require air vehicles to travel to, while certain ramps during the Warthog Run cannot be climbed by the player on foot[[/labelnote]]. If the skull is on during these sections, however, teleporters are placed in key positions that allow the player to skip these normally impassable sections, while the Warthog Run's timer is also deactivated.



** In the initial release of SPV3, you always had to be extra careful when driving a Rocket 'Hog with a gunner. The Marines were still coded to treat the Rocket Turret like the regular Chaingun turret, and they didn't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that was right next to your vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will now only target enemies a certain distance away from the vehicle (though it's still best to avoid driving past obstacles when they've locked onto an enemy).

to:

** In the initial release of SPV3, [=SPV3=], you always had to be extra careful when driving a Rocket 'Hog with a gunner. The Marines were still coded to treat the Rocket Turret like the regular Chaingun turret, and they didn't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that was right next to your vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will now only target enemies a certain distance away from the vehicle (though it's still best to avoid driving past obstacles when they've locked onto an enemy).



** NPCs and corpses caught within a gravity vortex (created via Gravity Grenades or the Void's Tear's overcharge shot) will bleed rapidly, to the degree that nearby surfaces will be literally painted in multicoloured blood.

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** NPCs [=NPCs=] and corpses caught within a gravity vortex (created via Gravity Grenades or the Void's Tear's overcharge shot) will bleed rapidly, to the degree that nearby surfaces will be literally painted in multicoloured blood.



** For starters, Brutes are present. They're similar to their Halo 2 counterparts, wearing very little armour aside from a Halo3-styled helmet (with Brute Commanders and War Chieftains getting access to Power armour) and carrying weapons tailor-made for them. However, they are treated as a separate race in the Covenant Military with their own strengths and weaknesses, instead of being just a poor man's Elite.

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** For starters, Brutes are present. They're similar to their Halo 2 counterparts, wearing very little armour aside from a Halo3-styled VideoGame/Halo 3-styled helmet (with Brute Commanders and War Chieftains getting access to Power armour) and carrying weapons tailor-made for them. However, they are treated as a separate race in the Covenant Military with their own strengths and weaknesses, instead of being just a poor man's Elite.



** Blind wolves were a type of wildlife that were originally supposed to roam the landscapes of Installation 04, but were cut from the original game and have been re-implemented into SPV3.
** In another first, vehicles that originated from Halo Wars are usable. The Grizzly replaces the Scorpion, and yes, it has twin tank cannons and twin machine guns! Sparrowhawks are also present in the game, appearing as an alternate aerial vehicle choice to the Banshee during Two Betrayals.

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** Blind wolves were a type of wildlife that were originally supposed to roam the landscapes of Installation 04, but were cut from the original game and have been re-implemented into SPV3.
[=SPV3=].
** In another first, vehicles that originated from Halo Wars ''VideoGame/HaloWars'' are usable. The Grizzly replaces the Scorpion, and yes, it has twin tank cannons and twin machine guns! Sparrowhawks are also present in the game, appearing as an alternate aerial vehicle choice to the Banshee during Two Betrayals.



** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from Halo3ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though both were actually in the PC release of the original game (where they only appeared in multiplayer), with the latter also making an appearance in Halo 3 as a support weapon in the Campaign/multiplayer. There's also the Heretic Hog, a secret unlockable Warthog variant that is essentially this game's version of the Sword Warthog (a Requisitions Warthog variant from Halo5Guardians armed with a Needler Turret)
** On the Covenant side, we have: the Particle Carbine (A battery-powered variant of the Covenant Carbine that fires purple beams similar to the Beam Rifle), the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Requisitions variant of the Halo5Guardians Plasma Pistol), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation and the crashed Spirit in 343 Guilty Spark), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.

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** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (which includes a variable fire mode while zoomed in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from Halo3ODST), ''Videogame/Halo3ODST''), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though both were actually in the PC release of the original game (where they only appeared in multiplayer), with the latter also making an appearance in Halo 3 ''VideoGame/Halo3'' as a support weapon in the Campaign/multiplayer. There's also the Heretic Hog, a secret unlockable Warthog variant that is essentially this game's version of the Sword Warthog (a Requisitions Warthog variant from Halo5Guardians ''VideoGame/Halo5Guardians'' armed with a Needler Turret)
** On the Covenant side, we have: the Particle Carbine (A battery-powered variant of the Covenant Carbine that fires purple beams similar to the Beam Rifle), the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear (a Requisitions variant of the Halo5Guardians ''VideoGame/Halo5Guardians'' Plasma Pistol), the Phantom dropship (which replaces all appearances of the Spirit outside of the Hangar Bay on The Truth & Reconciliation and the crashed Spirit in 343 Guilty Spark), the Shadow (a vehicle shown during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2) and the Anti-Air Wraith.



*** Armour Abilities exist in the form of Armour Upgrades; optional extras that can give you a slight advantage in combat. They include: VISR Mode from Halo 3: ODST, Sprint, Health Regeneration.

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*** Armour Abilities exist in the form of Armour Upgrades; optional extras that can give you a slight advantage in combat. They include: VISR Mode from Halo ''Halo 3: ODST, ODST'', Sprint, Health Regeneration.



* EverythingTryingToKillYou: The "Angry" Skull. When activated, NPCs who are allied with the player (such as the UNSC Marines in the first half and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead committing all their efforts against a single adversary: [[OhCrap The Player]]).
* {{Expy}}/SuspiciouslySimilarSubstitute: The three new Brute weapons are this to the Brute weapons introduced in Halo 3:

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* EverythingTryingToKillYou: The "Angry" Skull. When activated, NPCs [=NPCs=] who are allied with the player (such as the UNSC Marines in the first half and The Sentinels in 343 Guilty Spark/The Library) will [[FaceHeelTurn turn on you]]. Additionally, multiple enemy factions who are encountered in the same area will not fight each other, instead committing all their efforts against a single adversary: [[OhCrap The Player]]).
* {{Expy}}/SuspiciouslySimilarSubstitute: The three new Brute weapons are this to the Brute weapons introduced in Halo 3:''VideoGame/Halo3'':



* FireBreathingWeapon: SPV3 adds several weapons that possess incendiary properties, which allows them to set enemies on fire. Fire deals afterburn damage to unshielded of these weapons can deal afterburn damage by setting enemies on fire and are capable of detonating grenades dropped by enemies.

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* FireBreathingWeapon: SPV3 [=SPV3=] adds several weapons that possess incendiary properties, which allows them to set enemies on fire. Fire deals afterburn damage to unshielded of these weapons can deal afterburn damage by setting enemies on fire and are capable of detonating grenades dropped by enemies.



** SPV3's Forerunner weaponry all possess incendiary properties, which is what gives them the edge during combat encounters with the Flood.

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** SPV3's [=SPV3=]'s Forerunner weaponry all possess incendiary properties, which is what gives them the edge during combat encounters with the Flood.



* FlechetteStorm: The Needler, obviously, alongside the Shredder (a Brute Needler that only supercombines on unshielded opponents) and the Piercer (a Brute PistolBrute Pistol that burst-fires small, homing, superheated spikes).

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* FlechetteStorm: The Needler, obviously, alongside the Shredder (a Brute Needler that only supercombines on unshielded opponents) and the Piercer (a Brute PistolBrute Pistol that burst-fires small, homing, superheated spikes).



** Doubly so for NASO; Noble difficulty with All Skulls On. Unlike the other main-series games, SPV3 has very few cosmetic or advantageous skulls.
* HollywoodSilencer: Silenced variants of the Battle Rifle, SMG and the Sniper Rifle have, among other modifications, silencers attached to the end of their barrels. Firing a silenced weapon will not alert enemies, and they will only raise the alarm when you're in their direct line of sight.

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** Doubly so for NASO; Noble difficulty with All Skulls On. Unlike the other main-series games, SPV3 [=SPV3=] has very few cosmetic or advantageous skulls.
* HollywoodSilencer: Silenced variants of the Battle Rifle, SMG [=SMG=] and the Sniper Rifle have, among other modifications, silencers attached to the end of their barrels. Firing a silenced weapon will not alert enemies, and they will only raise the alarm when you're in their direct line of sight.



* MoreDakka: The Hunter Shade Cannon; a portable shade turret used by Spec-Ops Hunters, and the M247H Turret; a portable Warthog Chaingun that easily punches through flesh and shields alike.

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* MoreDakka: The Hunter Shade Cannon; a portable shade turret used by Spec-Ops Hunters, and the M247H [=M247H=] Turret; a portable Warthog Chaingun that easily punches through flesh and shields alike.



* RegeneratingHealth: While SPV3 uses ''Combat Evolved'''s original RegeneratingShieldStaticHealth system, an armour upgrade called [[ExactlyWhatItSaysOnTheTin Health Regen]] does this once your shields are fully recharged, similar to the later games in the series. Despite this, Health Regen only heals two-thirds of your total health bar (maximum yellow bars), ensuring that medkits do not become a redundant feature as they are the only way you can fully heal yourself.

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* RegeneratingHealth: While SPV3 [=SPV3=] uses ''Combat Evolved'''s original RegeneratingShieldStaticHealth system, an armour upgrade called [[ExactlyWhatItSaysOnTheTin Health Regen]] does this once your shields are fully recharged, similar to the later games in the series. Despite this, Health Regen only heals two-thirds of your total health bar (maximum yellow bars), ensuring that medkits do not become a redundant feature as they are the only way you can fully heal yourself.



* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry that appear during Two Betrayals and Keyes who, out of fear of being overrun by the Flood and desperation due to the lack of working Covenant weapons to combat them with, have taken to using Human weaponry. Savage Covenant will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and SMGs, while Jackal Sharpshooters carry Assault Rifles, Battle Rifles, DMRs and Sniper Rifles) and are equal in toughness to standard Covenant infantry ranks.

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* ScrewTheRulesItsTheApocalypse: The Savage Covenant are Covenant infantry that appear during Two Betrayals and Keyes who, out of fear of being overrun by the Flood and desperation due to the lack of working Covenant weapons to combat them with, have taken to using Human weaponry. Savage Covenant will use the closest analogue to the weapons they'd normally carry (i.e. Savage Jackals and Skirmishers will typically carry Pistols and SMGs, [=SMGs=], while Jackal Sharpshooters carry Assault Rifles, Battle Rifles, DMRs [=DMRs=] and Sniper Rifles) and are equal in toughness to standard Covenant infantry ranks.



*** "Mantis": Generates an untextured Mantis from Halo4 for you to use.

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*** "Mantis": Generates an untextured Mantis from Halo4 ''VideoGame/Halo4'' for you to use.



*** Infection Forms are still relatively the same by themselves, but can now instantly transform live Marines and Covenant (excluding Hunters) into Combat or Carrier Forms if they manage to latch onto them, similar to Halo3. This allows Infection Forms to quickly overwhelm organic forces while simultaneously adding to their numbers.

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*** Infection Forms are still relatively the same by themselves, but can now instantly transform live Marines and Covenant (excluding Hunters) into Combat or Carrier Forms if they manage to latch onto them, similar to Halo3.''VideoGame/Halo3''. This allows Infection Forms to quickly overwhelm organic forces while simultaneously adding to their numbers.



*** Jackal Carrier Forms are new form partially inspired by the Jackal Combat Form featured in Halo Wars. Jackal Carrier Forms are more agile than Grunt Carrier Forms, capable of leaping long distances with surprising speed. But their only method of attack is a weak swipe, they're weak enough that they can be eliminated by a single melee attack, and they spit out less Infection Forms upon death.

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*** Jackal Carrier Forms are new form partially inspired by the Jackal Combat Form featured in Halo Wars.''Halo Wars''. Jackal Carrier Forms are more agile than Grunt Carrier Forms, capable of leaping long distances with surprising speed. But their only method of attack is a weak swipe, they're weak enough that they can be eliminated by a single melee attack, and they spit out less Infection Forms upon death.



** While you cannot take a Jackal's shield off of them after killing them (as is typical of the series) you can occasionally find white Jackal Shields not attached to a Jackal's arm here and there which you can indeed use. Unfortunately, due to game limitations, you cannot dual wield it with another weapon at the same time (thus it permanently takes up one of your two weapon slots) and the white colouration makes it difficult to see through it (though using VISR Mode can somewhat mitigate this). Although it makes up for this by being virtually invulnerable to all forms of weaponry (though Plasma Pistol/Gravity Vortex EMPs can still disable the shield, while explosives and melee attacks can still bypass the shield), and the player can still melee enemies and use grenades while the shield is active.

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** While you cannot take a Jackal's shield off of them after killing them (as is typical of the series) you can occasionally find white Jackal Shields not attached to a Jackal's arm here and there which you can indeed use. Unfortunately, due to game limitations, you cannot dual wield it with another weapon at the same time (thus it permanently takes up one of your two weapon slots) and the white colouration makes it difficult to see through it (though using VISR Mode can somewhat mitigate this). Although it makes up for this by being virtually invulnerable to all forms of weaponry (though Plasma Pistol/Gravity Vortex EMPs [=EMPs=] can still disable the shield, while explosives and melee attacks can still bypass the shield), and the player can still melee enemies and use grenades while the shield is active.



*** A unique example is the Anti-Air Wraith, which made its debut in Halo3. In that game, it was unusable unless you pulled off a very carefully timed exploit, as it would self-destruct very rapidly if the pilot was killed. Here, however, it is fully usable and hijack-able normally.
*** Additionally, Wraiths that were on board the Truth and Reconciliation could not be driven in the original game. The original release of SPV3 allowed you to drive them, but their general use was greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in, and thus the feature was dropped in Version 3.1.

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*** A unique example is the Anti-Air Wraith, which made its debut in Halo3.''VideoGame/Halo3''. In that game, it was unusable unless you pulled off a very carefully timed exploit, as it would self-destruct very rapidly if the pilot was killed. Here, however, it is fully usable and hijack-able normally.
*** Additionally, Wraiths that were on board the Truth and Reconciliation could not be driven in the original game. The original release of SPV3 [=SPV3=] allowed you to drive them, but their general use was greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in, and thus the feature was dropped in Version 3.1.

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* AntiFrustrationFeatures: Deactivating the Phase Pulse Generators on Two Betrayals and getting through Warthog Run at the end of The Maw, which both require a vehicle to complete[[labelnote:Explanation]] All 3 generators require air vehicles to travel to, while certain ramps during the Warthog Run cannot be climbed by the player on foot[[/labelnote]]. This would normally be impossible while the "Keyes" skull, which disables the player from using vehicles, is turned on. If the skull is on during these sections, however, teleporters are placed in key positions that allow the player to skip these normally impassable sections, while the Warthog Run's timer is also deactivated.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
* The final portion of The Truth & Reconciliation has you [[EscortMission escorting Captain Keyes]] back to the Hangar Bay and escaping on a Spirit Dropship. This was a very harrowing ordeal in the original game, as Keyes was roughly as resilient as any other Marine you encounter (i.e. not very). In SPV3 however, Keyes is completely invincible, which completely removes the hassle of having to babysit him for the rest of the mission.
*
Deactivating the Phase Pulse Generators on Two Betrayals and getting through Warthog Run at the end of The Maw, which both require a vehicle to complete[[labelnote:Explanation]] Maw would normally be impossible while the "Keyes" skull [[note]]Prevents the player from using vehicles[[/note]] is turned on[[labelnote:Explanation]] All 3 generators require air vehicles to travel to, while certain ramps during the Warthog Run cannot be climbed by the player on foot[[/labelnote]]. This would normally be impossible while the "Keyes" skull, which disables the player from using vehicles, is turned on.foot[[/labelnote]]. If the skull is on during these sections, however, teleporters are placed in key positions that allow the player to skip these normally impassable sections, while the Warthog Run's timer is also deactivated.



** In the initial release of SPV3, you always had to be extra careful when driving a Rocket 'Hog with a gunner. The Marines were still coded to treat the Rocket Turret like the regular Chaingun turret, and they didn't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that was right next to your vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will now only target enemies a certain distance away from the vehicle.
** Nearly any NPC armed with an explosive weapon, be it ally or enemy, has the capacity to kill/grievously injure themselves and anyone around them. This is most prevalent when they're fighting in cramped, indoor environments and; If they don't kill themselves by shooting into walls right next to them, they'll do it through using their explosive weapons in close-quarters combat.
** Large groups of Marines will inevitably commit friendly fire, which can prove lethal if they're armed with precision weapons.

to:

** In the initial release of SPV3, you always had to be extra careful when driving a Rocket 'Hog with a gunner. The Marines were still coded to treat the Rocket Turret like the regular Chaingun turret, and they didn't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that was right next to your vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will now only target enemies a certain distance away from the vehicle.
vehicle (though it's still best to avoid driving past obstacles when they've locked onto an enemy).
** Nearly any NPC armed with an explosive weapon, be it ally or enemy, has the capacity to kill/grievously injure themselves and anyone around them. This is most prevalent when they're fighting in cramped, indoor environments and; environments; If they don't kill themselves by shooting into walls right next to them, they'll do it through using their explosive weapons in close-quarters combat.
** Large Bunched up groups of Marines will inevitably commit friendly fire, which can prove lethal if they're armed with precision weapons.weapons capable of performing headshots.



*** Wraiths come in Standard (Purple w/ Plasma Mortar) and Anti Air variants (Red w/ Twin Fuel Rod Cannons).

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*** Wraiths come in Standard (Purple w/ Plasma Mortar) and Anti Air variants (Red w/ Twin Fuel Rod Shade Cannons).



* RegeneratingHealth: While SPV3 uses ''Combat Evolved'''s original RegeneratingShieldStaticHealth system, an armour upgrade called [[ExactlyWhatItSaysOnTheTin Health Regen]] does this once your shields are fully recharged, similar to the later games in the series. Despite this, Health Regen only heals two-thirds of your total health bar (maximum yellow bars) ensuring that medkits do not become a redundant feature, as they are the only way you can fully heal yourself.

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* RegeneratingHealth: While SPV3 uses ''Combat Evolved'''s original RegeneratingShieldStaticHealth system, an armour upgrade called [[ExactlyWhatItSaysOnTheTin Health Regen]] does this once your shields are fully recharged, similar to the later games in the series. Despite this, Health Regen only heals two-thirds of your total health bar (maximum yellow bars) bars), ensuring that medkits do not become a redundant feature, feature as they are the only way you can fully heal yourself.
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** Jackal Snipers and the Skirmishers from HaloReach are also present, supplementing regular Jackal Infantry.

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** Jackal Snipers and the Skirmishers from HaloReach ''VideoGame/HaloReach'' are also present, supplementing regular Jackal Infantry.
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** The Piercer borrows elements from the Needler, Mauler [i]and[i/] Spiker, as it is a sidearm (Mauler) of a traditional Brute design (Mauler/Spiker) that fires superheated spikes (Spiker) that home in on enemies (Needler).
* FateWorseThanDeath: Namechecked by a Sanghelli Zealot in one of the datapad terminals where he laments the loss of a substantial number of his fellow Covenant members, [i]even[/i] Grunts and Jackals, using this phrase to describe their fate.

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** The Piercer borrows elements from the Needler, Mauler [i]and[i/] ''and'' Spiker, as it is a sidearm (Mauler) of a traditional Brute design (Mauler/Spiker) that fires superheated spikes (Spiker) that home in on enemies (Needler).
* FateWorseThanDeath: Namechecked by a Sanghelli Zealot in one of the datapad terminals where he laments the loss of a substantial number of his fellow Covenant members, [i]even[/i] ''even'' Grunts and Jackals, using this phrase to describe their fate.



*** "Keyes": (originally [[{{Pun}}"Captain took my Keyes"]]): Vehicles cannot be driven by the player, forcing you to travel everywhere on-foot.

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*** "Keyes": (originally [[{{Pun}}"Captain [[{{Pun}} "Captain took my Keyes"]]): Vehicles cannot be driven by the player, forcing you to travel everywhere on-foot.



** The Hunters in the original game became a [[AntiClimaxBoss literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games; The pistol is no longer a one hit kill against them, and attacking them from the front is an [[NoSell exercise in futility]] as their torso's exposed midsection has now been covered up at the front. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, in any single official game), with Hunter variants existing that use the Hunter Assault Beam from later games [i]and[/i] an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original Fuel Rod Cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.

to:

** The Hunters in the original game became a [[AntiClimaxBoss literal joke]] once you figured out they could be dispatched with a single shot from the bog-standard human pistol to their vulnerable sections, even on Legendary difficulty. Here, they have more in common with their counterparts from later games; The pistol is no longer a one hit kill against them, and attacking them from the front is an [[NoSell exercise in futility]] as their torso's exposed midsection has now been covered up at the front. They also come equipped with a wider variety of weaponry than in the original game (or, indeed, in any single official game), with Hunter variants existing that use the Hunter Assault Beam from later games [i]and[/i] ''and'' an arm-mounted Shade Cannon which swaps their usual charged-shot weaponry with [[MoreDakka a handheld plasma machine gun]], in addition to their original Fuel Rod Cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes that can catch slower players off-guard.

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* DesperationAttack: Elite Ultras and sword-wielding Zealots will switch out their weapons when their shields are down and they have taken some damage; Zealots will exchange their sword for the Void's Tear while attempting to pull back into cover, whereas Ultras will pull out an [[OhCrap Energy Sword]] before bum-rushing the enemy in a fit of rage.



* {{Overheating}}: The new Plasma Charging Stations can do this to any held Plasma-based weaponry if you hang around the station after the weapon reaches full charge. This will not place you in any significant danger unless you are trying to recharge during a firefight. However, since these chargers tend to be few and far between, it's recommended that you still scavenge for dropped weapons.


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* LastDitchMove: Elite Ultras and sword-wielding Zealots will switch out their weapons when their shields are down and they have taken some damage; Zealots will exchange their sword for the Void's Tear while attempting to pull back into cover, whereas Ultras will pull out an [[OhCrap Energy Sword]] before bum-rushing the enemy in a fit of rage.


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* {{Overheating}}: The new Plasma Charging Stations can do this to any held Plasma-based weaponry if you hang around the station after the weapon reaches full charge. This will not place you in any significant danger unless you are trying to recharge during a firefight. However, since these chargers tend to be few and far between, it's recommended that you still scavenge for dropped weapons.
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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza.

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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of CMT (Custom Mapping Team) with its remixed remastered and original soundtracks composed by Jafet Meza.



*** Any vehicle that has an enemy driving it (excluding Shade turrets, the Banshee outside of Assault on the Control Room and Two Betrayals) can now be hijacked. Doing so will kill the driver and force the remaining enemy passengers to disembark the vehicle.

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*** Any enemy-driven Covenant vehicle that has an enemy driving it (excluding Shade turrets, turrets and the Banshee outside of Assault on the Control Room and Two Betrayals) Banshee) can now be hijacked. Doing so Hijacking a Ghost has the pilot forcibly kicked out of the cockpit, while hijacking a Wraith or Shadow will kill the driver and force the remaining enemy passengers to disembark the vehicle.
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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. [=SPV3=] was released on June 2016, and consists of the first five levels (The Pillar of Autumn, Halo, The Truth & Reconciliation, The Silent Cartographer and Assault on the Control Room) of the campaign plus ''The Silent Cartographer: Evolved'', a complete remake of the fourth level that had been released earlier that year. It was later updated to [=SPV3=].1 (formally known as [=SPV3=] Part 2), which featured the last 5 levels (343 Guilty Spark, The Library, Two Betrayals, Keyes and The Maw) on top of multiple additions and changes to the previously released levels, and was released more than a year later on August 2017.

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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] Custom Edition for PC. It is a near-complete overhaul of the original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series and spinoff games (including some content cut from final release), expanded material such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. Meza.
[=SPV3=] was released on June 2016, and consists of the first five levels (The Pillar of Autumn, Halo, The Truth & Reconciliation, The Silent Cartographer and Assault on the Control Room) of the campaign plus ''The Silent Cartographer: Evolved'', a complete remake of the fourth level that had been released earlier that year. It was later updated to [=SPV3=].1 (formally known as [=SPV3=] Part 2), which featured the last 5 levels (343 Guilty Spark, The Library, Two Betrayals, Keyes and The Maw) on top of multiple additions and changes to the 6 previously released levels, and was released more than a year later on August 2017.
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** Two Betrayals retains the new areas introduced in Assault on the Control Room, but shifts the focus from heavy vehicles to aerial combat with the introduction and

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** Two Betrayals retains the new areas introduced in Assault on the Control Room, but shifts the focus from heavy vehicles vehicle traversal to on-foot backtracking and aerial combat (the latter being supported with [[spoiler: the introduction and only appearance of the Sparrowhawk) like in the original]].

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