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** The Sentinel Knight and the Sentinel Soldier were Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut [[spoiler]] because of an altercation between Masterz1337 (the project lead) and the animator responsible for designing the animations for the bipeds and a few weapons, which led to the latter being kicked off the team, thus leaving the animations unfinished[[/spoiler]].

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** The Sentinel Knight and the Sentinel Soldier were Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut [[spoiler]] because of an altercation between Masterz1337 (the project lead) and the animator responsible for designing the animations for the bipeds and due to only having a few weapons, which led encounters available to the latter being kicked off the team, thus leaving the animations unfinished[[/spoiler]].use overall.
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*** The ammo counter on ARs will change colour depending on the ammo left in the clip, changing from blue to yellow once it reaches 15 rounds left, to red when it reaches 7 rounds left.

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*** The ammo counter on ARs Assault Rifles will change colour depending on the ammo left in the clip, changing from blue to yellow once it reaches 15 rounds left, to red when it reaches 7 rounds left.
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*** Brute Rankings are denoted by the armour used, and come in both Minor and Major subranks :[[labelnote:Rankings]]Basic helmet = Follower (Blue = Minor, Red = Major), Horned Helmet = Leader (Blue = Minor, Gold = Major) and Optic light + Energy shields = Boss (White = Minor, Black = Major).[[/labelnote]]
*** Skirmishers:[[labelnote:Rankings]] Unarmoured = Minor, Armour + wrist shields = Major.[[/labelnote]]

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*** Brute Rankings are denoted by the armour used, and come in both Minor and Major subranks :[[labelnote:Rankings]]Basic subranks: [[labelnote:Rankings]]Basic helmet = Follower (Blue = Minor, Red = Major), Horned Helmet = Leader (Blue = Minor, Gold = Major) and Optic light + Energy shields = Boss (White = Minor, Black = Major).[[/labelnote]]
*** Skirmishers:[[labelnote:Rankings]] Skirmishers: [[labelnote:Rankings]] Unarmoured = Minor, Armour + wrist shields = Major.[[/labelnote]]



*** On top of that, the ammo counter on both variants will change colour depending on the ammo left in the clip, changing from blue to yellow once it reaches 15 rounds left, to red when it reaches 7 rounds left.
*** 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 = Spec-Ops.[[/labelnote]]

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*** On top of that, the The ammo counter on both variants ARs will change colour depending on the ammo left in the clip, changing from blue to yellow once it reaches 15 rounds left, to red when it reaches 7 rounds left.
*** The Battle Rifle variants can be determined by the colour of their ammo counter and scope lens: [[labelnote:Variants]] Green [[labelnote:Variants]]Green = Regular, Blue = GL, and Red = Spec-Ops.[[/labelnote]]
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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 Halo 3:ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though though both were actually in the PC release of the original game, where they only appeared in multiplayer, and the flamethrower first appearing in a campaign in Halo 3.

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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 Halo 3:ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog and the Flamethrower are also present in the campaign, though though both were actually in the PC release of the original game, where they only appeared in multiplayer, and while the flamethrower first appearing in a campaign also made an appearance in Halo 3.3's campaign.



** 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 exists in Halo Wars, the only difference being that this form is a carrier form rather than a combat form
** Sentinels now come in Constructor and Enforcer variants. Constructors fly around repairing various Forerunner structures, but defend themselves with their Constructor Beam if they come under attack. The Enforcers are armed with an Incineration Cannon and a Suppressor, and can create [=slipspace=] ruptures that summon in Sentinel reinforcements. The regular Sentinel now comes in two variants and drop the Sentinel Beam as a usable weapon upon death. The beam itself now uses a "recharging ammo" mechanic

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** 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 exists in Halo Wars, the only difference being that this form is a carrier form rather than a combat form
form.
** Sentinels now come in Constructor and Enforcer variants. Constructors fly around repairing various Forerunner structures, but defend themselves with their Constructor Beam if they come under attack. The Enforcers are armed with an Incineration Cannon and a Suppressor, and can create [=slipspace=] ruptures that summon in Sentinel reinforcements. The regular Sentinel now comes in two variants and drop the Sentinel Beam as a their usable weapon weapons upon death. The beam itself now uses a "recharging ammo" mechanicdeath.
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* ArtificialStupidity: Always be extra careful when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and they won't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that is right next to your vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will only tar

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* ArtificialStupidity: Always be extra careful when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and they won't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that is right next to your vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will only tartarget enemies a certain distance away from the vehicle.
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** The Sentinel Knight and the Sentinel Soldier were Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut as once CMT added them to the missions, they realized you would only be able to fight them in a few encounters, and it would not be worth adding them in.

to:

** The Sentinel Knight and the Sentinel Soldier were Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut as once CMT added them [[spoiler]] because of an altercation between Masterz1337 (the project lead) and the animator responsible for designing the animations for the bipeds and a few weapons, which led to the missions, they realized you would only be able to fight them in a few encounters, and it would not be worth adding them in.latter being kicked off the team, thus leaving the animations unfinished[[/spoiler]].
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*** 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 = Spec-Ops.[[/labelnote]]

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



*** Warthogs: [[labelnote Variants]]Teal-Green = Chaingun Warthog, Black w/ yellow stripes = Rocket Warthog and Urban Camo = Gauss Warthog.[[/labelnote]]
*** Wraiths: [[labelnote Varaints]]Purple = Regular Wraith (Plasma Mortar) and Red = Anti Air Wraith (Twin Fuel Rod Cannons).[[/labelnote]]

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*** Warthogs: [[labelnote Variants]]Teal-Green [[labelnote:Variants]]Teal-Green = Chaingun Warthog, Black w/ yellow stripes = Rocket Warthog and Urban Camo = Gauss Warthog.[[/labelnote]]
*** Wraiths: [[labelnote Varaints]]Purple [[labelnote:Varaints]]Purple = Regular Wraith (Plasma Mortar) and Red = Anti Air Wraith (Twin Fuel Rod Cannons).[[/labelnote]]
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*** For regular Jackals: [[labelnote:Rankings]]Blue shield (uses Plasma Pistol) = Minor, Orange Shield (uses Brute Plasma Pistol) and Violet Shield (uses Needler) = Major.[[/labelnote]]
*** For Jackal Snipers: [[labelnote:Rankings]] Purple optic light = Minor (uses Particle Carbine), Green optic light = Major (uses Focus Rifle) and Red optic light = Ultra (uses Sniper Rifle).[[/labelnote]]

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*** **** For regular Jackals: [[labelnote:Rankings]]Blue shield (uses Plasma Pistol) = Minor, Orange Shield (uses Brute Plasma Pistol) and Violet Shield (uses Needler) = Major.[[/labelnote]]
*** **** For Jackal Snipers: [[labelnote:Rankings]] Purple optic light = Minor (uses Particle Carbine), Green optic light = Major (uses Focus Rifle) and Red optic light = Ultra (uses Sniper Rifle).[[/labelnote]]

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*** Elites, like in the original game, possess the largest variety of ranks and colours: [[labelnote:Rankings]] Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank of regular unit, with additional ceremonial armour pieces. Their armour also deflects all bullet-based weaponry) and Zealots (Gold).[[/labelnote]]
*** Hunter Rankings, like Jackals, also denote the weapon they use: [[labelnote:Rankings]] Gold Armour + Green Lights = Minor (uses Fuel Rod Cannon), Blue Armour + Orange Lights = Major (uses Assault Beam) and Black Armour + Purple Lights = Ultra (Shade Cannon).[[/labelnote]]

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*** Elites, like in the original game, possess the largest variety of ranks and colours: [[labelnote:Rankings]] Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank of regular unit, with additional ceremonial armour pieces. Their armour also deflects all bullet-based weaponry) ) and Zealots (Gold).[[/labelnote]]
*** Hunter Rankings, like Jackals, also denote the weapon they use: [[labelnote:Rankings]] Gold Armour + Green Lights = Minor (uses Fuel Rod Cannon), Blue Armour + Orange Lights = Major (uses Assault Beam) and Black Armour + Purple Lights = Ultra Spec-Ops (Shade Cannon).[[/labelnote]]



**** On top of that, the ammo counter on both variants will change colour depending on the ammo left in the clip, changing from blue to yellow once it reaches 15 rounds left, to red when it reaches 7 rounds left.



* DummiedOut:
** The Impaler, a weapon similar to the Needle Rifle that could detonate grenades with its supercombine (A function which has been rolled into the Sentinel Sniper Beam), and destroyable trees.
** Ghosts used to be able to boost in the original release, but the feature was removed due to it causing pacing errors, using very heavy scripting, and for generally being very buggy.
** 3 entire levels fell victim to this in the form of The Library: Evolved, The Commander and The Commander: Evolved. The Library: Evolved would've been a near-complete redesign of the original level's layout, in vein of The Silent Cartographer: Evolved. The Commander and it's Evolved counterpart were 2 original levels that would've revisited the Cartographer Island from the fourth level and it's Evolved remake.
** The Sentinel Knight and the Sentinel Soldier were Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut as you would only be able to fight them in a few encounters, and it would not be worth adding them in for those few encounters. The Incineration Cannon and Suppressor can usable weapons and an original weapon called the Scatter-Sniper were cut as well.
** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the different games, game/weapon mechanics like the Battle Rifle's variable fire mode, and even vehicles and NPCs such as the Shadow and the Blind Wolf.

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* DummiedOut:
** The Impaler, a weapon similar to the Needle Rifle that could detonate grenades with its supercombine (A function which has been rolled into the Sentinel Sniper Beam), and destroyable trees.
**
DummiedOut: Ghosts used to be able to boost in the original release, but the feature was removed due to it causing pacing errors, using very heavy scripting, and for generally being very buggy.
** 3 entire levels fell victim to this in the form of The Library: Evolved, The Commander and The Commander: Evolved. The Library: Evolved would've been a near-complete redesign of the original level's layout, in vein of The Silent Cartographer: Evolved. The Commander and it's Evolved counterpart were 2 original levels that would've revisited the Cartographer Island from the fourth level and it's Evolved remake.
** The Sentinel Knight and the Sentinel Soldier were Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut as you would only be able to fight them in a few encounters, and it would not be worth adding them in for those few encounters. The Incineration Cannon and Suppressor can usable weapons and an original weapon called the Scatter-Sniper were cut as well.
** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the different games, game/weapon mechanics like the Battle Rifle's variable fire mode, and even vehicles and NPCs such as the Shadow and the Blind Wolf.
buggy.



** The Brute Plasma Pistol is this to the Mauler: both are sidearm-shotguns that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the Brute Plasma Pistol replicates these two drawbacks by overheating after a few shots and draining its battery more quickly.

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** The Brute Plasma Pistol is this to the Mauler: both are sidearm-shotguns shotgun-pistols that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the Brute Plasma Pistol replicates these two drawbacks by overheating after a few shots and draining its battery more quickly.



* HarderThanHard: The new Noble difficulty, which is a modified actually Easy Mode where enemies have a ridiculously increased fire rate and are ridiculously smart to counteract their weak durability. In general, the mod itself is also more difficult than the original game thanks to the wider variety of enemy troops, weapons and vehicles.

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* HarderThanHard: The new Noble difficulty, which is a modified actually Easy Mode where enemies have a ridiculously increased fire rate and are ridiculously incredibly smart to counteract their weak durability. In general, the mod itself is also more difficult than the original game thanks to the wider variety of enemy troops, weapons and vehicles.



* NightVisionGoggles: VISR mode from ODST exists as an available armour upgrade. While turned on, it will highlight enemies in red, allies in green, other entities such as vehicles, etc. and the environment in different colours.
* PointDefenseless: Averted with the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once The Maw is released in Part 2). 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]4 Chainguns, or 2 homing missile pods replacing the chainguns on the wings[/note]. This makes sections of the game where the Pelicans fly in while enemies are present considerably easier.

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* KillItWithFire:
** The Flamethrower, which melts through shields and health like no one's business and sets targets alight to boot, making it the most powerful close-range weapon in the game.
** The different forerunner weapons all have unique incendiary properties: The Sentinel Beam will set enemies alight after a few seconds of continuous fire, while the Sentinel Sniper will set most enemies on fire in a single burst. While unusable by the player, the Sentinel Enforcer's Suppressor and Incineration Cannon also have unique properties: The former only sets unshielded enemies on fire, while the latter fires globs of incendiary material that leaves a burning residue wherever it lands.
* MoreDakka: The Hunter Shade Cannon; a portable shade turret used by Spec-Ops Hunters, and the Heavy Machine Gun Turret; a portable warthog chaingun that can also be deployed as a stationery turret.
* NightVisionGoggles: VISR mode from ODST exists as an available armour upgrade. While turned on, it will highlight enemies in red, allies in green, other entities such as vehicles, etc. vehicles in either red or green depending on who last used it, and the environment in different colours.
* NoSell: The Elite Honor Guard's energy shields are invulnerable to ballistic weaponry, which forces you to use plasma, explosives or fire to drop their shields, and only then will they become vulnerable to ballistics
* PointDefenseless: Averted with the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant (and will presumably be quite useful against and the Flood as well once The Maw is released in Part 2).during the first and last missions. 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]4 Chainguns, or 2 homing missile pods replacing the chainguns on the wings[/note]. This makes sections of the game where the Pelicans fly in while enemies are present considerably easier.



* RegeneratingHealth: While the game uses Combat Evolved's original RegeneratingShieldStaticHealth system where you could only heal using medkits, an armour upgrade called Health Regen allows you to adopt a form Halo Reach's health system, where if your health is depleted, you can regenerate up to two-thirds of your health. However, this doesn't mean that Medkits are a redundant feature, as you cannot fully heal yourself without using a kit.

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* RegeneratingHealth: While the game uses Combat Evolved's original RegeneratingShieldStaticHealth system where you could only heal using medkits, an armour upgrade called Health Regen allows you to adopt a form Halo Reach's health system, where if some of your health is depleted, you can regenerate up to two-thirds of your health. However, this doesn't mean that health once your shield has fully recharged. Despite this, Medkits are do not become a redundant feature, as you cannot Health Regen will only heal two-thirds of your total health bar (maximum yellow bars), meaning that only medkits can fully heal yourself without using a kit.you.



* SelfImposedChallenge: Hidden Skulls made an appearance in Part 1. They include:

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* ScrewTheRulesItsTheApocalypse: The Savage Covenant are regular Covenant infantry (Every species excluding hunters) that first appear in the second half of the campaign who, like the Brutes from Halo 2, have broken the "No using human weapons" doctrine out of desperation of being overrun by the Flood and the lack of effective Covenant weapons to fight them with. These Covenant are only as tough as their respective rank, and their use of human weaponry means that your shields won't take as much damage. However, Savage Covenant normally work in tandem with regular Covenant troops, and their human armaments will quickly chew through your health once your shields are broken by plasma fire.
* SelfImposedChallenge: Hidden Skulls made an appearance in Part 1.the game. They include:



** "Mantis" (Generates a unique enemy encounter alongside an untextured Mantis mech for you to use.)



** The Marines have also done this to a degree as well, as mentioned above.

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** The Marines have also done this to a degree as well, as mentioned above.above (see RedshirtArmy above).



*** On top of that, certain Combat forms can spawn in as upgraded forms that are deadlier and have extra abilities over the regular forms: Upgraded Brute Forms have extra armour and increased speed, Upgraded Elite Forms have stronger shields and are more accurate with their weapons, while Upgraded Human Forms are infected ODST troopers still in combat gear that covers up the infection form (the headshot region), meaning that you need to focus on dismembering the Combat form and eventually killing it.
*** {{Nerf}}: That's not to say that they haven't also received multiple nerfs to balance out their improved AI and new units. All forms now take damage from melee attacks, and the small infection form sitting in the chest is now a headshot area, meaning that combat forms can now one-shot by something other than the shotguns and explosives. The Sniper Rifle just became useful again...

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*** On top of that, certain Combat combat forms can spawn in as upgraded forms that are deadlier and have extra abilities over the regular forms: Upgraded Brute Forms have extra armour and increased speed, speed; Upgraded Elite Forms have stronger shields and shields, are more accurate with their weapons, and can use the secondary fire on certain weapons (i.e. The plasma pistol's overcharge); while Upgraded Human Forms are infected ODST troopers still in combat gear that gear, which covers up the infection form (the headshot region), meaning that you need to focus on dismembering the Combat form and eventually killing it.
*** {{Nerf}}: That's not to say that they haven't also received multiple nerfs to balance out their improved AI and new upgraded units. All forms now take damage from melee attacks, and the small infection form sitting in the chest is now a headshot area, meaning that combat forms can now one-shot by something other than the shotguns and explosives. The Sniper Rifle just became useful again...



*** Sentinel Beams now drop from Sentinels once they're destroyed. However, the Incineration Cannon and the Suppressor used by Sentinel Enforces are unusable.

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*** Sentinel Beams now drop from Sentinels once they're destroyed. However, the Incineration Cannon and the Suppressor used by Sentinel Enforces Enforcers are unusable.unusable.
* WhatCouldHaveBeen:
** A lot of weapons went through various stages of development. One of the more infamous cases was the Impaler, a weapon similar to the Needle Rifle that could detonate grenades with its supercombine.
** There were also many changes made to the forerunner weapons that were shown off in the first SPV3.1 sneak peek video. The Suppressor and the Incineration Cannon were originally intended to be used by the player, but are now only used by Sentinel Enforcers as weapons. There was also a weapon called the Scatter-Sniper that had two modes of fire; a standard "shotgun" mode, and a sniper mode when scoped in. The Scatter-Sniper also adopted the grenade detonation effect from the Impaler, but was eventually cut and the grenade detonating feature was rolled into the Sentinel Sniper (which is essentially the same weapon, minus the "shotgun" mode).
** Destroy-able trees also used to be a thing.
** 3 entire levels fell victim to this in the form of The Library: Evolved, The Commander and The Commander: Evolved.
*** The Library: Evolved would've been a near-complete redesign of the original level's layout, in vein of The Silent Cartographer: Evolved.
*** The Commander and its Evolved counterpart were 2 original levels that would've revisited the Cartographer Island (from both the fourth level and its Evolved remake), where you played as Thel 'Vadam (before he became the Arbiter) trying to prevent a Brute uprising.
** The Sentinel Knight and the Sentinel Soldier were Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut as once CMT added them to the missions, they realized you would only be able to fight them in a few encounters, and it would not be worth adding them in.
** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the different games, game/weapon mechanics like the Battle Rifle's variable fire mode, and even vehicles and NPCs such as the Shadow and the Blind Wolf.
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*** Grunts Rankings are identified by their methane "backpacks": [[labelnote:Rankings]]Minors (Orange), Majors (Red), Ultras (White. They also possess full face masks that protect them from 1 headshot and exclusively use brute weaponry) and Gunners (Green, only found manning sh).[[/labelnote]]

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*** Grunts Rankings are identified by their methane "backpacks": [[labelnote:Rankings]]Minors (Orange), Majors (Red), Ultras (White. They also possess full face masks that protect them from 1 headshot and exclusively use brute weaponry) and Gunners (Green, only found manning sh).Shade Cannons).[[/labelnote]]

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A whole bunch of stuff from Masterz's recent SPV 3.1 video + a few minor edits


''[=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 the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that was complete remake of the fourth level). Part 2, which will consist of the last five levels plus an original level titled "None Left Behind", is slated for release the of June 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 the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer: Evolved'' (an earlier project that was complete remake of the fourth level). SPV3.1 (formally known as SPV3 Part 2, 2), which will consist of the last five levels plus an original level titled "None Left Behind", is slated for release the of June 2017.



** None Left Behind is an entirely new level added to the campaign that revisits the second level "Halo". The mission involves you helping the Marines escape from Halo before Chief blows up the ring, while under siege from the Flood and the Sentinels.



** In fact, this applies to nearly any enemy armed with an explosive weapon, like Fuel Rod Gun Hunters, Brutes carrying the Brute Shot, and Marines with Rocket Launchers. If they don't kill themselves by shooting into walls right next to them, they'll do it either through using their explosive weapons in close-quarters combat, or through friendly fire.

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** In fact, this applies to nearly any enemy armed with an explosive weapon, like including Fuel Rod Gun Hunters, Brutes carrying the Brute Shot, and Marines with Rocket Launchers. If they don't kill themselves by shooting into walls right next to them, they'll do it either through using their explosive weapons in close-quarters combat, or through friendly fire.



** For starters, Brutes are present. They're basically the same as their Halo 2 counterparts, though they borrow their armour design and ranking structure from Halo 3. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.

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** For starters, Brutes are present. They're basically the same as their Halo 2 counterparts, though they borrow their armour design and ranking structure from Halo 3. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.



** In another first, vehicles that originated from Halo Wars are usable. So far only the Grizzly is present, replacing all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has twin machine guns! However, Sparrowhawks are also visible in the Autumn's hangar during the intro while Johnson is giving his speech to the Marines. It is likely they too will end up being playable in Part 2 of SPV3, given that the developers bothered to create a model for it.

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** In another first, vehicles that originated from Halo Wars are usable. So far only the The Grizzly is present, replacing replaces all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has twin machine guns! However, Sparrowhawks are also visible present in the Autumn's hangar game, and appear during the intro while Johnson is giving his speech to the Marines. It is likely they too will end up being playable in Part 2 of SPV3, given that the developers bothered to create a model for it.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 Halo 3:ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog is also present in the campaign, though it was actually in the PC release of the original game, where it only appeared in multiplayer.

to:

** 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 Halo 3:ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog is and the Flamethrower are also present in the campaign, though it was though both were actually in the PC release of the original game, where it they only appeared in multiplayer.multiplayer, and the flamethrower first appearing in a campaign in Halo 3.



** Thanks to the power of OpenSauce (a program used to enable things the original game couldn't manage on it's own) and various minor edits, many features and game mechanics from the future titles have been implemented into the campaign. To list:

to:

** 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 exists in Halo Wars, the only difference being that this form is a carrier form rather than a combat form
** Sentinels now come in Constructor and Enforcer variants. Constructors fly around repairing various Forerunner structures, but defend themselves with their Constructor Beam if they come under attack. The Enforcers are armed with an Incineration Cannon and a Suppressor, and can create [=slipspace=] ruptures that summon in Sentinel reinforcements. The regular Sentinel now comes in two variants and drop the Sentinel Beam as a usable weapon upon death. The beam itself now uses a "recharging ammo" mechanic
** Thanks to the power of OpenSauce [=OpenSauce=] (a program used to enable things the original game couldn't manage on it's own) and various minor edits, many features and game mechanics from the future titles have been implemented into the campaign. To list:



*** All vehicles can now be destroyed, including Shade Turrets, Phantom Dropships and their (+ a Pelican's) turrets.

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*** All vehicles can now be destroyed, including Shade Turrets, Phantom Dropships and their (+ (and a Pelican's) turrets.



*** For Jackal Snipers: [[labelnote:Rankings]] Purple optic light = Minor (uses Particle Carbine) and Green optic light = Major (uses Focus Rifle).[[/labelnote]]
*** Elites, like in the original game, possess the largest variety of ranks and colours: [[labelnote:Rankings]] Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank of regular unit, with additional ceremonial armour pieces) and Zealots (Gold).[[/labelnote]]

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*** For Jackal Snipers: [[labelnote:Rankings]] Purple optic light = Minor (uses Particle Carbine) and Carbine), Green optic light = Major (uses Focus Rifle) and Red optic light = Ultra (uses Sniper Rifle).[[/labelnote]]
*** Elites, like in the original game, possess the largest variety of ranks and colours: [[labelnote:Rankings]] Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank of regular unit, with additional ceremonial armour pieces) pieces. Their armour also deflects all bullet-based weaponry) and Zealots (Gold).[[/labelnote]]



** 3 entire levels fell victim to this in the form of The Library: Evolved, The Commander and The Commander: Evolved. The Library: Evolved would've been a near-complete redesign of the original level's layout, in vein of The Silent Cartographer: Evolved. The Commander and it's Evolved counterpart were 2 original levels that would've revisited the Cartographer Island from the fouth level.
** The Sentinel Knight and the Sentinel Soldier were 2 Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut. With them, several Promethean weapons including the Incineration Cannon, Suppressor and an original weapon called the Scatter-Sniper were cut as well.

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** 3 entire levels fell victim to this in the form of The Library: Evolved, The Commander and The Commander: Evolved. The Library: Evolved would've been a near-complete redesign of the original level's layout, in vein of The Silent Cartographer: Evolved. The Commander and it's Evolved counterpart were 2 original levels that would've revisited the Cartographer Island from the fouth level.
fourth level and it's Evolved remake.
** The Sentinel Knight and the Sentinel Soldier were 2 Forerunner NPCs based off of the Promethean Knight and Soldier that were originally planned to be featured in Part 2 of the campaign, but were cut. With them, several Promethean weapons including the cut as you would only be able to fight them in a few encounters, and it would not be worth adding them in for those few encounters. The Incineration Cannon, Cannon and Suppressor can usable weapons and an original weapon called the Scatter-Sniper were cut as well.



* 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 series. A new pickup An armour ability called the Radar Enhancer allows you to track stationary targets while you have it equipped, and is the successor to the Radar Enhancer (a powerup that had the same effects, except it only lasted for 80 seconds.



* NightVisionGoggles: VISR mode from ODST exists as an available armour upgrade. While turned on, it will highlight enemies, allies, other entities such as vehicles, etc. and the environment in different colours.

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* NightVisionGoggles: VISR mode from ODST exists as an available armour upgrade. While turned on, it will highlight enemies, allies, enemies in red, allies in green, other entities such as vehicles, etc. and the environment in different colours.



* SecondaryFire: The Assault and Battle Rifles have GL variants that allow you to shoot arcing impact grenades that travel further than thrown grenades. It's recommended to carry only 1 of these weapon types, as you cannot throw standard grenades when using a GL weapon.

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* SecondaryFire: The Assault and Battle Rifles have GL variants that allow you to shoot arcing impact grenades that travel further than thrown grenades. It's recommended to carry only 1 of these weapon types, as However, you cannot throw standard grenades when using a GL weapon.



* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single Sniper Rifle round, Plasma grenade or a Needler/Shredder supercombine to their vulnerable areas, or with a direct hit from a rocket, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and Frag/Plasma grenades will simply bounce off of their armor. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games [i]and[/i] an arm-mounted shade cannon which swaps their usual charge shot weaponry with [[MoreDakka a literal 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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* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single Sniper Rifle round, Plasma grenade or a Needler/Shredder supercombine to their vulnerable areas, or with a direct hit from a rocket, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and Frag/Plasma grenades will simply bounce off of their armor.armour. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games [i]and[/i] an arm-mounted shade cannon which swaps their usual charge shot weaponry with [[MoreDakka a literal 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.



** Combat and Carrier Forms now have different AI patterns depending on what species that Combat/Carrier Form was prior to infection; Elite Combat Forms now have energy shields, and will pull away to recharge once the shield goes down; Human Combat Forms are more accurate with their weapons and are commonly found carrying precision weaponry, and Brute Combat Forms retain the rushing and gunning tactics of the classic Combat Evolved combat forms. With the carrier forms, the Grunt (regular) Carrier form now spits out a larger number of Infection forms upon detonation, while Jackal Carrier forms are more agile and can climb up walls.
*** On top of that, certain Combat forms can spawn in as upgraded forms that are deadlier and have extra abilities over the regular forms: Upgraded Brute Forms have extra armour and increased speed, Upgraded Elite Forms have stronger shields and are more accurate with their weapons, while Upgraded Human Forms are infected ODST troopers still in combat gear that covers up the infection form (the headshot region), meaning that you need to focus on dismembering the Combat form and eventually killing it.
*** {{Nerf}}: That's not to say that they haven't also received multiple nerfs to balance out their improved AI and new units. All forms now take damage from melee attacks, and the small infection form sitting in the chest is now a headshot area, meaning that combat forms can now one-shot by something other than the shotguns and explosives. The Sniper Rifle just became useful again...



** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use, though unfortunately due to game limitations, you cannot use a small weapon at the same time (thus having it take up one of your weapon slots), and its glaring white colouration makes it very difficult to see past it (though using VISR Mode can somewhat mitigate this), making it very situational (though you can still melee enemies when you or they get close). The Elite's energy swords are also still unusable.
** 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, [[BizarreAlienBiology despite your arm not being made up of several worms]], 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 the third game. 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.
** Wraiths that were onboard the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.
*** Strangely though, you can encounter unusable friendly vehicles in the form of warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use them to breeze through the lengthy corridor in the next area.

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** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use, though unfortunately due to game limitations, you cannot use a small weapon at the same time (thus having it take up one of your weapon slots), and its glaring white colouration makes it very difficult to see past it (though using VISR Mode can somewhat mitigate this), making it very situational (though you can still melee enemies when you or they get close).and use grenades). The Elite's energy swords are also still unusable.
** 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, [[BizarreAlienBiology despite your arm not being made up of several worms]], worm creatures]], 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 the third game. 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.
**
normally. While it is now usable a Requisition vehicle in Halo 5: Guardians, the SPV3 incarnation is considered the first time the vehicle could be used regularly.
***
Wraiths that were onboard the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.
*** **** Strangely though, you can encounter unusable friendly vehicles in the form of warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use them to breeze through the lengthy corridor in the next area. However, you can still use the turret mounted on the back, though your energy shields will not protect the vehicle.
*** Sentinel Beams now drop from Sentinels once they're destroyed. However, the Incineration Cannon and the Suppressor used by Sentinel Enforces are unusable.
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/uvmdrlh8aotynk56pqonzw6n6_pdeoi_mvuujvpvyvo.jpg]]

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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 3: ODST (Highlights the environment and entities in corresponding colours, essentially making it an upgraded flashlight), Sprint, and Health Regeneration (Regenerates health to 2/3rds once shields have regenerated)

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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 3: ODST (Highlights the environment and entities in corresponding colours, essentially making it an upgraded flashlight), ODST, Sprint, and Health Regeneration (Regenerates health to 2/3rds once shields have regenerated)and Radar.



* PointDefenseless: Averted with both the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once The Maw is released in Part 2), as well as Pelicans, which can possess either 4 automated turrets mounted on the chin, wings and passenger bay, or with 2 homing missile launchers replacing the chainguns on the wings. The latter example makes sections of the game where they appear while enemies are present considerably easier.

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* NightVisionGoggles: VISR mode from ODST exists as an available armour upgrade. While turned on, it will highlight enemies, allies, other entities such as vehicles, etc. and the environment in different colours.
* PointDefenseless: Averted with both the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once The Maw is released in Part 2), as well as 2). Also averted with Pelicans, which can possess either 4 automated turrets mounted on the chin, wings and passenger bay, bay of the vehicle that come in 2 configurations[note]4 Chainguns, or with 2 homing missile launchers pods replacing the chainguns on the wings. The latter example wings[/note]. This makes sections of the game where they appear the Pelicans fly in while enemies are present considerably easier.easier.
* RecursiveAmmo: The Cluster Grenade, a brute invention and one of the new grenade types. When thrown, the grenade detonates on impact and splits int several fuel rod bombs that, like the standard grenade, explode when they come to a rest.


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* RegeneratingHealth: While the game uses Combat Evolved's original RegeneratingShieldStaticHealth system where you could only heal using medkits, an armour upgrade called Health Regen allows you to adopt a form Halo Reach's health system, where if your health is depleted, you can regenerate up to two-thirds of your health. However, this doesn't mean that Medkits are a redundant feature, as you cannot fully heal yourself without using a kit.

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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 the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved''(complete remake of the fourth level, which was an earlier released project). Part 2, which will consist of the last five levels plus an original level titled "None Left Behind", is slated for release the of June 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 the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza. SPV3 Part 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved''(complete Cartographer: Evolved'' (an earlier project that was complete remake of the fourth level, which was an earlier released project).level). Part 2, which will consist of the last five levels plus an original level titled "None Left Behind", is slated for release the of June 2017.



* AdaptationInducedPlothole: A very minor example from the second level, Halo. In the original game, you were the only survivor from the "lifeboat" escapepod's crash. Here, however, there is a small squad of Marines just outside the pod when you wake up who will follow and assist you. Despite this, Cortana still talks as if there were no other survivors. It's possible they arrived while the Master Chief was blacked out, or that these survivors did come from Chief's pod, and that Cortana might only be referring to dead marines, but this is never addressed.
* ArtificialStupidity: Always keep your distance when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and while this mostly means that they'll miss their shots (which makes a negligible impact thanks to the splash-damage from the explosive projectile), they won't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that is right next to your vehicle]].
** In fact, this applies to nearly any enemy armed with an explosive weapon, like Fuel Rod Gun Hunters, Brutes carrying the Brute Shot, and marines with rocket launchers. If they don't kill themselves by shooting into walls right next to them, they'll do it either through using their explosive weapons in close-quarters combat, or through friendly fire.

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* AdaptationInducedPlothole: A very minor example from the second level, Halo. In the original game, you were the only survivor from the "lifeboat" escapepod's escape pod's crash. Here, however, there is a small squad of Marines just outside the pod when you wake up who will follow and assist you. Despite this, Cortana still talks as if there were no other survivors. It's possible they arrived while the Master Chief was blacked out, or that these survivors did come from Chief's pod, and that Cortana might only be referring to dead marines, but this is never addressed.
* ArtificialStupidity: Always keep your distance be extra careful when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and while this mostly means that they'll miss their shots (which makes a negligible impact thanks to the splash-damage from the explosive projectile), they won't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that is right next to your vehicle]].
vehicle]]. Thankfully, patches to the game have mitigated this somewhat, as gunners will only tar
** In fact, this applies to nearly any enemy armed with an explosive weapon, like Fuel Rod Gun Hunters, Brutes carrying the Brute Shot, and marines Marines with rocket launchers.Rocket Launchers. If they don't kill themselves by shooting into walls right next to them, they'll do it either through using their explosive weapons in close-quarters combat, or through friendly fire.


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* UnderwaterBase: The titular Silent Cartographer has now become this in The Silent Cartographer: Evolved.
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*** Grunts Rankings are identified by their methane "backpacks": [[labelnote:Rankings]]Minors (Orange), Majors (Red), Ultras (White. They also possess full face masks that protect them from 1 headshot and exclusively use brute weaponry) and Shade Gunners (Green).[[/labelnote]]

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*** Grunts Rankings are identified by their methane "backpacks": [[labelnote:Rankings]]Minors (Orange), Majors (Red), Ultras (White. They also possess full face masks that protect them from 1 headshot and exclusively use brute weaponry) and Shade Gunners (Green).(Green, only found manning sh).[[/labelnote]]



*** Brute Rankings are denoted by the armour used, and come in both Minor and Major subranks :[[labelnote:Rankings]]Basic helmet = Follower (Blue = Minor, Red = Major), Horned Helmet = Leader (Blue = Minor, Gold = Major) and Helmet Optic + Total body shielding = Boss (White = Minor, Black = Major).[[/labelnote]]

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*** Brute Rankings are denoted by the armour used, and come in both Minor and Major subranks :[[labelnote:Rankings]]Basic helmet = Follower (Blue = Minor, Red = Major), Horned Helmet = Leader (Blue = Minor, Gold = Major) and Helmet Optic light + Total body shielding Energy shields = Boss (White = Minor, Black = Major).[[/labelnote]]
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* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single Sniper Rifle shot and a Needler/Shredder supercombine to their vulnerable areas, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and Frag/Plasma grenades will simply bounce off of their armor. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games [i]and[/i] an arm-mounted shade cannon which swaps their usual charge shot weaponry with [[MoreDakka a literal 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.
*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit through several methods, including: shooting a sniper round/sticking a plasma grenade/achieving a needler or shredder supercombine into their weak points, or any direct hits from a rocket.

to:

* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single Sniper Rifle shot and round, Plasma grenade or a Needler/Shredder supercombine to their vulnerable areas, or with a direct hit from a rocket, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and Frag/Plasma grenades will simply bounce off of their armor. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games [i]and[/i] an arm-mounted shade cannon which swaps their usual charge shot weaponry with [[MoreDakka a literal 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.
*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit through several methods, including: shooting the above mentioned methods. It's possible to even engage in a sniper round/sticking a plasma grenade/achieving a needler or shredder supercombine into their weak points, or any direct hits from a rocket.melee fight with them and come out on top.
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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 the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza, Part 1, released in June 2016, consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved'', a earlier project that completely remade the fourth level. Part 2, which will consist of the last five levels plus three more original levels, slated for release in 2017.

to:

''[=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 the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza, Meza. SPV3 Part 1, 1 was released in June 2016, and consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved'', a earlier project that completely remade Evolved''(complete remake of the fourth level. level, which was an earlier released project). Part 2, which will consist of the last five levels plus three more an original levels, level titled "None Left Behind", is slated for release in the of June 2017.



** 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 second maintenance access way, the level opens up with treks through large vehicle tunnels and rooms where unstable gravity introduces an amazing sense of verticality not present in the original level.
** The second level, Halo, is mostly the same, but adds 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. 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.
** 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 radically alters the layout of the map, featuring a lush jungle island setting, with the security facility situated next to a subterranean cave aystem 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.
** The Assault on the Control Room is kept largely the same layout-wise, but instead of simply walking into the Control Room's canyon after the Hunter Room, the level has been expanded with another tank run through an underground cavern, more Forerunner hallways, and finally 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).

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** 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 second maintenance access way, the level opens up with treks through large 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 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.Base, before clearing out the interior structure and disabling/boarding an enemy Anti-Air Wraith stationed on top of the base, which is preventing Pelican reinforcements from landing. 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.
** 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 radically alters the layout of the map, featuring a lush jungle island setting, with the security facility situated next to a subterranean cave aystem 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.
** The Assault on the Control Room is kept largely the same layout-wise, but instead of simply walking into the Control Room's canyon after the Hunter Room, the level has been expanded with another tank run through an underground cavern, cavern and more Forerunner hallways, and 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).



* AdaptationInducedPlothole: A very minor example from the second level, Halo. In the original game, you were the only survivor from the "lifeboat" escapepod's crash. Here, however, there is a small squad of Marines just outside the pod when you wake up who will follow and assist you. Despite this, Cortana still talks as if there were no other survivors. It's possible they arrived while the Master Chief was blacked out, or that these survivors did come from Chief's pod, and that Cortana might just be referring to dead marines, but this is never addressed.
* ArtificialStupidity: Always keep your distance when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and while this mostly means that they'll miss their shots (which makes a negligible impact thanks to the splash-damage from the explosive projectile), they won't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) piece of scenery that is right next to your vehicle]].
** Not to say that the enemy AI is that much better. Friendly fire is rife amongst the Covenant forces, and enemies armed with explosive weaponry (Brutes with Brute Shots, Fuel Rod Gun Hunters) will harm/kill themsevles by firing into a wall/solid object right next to themselves.
* BerserkButton: Blind Wolves are generally docile creatures. But as soon as two them die, no matter the circumstances, the rest will go berserk and attack everything in sight.

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* AdaptationInducedPlothole: A very minor example from the second level, Halo. In the original game, you were the only survivor from the "lifeboat" escapepod's crash. Here, however, there is a small squad of Marines just outside the pod when you wake up who will follow and assist you. Despite this, Cortana still talks as if there were no other survivors. It's possible they arrived while the Master Chief was blacked out, or that these survivors did come from Chief's pod, and that Cortana might just only be referring to dead marines, but this is never addressed.
* ArtificialStupidity: Always keep your distance when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and while this mostly means that they'll miss their shots (which makes a negligible impact thanks to the splash-damage from the explosive projectile), they won't hesitate to [[TooDumbToLive fire a rocket into an enemy or (even better) at a piece of scenery that is right next to your vehicle]].
** Not In fact, this applies to say that the nearly any enemy AI is that much better. Friendly fire is rife amongst the Covenant forces, and enemies armed with an explosive weaponry (Brutes with Brute Shots, weapon, like Fuel Rod Gun Hunters) will harm/kill themsevles Hunters, Brutes carrying the Brute Shot, and marines with rocket launchers. If they don't kill themselves by firing shooting into a wall/solid object walls right next to themselves.
them, they'll do it either through using their explosive weapons in close-quarters combat, or through friendly fire.
* BerserkButton: Blind Wolves are generally docile creatures. But as soon as two them die, are killed, no matter the circumstances, the rest in the area will go berserk and attack everything in sight.



** Enemies now possess a wider variety of ranks and colours that not only denote strength, but also roles and equipment.
*** Grunts Rankings are identified by their methane "backpacks":[[labelnote:Rankings]]Minors (Orange), Majors (Red), Ultras (White. They also possess full face masks that protect them from 1 headshot and exclusively use brute weaponry) and Shade Gunners (Green).[[/labelnote]]

to:

** Enemies now possess a wider variety of ranks and colours that not only denote strength, ranking, but also combat roles and equipment.
weapons/equipment used.
*** Grunts Rankings are identified by their methane "backpacks":[[labelnote:Rankings]]Minors "backpacks": [[labelnote:Rankings]]Minors (Orange), Majors (Red), Ultras (White. They also possess full face masks that protect them from 1 headshot and exclusively use brute weaponry) and Shade Gunners (Green).[[/labelnote]]



*** For regular Jackals:[[labelnote:Rankings]]Blue shield (uses Plasma Pistol) = Minor, Orange Shield (uses Brute Plasma Pistol) and Violet Shield (uses Needler) = Major.[[/labelnote]]
*** For Jackal Snipers:[[labelnote:Rankings]] Purple optic light = Minor (uses Particle Carbine) and Green optic light = Major (uses Focus Rifle).[[/labelnote]]
*** Elites, like in the original game, possess the largest variety of ranks and colours:[[labelnote:Rankings]] Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank of regular unit, with additional ceremonial armour pieces) and Zealots (Gold).[[/labelnote]]
*** Hunter Rankings, like Jackals, also denote the weapon they use:[[labelnote:Rankings]] Gold Armour + Green Lights = Minor (uses Fuel Rod Cannon), Blue Armour + Orange Lights = Major (uses Assault Beam) and Black Armour + Purple Lights = Ultra (Shade Cannon).[[/labelnote]]

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*** **** For regular Jackals:[[labelnote:Rankings]]Blue Jackals: [[labelnote:Rankings]]Blue shield (uses Plasma Pistol) = Minor, Orange Shield (uses Brute Plasma Pistol) and Violet Shield (uses Needler) = Major.[[/labelnote]]
*** **** For Jackal Snipers:[[labelnote:Rankings]] Snipers: [[labelnote:Rankings]] Purple optic light = Minor (uses Particle Carbine) and Green optic light = Major (uses Focus Rifle).[[/labelnote]]
*** Elites, like in the original game, possess the largest variety of ranks and colours:[[labelnote:Rankings]] colours: [[labelnote:Rankings]] Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank of regular unit, with additional ceremonial armour pieces) and Zealots (Gold).[[/labelnote]]
*** Hunter Rankings, like Jackals, also denote the weapon they use:[[labelnote:Rankings]] use: [[labelnote:Rankings]] Gold Armour + Green Lights = Minor (uses Fuel Rod Cannon), Blue Armour + Orange Lights = Major (uses Assault Beam) and Black Armour + Purple Lights = Ultra (Shade Cannon).[[/labelnote]]



*** The Battle Rifle variants can be determined by the colour of their ammo counter and scope lens: Green = Regular, Blue = GL, and Red = Spec-Ops.
*** The Brute weapons (excluding the Brute Shot) are crimson coloured variants of the Needler, Plasma Pistol and Plasma Rifle.

to:

*** 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 = Spec-Ops.
Spec-Ops.[[/labelnote]]
*** The Brute weapons (excluding the Shredder, Brute Shot) Plasma Pistol and Brute Plasma Rifle are crimson coloured variants of the Needler, Plasma Pistol and Plasma Rifle.Rifle respectively.



*** Averted with the Spec-Ops variants of the Sniper Rifle and SMG, as their changes are purely cosmetic; Both of them have silencers attached to the end of the barrel, with the SMG also getting an additional 2x scope with an orange lens.

to:

*** Averted with the Spec-Ops variants of the Sniper Rifle and SMG, as their changes are purely cosmetic; cosmetic, not coloured-based; Both of them have silencers attached to the end of the barrel, with the SMG also getting an additional 2x scope with an orange lens.



*** For Warthogs: Teal-Green = Chaingun Warthog, Black w/ yellow stripes = Rocket Warthog and Urban Camo = Gauss Warthog.
*** For Wraiths: Purple = Regular Wraith (Plasma Mortar) and Red = Anti Air Wraith (Twin Fuel Rod Cannons)
** The four floors of the Library will also recieve this treatment; preview in-game screenshots show that the large "screens" that run the sides of certain corridors now emit a green, yellow, orange or red as you progress up the floors of the facility.

to:

*** For Warthogs: Teal-Green [[labelnote Variants]]Teal-Green = Chaingun Warthog, Black w/ yellow stripes = Rocket Warthog and Urban Camo = Gauss Warthog.
Warthog.[[/labelnote]]
*** For Wraiths: Purple [[labelnote Varaints]]Purple = Regular Wraith (Plasma Mortar) and Red = Anti Air Wraith (Twin Fuel Rod Cannons)
Cannons).[[/labelnote]]
** The four floors of the Library will also recieve receive this treatment; preview in-game screenshots show that the large "screens" that run the sides of certain corridors now emit a green, yellow, orange or red as you progress up the floors of the facility.



** The Impaler, a weapon similar to the Needle Rifle that could detonate grenades with its supercombine, and destroyable trees.
** Ghosts used to be able to boost in the original release, but was removed due to it causing pacing errors, using very heavy scripting, and for generally being very buggy.
** 3 entire levels fell victim to this in the form of The Library: Evolved, The Commander and The Commander: Evolved. The Library: Evolved would've been a near-complete redesign of the original level's layout, in vein of The Silent Cartographer: Evolved. The Commander and it's Evolved counterpart were 2 original levels that would've revisited the Cartographer Island from the forth level.

to:

** The Impaler, a weapon similar to the Needle Rifle that could detonate grenades with its supercombine, supercombine (A function which has been rolled into the Sentinel Sniper Beam), and destroyable trees.
** Ghosts used to be able to boost in the original release, but the feature was removed due to it causing pacing errors, using very heavy scripting, and for generally being very buggy.
** 3 entire levels fell victim to this in the form of The Library: Evolved, The Commander and The Commander: Evolved. The Library: Evolved would've been a near-complete redesign of the original level's layout, in vein of The Silent Cartographer: Evolved. The Commander and it's Evolved counterpart were 2 original levels that would've revisited the Cartographer Island from the forth fouth level.



** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the original game, game/weapon mechanics like the Battle Rifle's variable fire mode, and even vehicles and NPCs such as the Shadow and the Blind Wolf..

to:

** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the original game, different games, game/weapon mechanics like the Battle Rifle's variable fire mode, and even vehicles and NPCs such as the Shadow and the Blind Wolf..Wolf.



** The Brute Plasma Pistol is this to the Mauler: both are sidearm-shotguns that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the BPP replicates the two drawbacks by overheating after a few shots and draining its battery quickly.

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** The Brute Plasma Pistol is this to the Mauler: both are sidearm-shotguns that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the BPP Brute Plasma Pistol replicates the these two drawbacks by overheating after a few shots and draining its battery more quickly.



* HarderThanHard: The new Noble difficulty, which is actually Easy Mode, but enemies have a ridiculously increased fire rate. In general, the mod itself is also more difficult than the original game thanks to the wider variety of enemy troops, weapons and vehicles.

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* HarderThanHard: The new Noble difficulty, which is a modified actually Easy Mode, but Mode where enemies have a ridiculously increased fire rate.rate and are ridiculously smart to counteract their weak durability. In general, the mod itself is also more difficult than the original game thanks to the wider variety of enemy troops, weapons and vehicles.



* HollywoodSilencer: Spec-Ops variants of the Battle Rifle, SMG and the Sniper Rifle have attached silencers. Any kills made with them will not alert enemies unless they see you making that kill.

to:

* HollywoodSilencer: Spec-Ops variants of the Battle Rifle, SMG and the Sniper Rifle have attached silencers. Any kills made with them will not alert enemies to your position unless they see you making that kill.



* PointDefenseless: Averted with both the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once The Maw is released in Part 2), as well as Pelicans, which can possess either 4 automated turrets mounted on the chin, wings and passenger bay, or with 2 honing missile launchers replacing the turrets on the wings. The latter example makes sections of the game where they appear while enemies are present considerably easier.
* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a quite bit due to the wider range of precision weaponry that they can use. Furthermore, the changes to the basic assault rifle (making it much more accurate at range) have not just made it more useful to the player, but to the marines as well, making them much more effective against tougher enemies, Elites in particular. 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 light vehicles such as ghosts, shadows and banshees with minimal or even no player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot weaker enemieslike Grunts or Jackals.

to:

* PointDefenseless: Averted with both the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once The Maw is released in Part 2), as well as Pelicans, which can possess either 4 automated turrets mounted on the chin, wings and passenger bay, or with 2 honing homing missile launchers replacing the turrets chainguns on the wings. The latter example makes sections of the game where they appear while enemies are present considerably easier.
* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a quite bit due to the wider range of precision weaponry that they can use. Furthermore, the changes to the basic assault rifle (making it much more accurate at range) have not just made it more useful to the player, player but to the marines as well, making them much more effective against tougher enemies, Elites in particular. 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 or even no player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot weaker enemieslike enemies like Grunts or Jackals.



* SelfImposedChallenge: Hidden Skulls make an appearance. They include:

to:

* SelfImposedChallenge: Hidden Skulls make made an appearance.appearance in Part 1. They include:



*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit through several methods, including: shooting a sniper round/sticking a plasma grenade/achieving a needler or shredder supercombine into their weak points, or any direct hits from a rocket/fuel rod.

to:

*** Thankfully, they aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit through several methods, including: shooting a sniper round/sticking a plasma grenade/achieving a needler or shredder supercombine into their weak points, or any direct hits from a rocket/fuel rod.rocket.



** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use, though unfortunately due to game limitations, you cannot use a small weapon at the same time (thus taking up one of your weapon slots), and its glaring white colouration makes it very difficult to see past it (though using VISR Mode can somewhat mitigate this), making it very situational (though you can still melee enemies). The Elite's energy swords are also still unusable.

to:

** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use, though unfortunately due to game limitations, you cannot use a small weapon at the same time (thus taking having it take up one of your weapon slots), and its glaring white colouration makes it very difficult to see past it (though using VISR Mode can somewhat mitigate this), making it very situational (though you can still melee enemies).enemies when you or they get close). The Elite's energy swords are also still unusable.



** Vehicles that were onboard the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.
*** Strangly though, you can encounter unusable friendly vehicles in the form of warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use in to brreze through the lengthy corridor in the next area.

to:

** Vehicles Wraiths that were onboard the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.
*** Strangly Strangely though, you can encounter unusable friendly vehicles in the form of warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use in them to brreze breeze through the lengthy corridor in the next area.

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*** Grunts: Minors (Orange), Majors (Red), Ultras (White and use brute weaponry) and Shade Gunners (Green).
*** Jackals: The weapon they use can be identified through the colour of their equipment. For a regular jackal's shield: Blue = Minor (Plasma Pistol), Orange = Major (Brute Plasma Pistol) and Violet = Needler Specialist. For a Sniper Jackal's headpiece light: Purple = Minor (Particle Carbine) and Green = Major (Focus Rifle).
*** Elites, like in the original game, possess the largest variety of ranks and colours. They include: Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank with additional ceremonial armour pieces) and Zealots (Gold).
*** Hunters: Similar to Jackals, the colour of their armour and lights denote the weapon they use: Gold Armour + Green Lights = Minor (Fuel Rod Cannon), Blue Armour + Orange Lights = Major (Assault Beam) and Black Armour + Purple Lights = Ultra (Shade Cannon).
*** Brute rankings have additional subranks, where the armour comes in different colours that denote the toughness of that specific rank: Basic helmet = Follower (Blue, Red then Gold), Horned Helmet = Leader (Again, Blue, Red then Gold) and Helmet Optic + Total body shielding = Boss (White then Black).
*** Skirmishers: Unarmoured = Minor, Armour + wrist shields = Major.

to:

*** Grunts: Minors Grunts Rankings are identified by their methane "backpacks":[[labelnote:Rankings]]Minors (Orange), Majors (Red), Ultras (White (White. They also possess full face masks that protect them from 1 headshot and exclusively use brute weaponry) and Shade Gunners (Green).
(Green).[[/labelnote]]
*** Jackals: The weapon they use can be Jackal Rankings are identified through the colour of their equipment. equipment, which also denotes the weapon they use.
****
For a regular jackal's shield: Blue Jackals:[[labelnote:Rankings]]Blue shield (uses Plasma Pistol) = Minor (Plasma Pistol), Minor, Orange = Major (Brute Shield (uses Brute Plasma Pistol) and Violet Shield (uses Needler) = Needler Specialist. Major.[[/labelnote]]
****
For a Sniper Jackal's headpiece light: Jackal Snipers:[[labelnote:Rankings]] Purple optic light = Minor (Particle (uses Particle Carbine) and Green optic light = Major (Focus Rifle).
(uses Focus Rifle).[[/labelnote]]
*** Elites, like in the original game, possess the largest variety of ranks and colours. They include: colours:[[labelnote:Rankings]] Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank of regular unit, with additional ceremonial armour pieces) and Zealots (Gold).
(Gold).[[/labelnote]]
*** Hunters: Similar to Hunter Rankings, like Jackals, the colour of their armour and lights also denote the weapon they use: use:[[labelnote:Rankings]] Gold Armour + Green Lights = Minor (Fuel (uses Fuel Rod Cannon), Blue Armour + Orange Lights = Major (Assault (uses Assault Beam) and Black Armour + Purple Lights = Ultra (Shade Cannon).
Cannon).[[/labelnote]]
*** Brute rankings have additional subranks, where Rankings are denoted by the armour comes used, and come in different colours that denote the toughness of that specific rank: Basic both Minor and Major subranks :[[labelnote:Rankings]]Basic helmet = Follower (Blue, (Blue = Minor, Red then Gold), = Major), Horned Helmet = Leader (Again, Blue, Red then Gold) (Blue = Minor, Gold = Major) and Helmet Optic + Total body shielding = Boss (White then Black).
= Minor, Black = Major).[[/labelnote]]
*** Skirmishers: Skirmishers:[[labelnote:Rankings]] Unarmoured = Minor, Armour + wrist shields = Major.[[/labelnote]]



*** Regular Assualt Rifles have a yellow stripe running down the side of the barrel casing, while the GL variant's stripe is red.

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*** Regular Assualt Assault Rifles have a yellow stripe running down the side of the barrel casing, while the GL variant's stripe is red.

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** While only the first half of SPV3 is available to play, all the missions from the second half still have their selection slots present. What's interesting to note are the 3 original missions not present in the original game; The Commander and it's Evolved counterpart, and None Left Behind. This indicates that the 2 levels that were not revisited in the original campaign (Halo and The Silent Cartographer) will be featured in Part 2 of SPV3.



** The four floors of the Library will also recieve this treatment; preview ingame screenshots show that the large "screens" that run the sides of certain corridors now emit a green, yellow, orange or red as you progress up the floors of the facility.
* DummiedOut: The Impaler, a weapon similar to the Needle Rifle that could detonate grenades with its supercombine, and destroyable trees.

to:

** The four floors of the Library will also recieve this treatment; preview ingame in-game screenshots show that the large "screens" that run the sides of certain corridors now emit a green, yellow, orange or red as you progress up the floors of the facility.
* DummiedOut: DummiedOut:
**
The Impaler, a weapon similar to the Needle Rifle that could detonate grenades with its supercombine, and destroyable trees.



** An entire level fell victim to this in the form of The Library Evolved which, like The Silent Cartographer: Evolved, would've been a near-complete redesign of the original level's layout, and was even planned to include marines supporting you in the mission.

to:

** An 3 entire level levels fell victim to this in the form of The Library Evolved which, like The Silent Cartographer: Library: Evolved, The Commander and The Commander: Evolved. The Library: Evolved would've been a near-complete redesign of the original level's layout, in vein of The Silent Cartographer: Evolved. The Commander and was even it's Evolved counterpart were 2 original levels that would've revisited the Cartographer Island from the forth level.
** The Sentinel Knight and the Sentinel Soldier were 2 Forerunner NPCs based off of the Promethean Knight and Soldier that were originally
planned to include marines supporting you be featured in Part 2 of the mission.campaign, but were cut. With them, several Promethean weapons including the Incineration Cannon, Suppressor and an original weapon called the Scatter-Sniper were cut as well.

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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 ilsuch as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza, Part 1, released in June 2016, consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved'', a earlier project that completely remade the fourth level. Part 2, which will consist of the last five levels plus three more original levels, slated for release the same month in 2017.

You can download the latest version of the mod (plus other programs needed to run it) from the [[https://www.reddit.com/r/halospv3/ official Subreddit]] Tropes applying to the original ''Combat Evolved'' can be found [[Videogame/HaloCombatEvolved here]].

to:

''[=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 ilsuch such as the novels, and original content including new weapons and expanded levels. The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) with its remixed and original soundtracks composed by Jafet Meza, Part 1, released in June 2016, consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved'', a earlier project that completely remade the fourth level. Part 2, which will consist of the last five levels plus three more original levels, slated for release the same month in 2017.

You can download the latest version of the mod (plus the other programs needed to run it) from the [[https://www.reddit.com/r/halospv3/ official Subreddit]] Tropes applying to the original ''Combat Evolved'' can be found [[Videogame/HaloCombatEvolved here]].



** For starters, Brutes are present. They are basically the same as their Halo 2 counterparts, though they borrow their armour design from Halo 3. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.

to:

** For starters, Brutes are present. They are They're basically the same as their Halo 2 counterparts, though they borrow their armour design and ranking structure from Halo 3. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.



** On the Covenant side, we have: the Particle Carbine, which is very similar to the carbine from later games, but is a plasma weapon with the overheat mechanic as opposed to the magazine-fed system from the regular version; the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear, a Req Weapon from ''Halo 5: Guardians'', the Phantom dropship, 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.

to:

** On the Covenant side, we have: the Particle Carbine, which is very similar to the carbine from later games, but is a plasma weapon with the overheat mechanic as opposed to the magazine-fed system from the regular version; the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear, a Tear (a Req Weapon from ''Halo 5: Guardians'', Guardians''), the Phantom dropship, 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.



*** Plasma and Gravity grenades also have an EMP effect on Covenat vehicles.
*** Any vehicle that already has an enemy driver (excluding the Banshee) can now be hijacked. Doing so will kill the driver and force any passengers off the vehicle.

to:

*** Plasma and Gravity grenades also have an EMP effect on Covenat Covenant vehicles.
*** Any vehicle that already has an enemy driver driving it (excluding the Banshee) can now be hijacked. Doing so will will kill the driver and force any passengers off to disembark the vehicle.



** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text-based viewpoints of the various characters who originate from the game, the novel, or who are completely original characters. Terminal entries can be read from Heroic difficulty, and reading them on each difficulty excluding Normal will yield an new entry.

to:

** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text-based viewpoints of the from various characters who either originate from the game, the novel, or who are completely original characters.original. Terminal entries can be read from Heroic difficulty, and reading them on each difficulty excluding Normal will yield an new entry.



** Enemies now possess a wider variety of ranks and colours that denote not only denote strength, but also roles and equipment.

to:

** Enemies now possess a wider variety of ranks and colours that denote not only denote strength, but also roles and equipment.



*** Brute rankings have additional subranks, where the armour comes in different colours to also denote the toughness of that rank: Basic helmet = Follower (Blue, Red then Gold), Horned Helmet = Leader (Again, Blue, Red then Gold) and Helmet Optic + Total body shielding = Boss (White then Black).

to:

*** Brute rankings have additional subranks, where the armour comes in different colours to also that denote the toughness of that specific rank: Basic helmet = Follower (Blue, Red then Gold), Horned Helmet = Leader (Again, Blue, Red then Gold) and Helmet Optic + Total body shielding = Boss (White then Black).



*** Averted with the Spec-Ops variants of the Sniper Rifle and SMG, as their changes are purely cosmetic; Both of them have silencers attached to the end of the barrel, with the SMG also getting an additional 2x scope.

to:

*** Averted with the Spec-Ops variants of the Sniper Rifle and SMG, as their changes are purely cosmetic; Both of them have silencers attached to the end of the barrel, with the SMG also getting an additional 2x scope.scope with an orange lens.



** Ghosts used to be able to boost in the original release, but was removed due to it causing pacing errors, using very heavy scripting, and for generally being very buggy.



** The Shredder (read: Brute Needler) is this to the Spiker: both are rapid-fire weapons that fire sharp projectiles that can quickly down foe that don't possess energy shields.
* FlechetteStorm: The Needler, obviously, and the new Shredder, a Brute variant that only supercombines on unshielded opponents.

to:

** The Shredder (read: Brute Needler) is this to the Spiker: both are rapid-fire weapons that fire sharp projectiles that and can quickly down foe foes that don't possess are not protected by energy shields.
* FlechetteStorm: The Needler, obviously, and the new Shredder, a Brute variant that only supercombines on unshielded opponents.



** Doubly so for NASO; Noble difficulty with All Skulls On.
* HollywoodSilencer: Spec-Ops variants of the Battle Rifle, SMG and the Sniper Rifle have attached silencers, meaning enemies will react to their fallen/injured allies, but not silenced shots.
* {{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 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 dropped weapons.
* PointDefenseless: Averted with both the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once The Maw is released in Part 2), as well as Pelicans, which possess multiple automated turrets/missile pods as well, including one in the passenger bay. The latter example makes sections of the game where they appear while enemies are present considerably easier.
* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a bit due to the wider range of precision weaponry. Furthermore, the changes to the basic assault rifle (making it much more accurate at range) have not just made it more useful to the player, but to the marines as well, which makes them much more effective against Elites in particular. The additional weaponry also makes them better able to handle enemy vehicles. It is not uncommon for the marines to dispatch light vehicles such as ghosts, shadows and banshees with minimal or even no player assistance.

to:

** Doubly so for NASO; Noble difficulty with All Skulls On.
On. Unlike the other games, SPV3 has very few cosmetic or advantageous skulls.
* HollywoodSilencer: Spec-Ops variants of the Battle Rifle, SMG and the Sniper Rifle have attached silencers, meaning silencers. Any kills made with them will not alert enemies will react to their fallen/injured allies, but not silenced shots.
unless they see you making that kill.
* {{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.
* PointDefenseless: Averted with both the Pillar of Autumn's interior sections, which now possess automated turrets that prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once The Maw is released in Part 2), as well as Pelicans, which can possess multiple either 4 automated turrets/missile pods as well, including one in turrets mounted on the chin, wings and passenger bay.bay, or with 2 honing missile launchers replacing the turrets on the wings. The latter example makes sections of the game where they appear while enemies are present considerably easier.
* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a quite bit due to the wider range of precision weaponry. weaponry that they can use. Furthermore, the changes to the basic assault rifle (making it much more accurate at range) have not just made it more useful to the player, but to the marines as well, which makes making them much more effective against tougher enemies, Elites in particular. The additional weaponry also makes them better able to handle enemy vehicles.vehicles (especially when armed with a rocket launcher). It is not uncommon for the marines to dispatch light vehicles such as ghosts, shadows and banshees with minimal or even no player assistance. Marines also now have a surprisingly powerful kick for a melee attack, which can oneshot weaker enemieslike Grunts or Jackals.



** "Mantis" (Randomly spawns a broken, untextured Mantis mech for you to drive)
** "Moon" (Permanently enables the low gravity effect from The Pillar of Autumn)

to:

** "Mantis" (Randomly spawns a broken, untextured Mantis mech for you to drive)
** "Moon" (Permanently enables the low gravity effect from effect, which was originally present in The Pillar of Autumn)



* ShieldBearingMook: Jackals (excluding Snipers) and Skirmisher Majorss. You yourself can become one of these by picking up white, unused Jackal Shields.

to:

* ShieldBearingMook: Jackals (excluding Snipers) and Skirmisher Majorss.Majors. You yourself can become one of these by picking up white, unused Jackal Shields.



* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single Sniper Rifle shot and a Needler/Shredder supercombine to their vulnerable areas, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and grenades will usually simply bounce off of their armor. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games as well as an arm-mounted shade cannon which swaps their usual charge shot weapon's style with [[MoreDakka a literal 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.
*** However, they are not so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later games of the series. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit through several methods, including: shooting a sniper round/sticking a plasma grenade/achieving a needler or shredder supercombine into their weak points, or any direct hits from explosive weaponry.

to:

* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single Sniper Rifle shot and a Needler/Shredder supercombine to their vulnerable areas, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and and Frag/Plasma grenades will usually simply bounce off of their armor. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games as well as [i]and[/i] an arm-mounted shade cannon which swaps their usual charge shot weapon's style weaponry with [[MoreDakka a literal 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.
*** However, Thankfully, they are not aren't so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later games of the series. main-series games. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit through several methods, including: shooting a sniper round/sticking a plasma grenade/achieving a needler or shredder supercombine into their weak points, or any direct hits from explosive weaponry.a rocket/fuel rod.



** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use, though unfortunately due to game limitations, you cannot use a small weapon at the same time and it replaces one of your weapons, making it very situational(though you can still melee enemies). The Elite's energy swords are also still unusable.

to:

** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use, though unfortunately due to game limitations, you cannot use a small weapon at the same time and it replaces (thus taking up one of your weapons, weapon slots), and its glaring white colouration makes it very difficult to see past it (though using VISR Mode can somewhat mitigate this), making it very situational(though situational (though you can still melee enemies). The Elite's energy swords are also still unusable.



** Vehicles that were onboard the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.

to:

** Vehicles that were onboard the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.in.
*** Strangly though, you can encounter unusable friendly vehicles in the form of warthogs located in the vehicle tunnels within the expanded section of the Pillar of Autumn. This is presumably so that players wouldn't use in to brreze through the lengthy corridor in the next area.

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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] PC Custom Edition released in 2016. It is a near-complete remaster of the ''Combat Evolved'' Campaign, incorporating elements from the main series, spinoff games, expanded material, cut content original content such as new, lore-friendly weapons and expanded levels. Spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) and its remixed soundtrack composed by Jafet Meza, Part consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved'', a earlier project that completely remade the fourth level, with Part 2 (the last five levels plus three more original levels) slated for release in 2017.

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

to:

''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] PC Custom Edition released in 2016. for PC. It is a near-complete remaster overhaul of the ''Combat original ''Halo: Combat Evolved'' Campaign, incorporating elements from the main series, series and spinoff games, games (including some content cut from final release), expanded material, cut content material ilsuch as the novels, and original content such as new, lore-friendly including new weapons and expanded levels. Spearheaded The project is spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) and with its remixed soundtrack and original soundtracks composed by Jafet Meza, Part 1, released in June 2016, consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved'', a earlier project that completely remade the fourth level, with level. Part 2 (the 2, which will consist of the last five levels plus three more original levels) levels, slated for release the same month in 2017.

You can download the latest version of the mod (plus other programs needed to run it) from the [[https://www.reddit.com/r/halospv3/ official Subreddit]] Tropes applying to the original ''Combat Evolved'' can be found [[Videogame/HaloCombatEvolved here]].



* AdaptationExpansion: Several 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 a few levels are significantly altered.

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* AdaptationExpansion: Several 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 a few several levels are significantly altered.



** The second level, Halo, is mostly the same, but adds a brief section where the player must help Shiela Polaski, another Pelican pilot, rescue some marine squads held captive by the Brutes and repel a Covenant assault on the newly-established Alpha Base. 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.
** As mentioned above, there is an alternate version of The Silent Cartographer available in addition to the standard version, the latter which is merely an updated version of the original. Dubbed The Silent Cartographer Evolved, it keeps the basic plot of the level the same, but radically alters the layout of the map, featuring a lush jungle island setting. Instead of simply unlocking the door to the Cartographer facility after the Covenant seal it, you must also extend a bridge to a third facility 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 the now-massive room while facing increasingly challenging waves of Covenant reinforcements.
** The Assault on the Control Room is kept largely the same layout-wise, but instead of simply walking into the Control Room's canyon after the Hunter Room, the level has been expanded with another tank run through an underground cavern, more Forerunner hallways, and finally a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon that has been opened up at the opposite end.
*** When you reach the last open canyon in the Grizzly, a surviving ODST squad is engaging the Covenant from a crashed pelican, and will accompany you the rest of the way. This, alongside the fact that you now have to fight your way up the Control Room exterior instead of making a quick Banshee flight, makes the level more befitting of it's name as an "Assault on the Control Room".

to:

** The second level, Halo, is mostly the same, but adds 2 new sections to the level after the "Not a brief natural formation" tunnels. The first section where the player must help has you helping Shiela Polaski, another the pilot of Pelican pilot, Echo 205, rescue some 3 marine squads held captive by the Brutes and Brutes. The second section involves you helping the Marines to repel a Covenant assault on the newly-established Alpha Base. 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.
** As mentioned above, there is an alternate version of The Silent Cartographer available in addition to the standard version, the latter which is merely an uses the original level layout with the only changes being updated version of the original. enemy encounters and weapon placement. Dubbed The Silent Cartographer Evolved, it keeps the basic plot of the level the same, but radically alters the layout of the map, featuring a lush jungle island setting. setting, with the security facility situated next to a subterranean cave aystem 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 a third facility 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 the a now-massive room while facing increasingly challenging waves of Covenant reinforcements.
** The Assault on the Control Room is kept largely the same layout-wise, but instead of simply walking into the Control Room's canyon after the Hunter Room, the level has been expanded with another tank run through an underground cavern, more Forerunner hallways, and finally a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon that (which has been opened up at the opposite end.
end).
*** When you reach the last open canyon in the Grizzly, your vehicle of choice, a surviving ODST squad is engaging the Covenant from a crashed pelican, and will accompany you the rest of the way. This, alongside the fact that you now have to fight your way up the Control Room Room's exterior instead of making taking a quick Banshee flight, makes the level more befitting of it's name as an "Assault on the Control Room".



* ArtificialStupidity: Always keep your distance when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and while this mostly means that they'll miss their shots (which makes a negligible impact thanks to the splash-damage from the explosive projectile), they won't hesitate to shoot enemies that are [[TooDumbToLive right next to your vehicle, or even better, fire a rocket into a piece of scenery that is also right next to you]].
** Listen out thenext time you're up against a Brute armed with a Brute Shot. He'll occasionally start shouting out in pain: Thats him shooting into walls that are in your general direction.
* BerserkButton: Blind Wolves are generally docile creatures. But as soon as two wolves die, the rest will go berserk and attack everything in sight.

to:

* ArtificialStupidity: Always keep your distance when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and while this mostly means that they'll miss their shots (which makes a negligible impact thanks to the splash-damage from the explosive projectile), they won't hesitate to shoot enemies that are [[TooDumbToLive right next to your vehicle, or even better, fire a rocket into a an enemy or (even better) piece of scenery that is also right next to you]].
your vehicle]].
** Listen out thenext time you're up against a Brute Not to say that the enemy AI is that much better. Friendly fire is rife amongst the Covenant forces, and enemies armed with a explosive weaponry (Brutes with Brute Shot. He'll occasionally start shouting out in pain: Thats him shooting Shots, Fuel Rod Gun Hunters) will harm/kill themsevles by firing into walls that are in your general direction.
a wall/solid object right next to themselves.
* BerserkButton: Blind Wolves are generally docile creatures. But as soon as two wolves them die, no matter the circumstances, the rest will go berserk and attack everything in sight.



** For starters, Brutes are present. They are basically the same as their Halo 2 counterparts, though they use their armour design from Halo 3 and Brute Stalkers are also present occasionally. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.

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** For starters, Brutes are present. They are basically the same as their Halo 2 counterparts, though they use borrow their armour design from Halo 3 and Brute Stalkers are also present occasionally.3. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.



** Some of the Marines from the original game are replaced by ODST squads.
** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (with its cut variable fire mode while zoomed in) and DMR, the SMG (alongside its silenced variant from Halo 3:ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog is also present in the campaign, though it was actually in the PC release of the original game, where it only appeared in multiplayer.

to:

** Some of the Marines Marine squads from the original game are replaced by ODST squads.
squads in the levels The Truth and Reconciliation and The Silent Cartographer.
** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (with its cut (which includes a variable fire mode while zoomed in) in, a feature cut from Halo 2) and DMR, the SMG (alongside its silenced variant from Halo 3:ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog is also present in the campaign, though it was actually in the PC release of the original game, where it only appeared in multiplayer.



** Thanks to the power of OpenSauce(a program used to enable things the original game couldn't manage on it's own) and various minor edits, many features and game mechanics from the future titles have been implemented into the campaign. To list:
*** Plasma pistols can now slowly lose charge the longer you hold an overcharge, and can EMP vehicles with a charged shot.
*** Plasma grenades also have an EMP effect on vehicles.
*** Vehicles(excluding the Banshee) can now be hijacked.

to:

** Thanks to the power of OpenSauce(a OpenSauce (a program used to enable things the original game couldn't manage on it's own) and various minor edits, many features and game mechanics from the future titles have been implemented into the campaign. To list:
*** Plasma pistols can now slowly lose charge the longer you hold an overcharge, and can EMP Covenant vehicles with a charged shot.
*** Plasma and Gravity grenades also have an EMP effect on Covenat vehicles.
*** Vehicles(excluding Any vehicle that already has an enemy driver (excluding the Banshee) can now be hijacked.hijacked. Doing so will kill the driver and force any passengers off the vehicle.



*** Armour Abilities exist in the form of Armour Upgrades; optional extras that can give you a slight advantage in combat. They include: VISR Mode (Highlights the environment and entities in corresponding colours, essentially making it an upgraded flashlight), Sprint, and Health Regeneration (Regenerates health to 2/3rds once shields have regenerated)
** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text-based viewpoints of the various characters who originate from the game, the novel, or who are completely original characters.

to:

*** 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 (Highlights the environment and entities in corresponding colours, essentially making it an upgraded flashlight), Sprint, and Health Regeneration (Regenerates health to 2/3rds once shields have regenerated)
** Various Forerunner terminals and UNSC/Covenant datapads lay scattered around the various levels. These provide text-based viewpoints of the various characters who originate from the game, the novel, or who are completely original characters. Terminal entries can be read from Heroic difficulty, and reading them on each difficulty excluding Normal will yield an new entry.



*** Jackals: The weapon they use can be identified through the colour of their equipment. For regular jackal's shield: Blue = Minor (Plasma Pistol), Orange = Major (Brute Plasma Pistol) and Violet = Needler Specialist. For the Sniper's headpiece light: Purple = Minor (Particle Carbine) and Green = Major (Focus Rifle).

to:

*** Jackals: The weapon they use can be identified through the colour of their equipment. For a regular jackal's shield: Blue = Minor (Plasma Pistol), Orange = Major (Brute Plasma Pistol) and Violet = Needler Specialist. For the Sniper's a Sniper Jackal's headpiece light: Purple = Minor (Particle Carbine) and Green = Major (Focus Rifle).



*** Hunters: Like Jackals, the colour of their armour and lights denote the weapon they use: Gold Armour+Green Lights = Minor (Fuel Rod Cannon), Blue Armour+Orange Lights = Major (Assault Beam) and Black Armour+Purple Lights = Spec-Ultra (Shade Cannon).
*** Brute rankings have additional subranks, where the armour comes in different colours to also denote the toughness of that rank: Basic helmet = Follower (Blue, Red then Gold), Horned Helmet = Leader (Again, Blue, Red then Gold) and Helmet Optics + Total body shielding = Boss (White then Black).

to:

*** Hunters: Like Similar to Jackals, the colour of their armour and lights denote the weapon they use: Gold Armour+Green Armour + Green Lights = Minor (Fuel Rod Cannon), Blue Armour+Orange Armour + Orange Lights = Major (Assault Beam) and Black Armour+Purple Armour + Purple Lights = Spec-Ultra Ultra (Shade Cannon).
*** Brute rankings have additional subranks, where the armour comes in different colours to also denote the toughness of that rank: Basic helmet = Follower (Blue, Red then Gold), Horned Helmet = Leader (Again, Blue, Red then Gold) and Helmet Optics Optic + Total body shielding = Boss (White then Black).



*** The Battle Rifle variants can be determined by the colour of their ammo counter: Green = Regular, Blue = GL, and Red = Spec-Ops.
*** The Brute weapons (excluding the Brute Shot) crimson coloured variants of the Needler, Plasma Pistol and Plasma Rifle.

to:

*** The Battle Rifle variants can be determined by the colour of their ammo counter: counter and scope lens: Green = Regular, Blue = GL, and Red = Spec-Ops.
*** The Brute weapons (excluding the Brute Shot) are crimson coloured variants of the Needler, Plasma Pistol and Plasma Rifle.



*** For Wraiths: Purple = Regular (Plasma Mortar) and Pink-Red = Anti Air Wraith (Twin Fuel Rod Cannons)
** The four floors of the Library also recieve this treatment, with the large "screens" that run the sides of certain corridors now emitting a green, yellow, orange or red as you progress up the floors of the facility.

to:

*** For Wraiths: Purple = Regular Wraith (Plasma Mortar) and Pink-Red Red = Anti Air Wraith (Twin Fuel Rod Cannons)
** The four floors of the Library will also recieve this treatment, with treatment; preview ingame screenshots show that the large "screens" that run the sides of certain corridors now emitting emit a green, yellow, orange or red as you progress up the floors of the facility.



** An entire level fell victim to this in the form of The Library Evolved which ,like The Silent Cartographer: Evolved, would've been a near-complete redesign of the original level's layout, and was even planned to include marines supporting you in the mission.
** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the original game and game/weapon mechanics, like variable fire modes for the Battle Rifle while zoomed in.

to:

** An entire level fell victim to this in the form of The Library Evolved which ,like which, like The Silent Cartographer: Evolved, would've been a near-complete redesign of the original level's layout, and was even planned to include marines supporting you in the mission.
** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the original game and game, game/weapon mechanics, mechanics like the Battle Rifle's variable fire modes for mode, and even vehicles and NPCs such as the Battle Rifle while zoomed in.Shadow and the Blind Wolf..



** The Brute Plasma Pistol is this to the Mauler: both are sidearm-shotguns that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the BPP replicates the latter two drawbacks by overheating after a few shots and draining its battery quickly.
** The Shredder (read: Brute Needler) is this to the Spiker: both

to:

** The Brute Plasma Pistol is this to the Mauler: both are sidearm-shotguns that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the BPP replicates the latter two drawbacks by overheating after a few shots and draining its battery quickly.
** The Shredder (read: Brute Needler) is this to the Spiker: both are rapid-fire weapons that fire sharp projectiles that can quickly down foe that don't possess energy shields.



** "Spite" (does scratch damage that prevents you from zooming, disables shield regeneration, and drains your shield whenever you fire your weapon)
* ShieldBearingMook: Jackals (excluding Rangers) and Skirmisher Champions. You yourself can become one of these by picking up white, unused Point Defense Gauntlets.

to:

** "Spite" (does (Does scratch damage that prevents you from zooming, disables shield regeneration, and drains to your shield whenever shields every time you fire your weapon)
weapon, forcefully unscoping you and preventing your shields from regenerating.)
* ShieldBearingMook: Jackals (excluding Rangers) Snipers) and Skirmisher Champions. Majorss. You yourself can become one of these by picking up white, unused Point Defense Gauntlets.Jackal Shields.



* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single Sniper Rifle shot and a Needler/Shredder supercombine to their vulnerable areas, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and sticky grenades will usually simply roll off of their armor unless a well-placed throw sticks it to their orange innards. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games as well as an arm-mounted shade cannon which swaps their usual charge shot weapon's style with [[MoreDakka a literal 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:

* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single Sniper Rifle shot and a Needler/Shredder supercombine to their vulnerable areas, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and sticky grenades will usually simply roll bounce off of their armor unless a well-placed throw sticks it to their orange innards.armor. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games as well as an arm-mounted shade cannon which swaps their usual charge shot weapon's style with [[MoreDakka a literal 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.off-guard.
*** However, they are not so tough that they become annoying [[DamageSpongeBoss damage-sponges]] like in the later games of the series. They are only about as tough as a Brute (who could also be considered damage sponges aside from their weakness to headshots) and can be downed in one hit through several methods, including: shooting a sniper round/sticking a plasma grenade/achieving a needler or shredder supercombine into their weak points, or any direct hits from explosive weaponry.



** 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, for some reason you can use the Hunters' arm-mounted weapons after killing them, [[BizarreAlienBiology despite your arm not being made up of several worms]], which is quite useful for dispatching the second hunter once you've taken out the first.
** A weird example is the Anti-Air Wraith, which appeared first in the third game. 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.
** Vehicles that were onboard the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being destroyable, semi-stationary turrets that are only useful in the room they're present in.

to:

** 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, for some reason you can use the Hunters' arm-mounted weapons after killing them, [[BizarreAlienBiology despite your arm not being made up of several worms]], which is quite useful for dispatching the second hunter once you've taken out the first.
** A weird unique example is the Anti-Air Wraith, which appeared first made its debut in the third game. 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.
** Vehicles that were onboard the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being destroyable, semi-stationary slow, large and somewhat unwieldy turrets that are only useful in the room they're present in.

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* ArtificialStupidity: Always keep your distance when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and while this mostly means that they'll miss their shots(making a negligible impact thanks to the splash-damage from the explosive projectile), they won't hesitate to shoot enemies that are [[TooDumbToLive right next to your vehicle, or even better, fire a rocket into a piece of scenery that is also right next to you]].

to:

* ArtificialStupidity: Always keep your distance when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and while this mostly means that they'll miss their shots(making shots (which makes a negligible impact thanks to the splash-damage from the explosive projectile), they won't hesitate to shoot enemies that are [[TooDumbToLive right next to your vehicle, or even better, fire a rocket into a piece of scenery that is also right next to you]].you]].
** Listen out thenext time you're up against a Brute armed with a Brute Shot. He'll occasionally start shouting out in pain: Thats him shooting into walls that are in your general direction.



** For starters, Brutes are present. They are basically the same as their Halo 2 counterparts, though they use some of their armour from Halo 3 and Brute Stalkers are also present occasionally. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.

to:

** For starters, Brutes are present. They are basically the same as their Halo 2 counterparts, though they use some of their armour design from Halo 3 and Brute Stalkers are also present occasionally. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.



** In another first, vehicles from Halo Wars are present. So far only the Grizzly has actually been playable, replacing all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has twin machine guns! However, Sparrowhawks are also visible in the Autumn's hangar during the intro while Johnson is giving his speech to the Marines. It is likely they too will end up being playable in Part 2 of SPV3, given that the developers bothered to create a model for it.

to:

** In another first, vehicles that originated from Halo Wars are present. usable. So far only the Grizzly has actually been playable, is present, replacing all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has twin machine guns! However, Sparrowhawks are also visible in the Autumn's hangar during the intro while Johnson is giving his speech to the Marines. It is likely they too will end up being playable in Part 2 of SPV3, given that the developers bothered to create a model for it.



*** All vehicles can now be destroyed, including Shade Turrets, Phantom Dropships and their turrets.
*** Armour Abilities exist in the form of Armour Upgrades; optional extras that can give you a slight advantage in combat. They include: VISR Mode (Highlights the environment and entities in corresponding colours, essentially making it an upgraded flashlight), sprint, and Health Regeneration (Regenerates health to 2/3rds once shields have regenerated)

to:

*** All vehicles can now be destroyed, including Shade Turrets, Phantom Dropships and their (+ a Pelican's) turrets.
*** Armour Abilities exist in the form of Armour Upgrades; optional extras that can give you a slight advantage in combat. They include: VISR Mode (Highlights the environment and entities in corresponding colours, essentially making it an upgraded flashlight), sprint, Sprint, and Health Regeneration (Regenerates health to 2/3rds once shields have regenerated)



* ColourCodedForYourConvenience: Enemies now possess a wider variety of ranks and colours that denote not only denote strength, but also roles and equipment.
** Grunts: Minors (Orange), Majors (Red), Ultras (White and use brute weaponry) and Shade Gunners (Green).
** Jackals: The weapon they use can be identified through the colour of their equipment. For regular jackal's shield: Blue = Plasma Pistol, Orange = Brute Plasma Pistol and Violet = Needler. For the Sniper's headpiece light: Purple = Particle Carbine and Green = Focus Rifle.
** Elites, like in the original game, possess the largest variety of ranks and colours. They include: Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank with additional ceremonial armour pieces) and Zealots (Gold).
** Hunters: Like Jackals, the colour of their armour and lights show their weapon they use: Gold Armour+Green Lights = Fuel Rod Cannon, Blue Armour+Orange Lights = Assault Beam and Black Armour+Purple Lights = Shade Cannon.
** Averted with the Brutes, as their armour comes in a variety of colours but are ranked based on their helmet/armour design: Basic helmet = Follower, Pronged Helmet = Leader and Helmet lights+Total body shielding = Stalker.
** Skirmishers: Grey armour = Minor, Orange armour+wrist shields = Champion.

to:

* ColourCodedForYourConvenience: Enemies ColourCodedForYourConvenience:
**Enemies
now possess a wider variety of ranks and colours that denote not only denote strength, but also roles and equipment.
** *** Grunts: Minors (Orange), Majors (Red), Ultras (White and use brute weaponry) and Shade Gunners (Green).
** *** Jackals: The weapon they use can be identified through the colour of their equipment. For regular jackal's shield: Blue = Plasma Pistol, Minor (Plasma Pistol), Orange = Brute Major (Brute Plasma Pistol Pistol) and Violet = Needler. Needler Specialist. For the Sniper's headpiece light: Purple = Particle Carbine Minor (Particle Carbine) and Green = Focus Rifle.
**
Major (Focus Rifle).
***
Elites, like in the original game, possess the largest variety of ranks and colours. They include: Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank with additional ceremonial armour pieces) and Zealots (Gold).
** *** Hunters: Like Jackals, the colour of their armour and lights show their denote the weapon they use: Gold Armour+Green Lights = Fuel Minor (Fuel Rod Cannon, Cannon), Blue Armour+Orange Lights = Assault Beam Major (Assault Beam) and Black Armour+Purple Lights = Shade Cannon.
Spec-Ultra (Shade Cannon).
*** Brute rankings have additional subranks, where the armour comes in different colours to also denote the toughness of that rank: Basic helmet = Follower (Blue, Red then Gold), Horned Helmet = Leader (Again, Blue, Red then Gold) and Helmet Optics + Total body shielding = Boss (White then Black).
*** Skirmishers: Unarmoured = Minor, Armour + wrist shields = Major.
** Weapons that come in different variants also have small colouration differences:
*** Regular Assualt Rifles have a yellow stripe running down the side of the barrel casing, while the GL variant's stripe is red.
*** The Battle Rifle variants can be determined by the colour of their ammo counter: Green = Regular, Blue = GL, and Red = Spec-Ops.
*** The Brute weapons (excluding the Brute Shot) crimson coloured variants of the Needler, Plasma Pistol and Plasma Rifle.
**** The Void's Tear, another Plasma Pistol variant, has a metallic white finish to it.
***
Averted with the Brutes, Spec-Ops variants of the Sniper Rifle and SMG, as their armour comes in a variety of colours but changes are ranked based on purely cosmetic; Both of them have silencers attached to the end of the barrel, with the SMG also getting an additional 2x scope.
** There are only two vehicles in the campaign that have multiple variants: The Warthog and the Wraith. Aside from
their helmet/armour design: Basic helmet unique armaments, their most distinguishing feature is their paint job.
*** For Warthogs: Teal-Green
= Follower, Pronged Helmet Chaingun Warthog, Black w/ yellow stripes = Leader Rocket Warthog and Helmet lights+Total body shielding Urban Camo = Stalker.
Gauss Warthog.
*** For Wraiths: Purple = Regular (Plasma Mortar) and Pink-Red = Anti Air Wraith (Twin Fuel Rod Cannons)
** Skirmishers: Grey armour = Minor, Orange armour+wrist shields = Champion.The four floors of the Library also recieve this treatment, with the large "screens" that run the sides of certain corridors now emitting a green, yellow, orange or red as you progress up the floors of the facility.



**
** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the game and things like the B

to:

**
** An entire level fell victim to this in the form of The Library Evolved which ,like The Silent Cartographer: Evolved, would've been a near-complete redesign of the original level's layout, and was even planned to include marines supporting you in the mission.
** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the original game and things game/weapon mechanics, like variable fire modes for the BBattle Rifle while zoomed in.



* {{Expy}}/SuspiciouslySimilarSubstitute: The two new Brute weapons are this to the Brute weapons introduced in Halo 3:
** The Brute Plasma Pistol is this to the Mauler: both are sidearm-shotguns that are devastating at close range, but suffer from a small clip and little reserve ammo that can be carried. Being an energy weapon, the BPP replicates the latter two drawbacks by overheating after a few shots and draining its battery quickly.
** The Shredder (read: Brute Needler) is this to the Spiker: both



** "Blind" (removes the HUD) .**"Captain took my Keyes" (vehicles cannot be driven).

to:

** "Blind" (removes (Removes the HUD) .**"Captain HUD).
** "Drought" (Enemies no longer drop weapons)
** "Captain
took my Keyes" (vehicles (Vehicles cannot be driven).


Added DiffLines:

** "Moon" (Permanently enables the low gravity effect from The Pillar of Autumn)
** "Spite" (does scratch damage that prevents you from zooming, disables shield regeneration, and drains your shield whenever you fire your weapon)

Changed: 181

Removed: 181

Is there an issue? Send a MessageReason:
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** Various Forerunner terminals and UNSC/Covenant datapads lay
scattered around the various levels. These provide text-based viewpoints of the various characters who originate from the game, the novel, or who are completely original characters.

to:

** Various Forerunner terminals and UNSC/Covenant datapads lay
lay scattered around the various levels. These provide text-based viewpoints of the various characters who originate from the game, the novel, or who are completely original characters.
Is there an issue? Send a MessageReason:
None


* BeserkButton: Blind Wolves are generally docile creatures. But as soon as two wolves die, the rest will go berserk and attack everything in sight.

to:

* BeserkButton: BerserkButton: Blind Wolves are generally docile creatures. But as soon as two wolves die, the rest will go berserk and attack everything in sight.



** 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 reimplemented into SPV3.

to:

** 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 reimplemented re-implemented into SPV3.

Added: 3374

Changed: 3082

Removed: 936

Is there an issue? Send a MessageReason:
None


''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] PC Custom Edition released in 2016. It is a near-complete remaster of the ''Combat Evolved'' Campaign, incorporating elements from the entire series such as Battle Rifles and Brutes, and original content such as new, lore-friendly weapons and expanded levels. Spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) and it's remixed soundtrack composed by Jafet Meza, Part consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved'', a earlier project that completely remade the fourth level, with Part 2 (the last five levels plus three more original levels) slated for release in 2017.

to:

''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] PC Custom Edition released in 2016. It is a near-complete remaster of the ''Combat Evolved'' Campaign, incorporating elements from the entire series such as Battle Rifles and Brutes, and main series, spinoff games, expanded material, cut content original content such as new, lore-friendly weapons and expanded levels. Spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) and it's its remixed soundtrack composed by Jafet Meza, Part consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved'', a earlier project that completely remade the fourth level, with Part 2 (the last five levels plus three more original levels) slated for release in 2017.



* AdaptationExpansion: Several 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 are added, but a few levels are significantly altered.
** In particular, the first level, the Pillar of Autumn, goes from a fairly short, frenetic firefight through a ship that has only minutes before being overwhelmed to a level many times its original length.
** The second level, Halo, is mostly the same, but adds a brief section where the player must help Shiela Polaski, another Pelican pilot, rescue some marine squads held captive by the Brutes and repel a Covenant assault on the newly-established Alpha Base, the latter of which was featured in a sideplot of the novelization of Combat Evolved but never actually appeared or was even referenced in the game itself.

to:

* AdaptationExpansion: Several 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 enemies, weapons and vehicles are added, but a few levels are significantly altered.
** In particular, the first level, the Pillar of Autumn, goes from starts of normally with a fairly short, frenetic firefight through a ship that has only minutes before being overwhelmed to a the ship's corridors. Once you reach the second maintenance access way, the level many times its opens up with treks through large vehicle tunnels and rooms where unstable gravity introduces an amazing sense of verticality not present in the original length.
level.
** The second level, Halo, is mostly the same, but adds a brief section where the player must help Shiela Polaski, another Pelican pilot, rescue some marine squads held captive by the Brutes and repel a Covenant assault on the newly-established Alpha Base, the latter of which was Base. Polaski and Alpha Base were both featured in a sideplot of the Halo: The Flood (the novelization of Combat Evolved Evolved) but never actually appeared or was were even referenced in the game itself.



** The Assault on the Control Room is kept largely the same layout-wise, but instead of simply walking into the Control Room's canyon after the Hunter Room, the level has been expanded with another tank run through an underground cavern, more Forerunner hallways, and finally a massive, open canyon with slopes that lead up to the control room, which is actually the original canyon that has been opened up at the opposite end.
*** When you reach the last open canyon in the Grizzly, a surviving ODST squad is engaging the Covenant from a crashed pelican, and will accompany you the rest of the way. This, alongside the fact that you now have to fight your way up the Control Room exterior instead of a quick Banshee flight, makes the level more befitting of it's name as an "Assault on the Control Room".
** While the second half of the campaign has yet to be released, the campaign level select shows that there will be even more of this in the second half than in the first. Particularly notable is the description of The Library Evolved, which indicates you will have friendly support from Marines as well as Sentinels. In addition, if The Silent Cartographer Evolved is anything to go by, the layout of the level will be radically altered. Whether the level will be able to redeem the original or not remains to be seen, though.
*** While only the first half of SPV3 is available to play, all the missions from the second half still have their selection slots present. What's interesting to note are the 3 original missions not present in the original game; The Commander and it's Evolved counterpart, and None Left Behind. This indicates that the 2 levels that were not revisited in the original campaign (Halo and The Silent Cartographer) will be featured in Part 2 of SPV3.

to:

** The Assault on the Control Room is kept largely the same layout-wise, but instead of simply walking into the Control Room's canyon after the Hunter Room, the level has been expanded with another tank run through an underground cavern, more Forerunner hallways, and finally a massive, open canyon with slopes that lead up to the control room, which is actually situated in the original canyon that has been opened up at the opposite end.
*** When you reach the last open canyon in the Grizzly, a surviving ODST squad is engaging the Covenant from a crashed pelican, and will accompany you the rest of the way. This, alongside the fact that you now have to fight your way up the Control Room exterior instead of making a quick Banshee flight, makes the level more befitting of it's name as an "Assault on the Control Room".
** While the second half of the campaign has yet to be released, the campaign level select shows that there will be even more of this in the second half than in the first. Particularly notable is the description of The Library Evolved, which indicates you will have friendly support from Marines as well as Sentinels. In addition, if The Silent Cartographer Evolved is anything to go by, the layout of the level will be radically altered. Whether the level will be able to redeem the original or not remains to be seen, though.
***
While only the first half of SPV3 is available to play, all the missions from the second half still have their selection slots present. What's interesting to note are the 3 original missions not present in the original game; The Commander and it's Evolved counterpart, and None Left Behind. This indicates that the 2 levels that were not revisited in the original campaign (Halo and The Silent Cartographer) will be featured in Part 2 of SPV3.



* BeserkButton: Blind Wolves are generally docile creatures. But as soon as two wolves die, the rest will go berserk and attack everything in site.
* ContinuityNod: All over the place. The mod does a good job of meshing the original game's story and gameplay with elements that would only be introduced in later games and novels, which led to a situation wherein certain enemies and weapons that by all rights should have been present during the events of the original game were not.
** For starters, Brutes are present. They are basically the same as their Halo 2 counterparts, though spec-ops brutes are also present occasionally. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.

to:

* BeserkButton: Blind Wolves are generally docile creatures. But as soon as two wolves die, the rest will go berserk and attack everything in site.
sight.
* ContinuityNod: All over the place. The mod does a good job of meshing the original game's story and gameplay with elements that were either cut or would only be introduced in later games and novels, which led to a situation situations wherein certain enemies and weapons that by all rights should have been present during the events of the original game were not.
** For starters, Brutes are present. They are basically the same as their Halo 2 counterparts, though spec-ops brutes they use some of their armour from Halo 3 and Brute Stalkers are also present occasionally. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.



** 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 reimplemented into SPV3.



** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle and DMR, the SMG (alongside its silenced variant from Halo 3:ODST), and the Gauss Warthog. The Rocket Warthog is also present in the campaign, though it was actually in the PC release of the original game, where it only appeared in multiplayer.
** On the Covenant side, we have the Particle Carbine, which is very similar to the carbine from later games, but is a plasma weapon with the overheat mechanic as opposed to the magazine-fed system from the regular version, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Phantom dropship, the Shadow (a vehicle shown of 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.
* EnemyDetectingRadar: Endemic to the Halo series. A new pickup called the Radar Enhancer allows you to track stationary targets for a brief period of time.

to:

** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle (with its cut variable fire mode while zoomed in) and DMR, the SMG (alongside its silenced variant from Halo 3:ODST), the Gungoose and the Gauss Warthog. The Rocket Warthog is also present in the campaign, though it was actually in the PC release of the original game, where it only appeared in multiplayer.
** On the Covenant side, we have have: the Particle Carbine, which is very similar to the carbine from later games, but is a plasma weapon with the overheat mechanic as opposed to the magazine-fed system from the regular version, version; the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Void's Tear, a Req Weapon from ''Halo 5: Guardians'', the Phantom dropship, the Shadow (a vehicle shown of during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre in Halo 2), 2) and the Anti-Air Wraith.
** Thanks to the power of OpenSauce(a program used to enable things the original game couldn't manage on it's own) and various minor edits, many features and game mechanics from the future titles have been implemented into the campaign. To list:
*** Plasma pistols can now slowly lose charge the longer you hold an overcharge, and can EMP vehicles with a charged shot.
*** Plasma grenades also have an EMP effect on vehicles.
*** Vehicles(excluding the Banshee) can now be hijacked.
*** All vehicles can now be destroyed, including Shade Turrets, Phantom Dropships and their turrets.
*** Armour Abilities exist in the form of Armour Upgrades; optional extras that can give you a slight advantage in combat. They include: VISR Mode (Highlights the environment and entities in corresponding colours, essentially making it an upgraded flashlight), sprint, and Health Regeneration (Regenerates health to 2/3rds once shields have regenerated)
** Various Forerunner terminals and UNSC/Covenant datapads lay
scattered around the various levels. These provide text-based viewpoints of the various characters who originate from the game, the novel, or who are completely original characters.
* ColourCodedForYourConvenience: Enemies now possess a wider variety of ranks and colours that denote not only denote strength, but also roles and equipment.
** Grunts: Minors (Orange), Majors (Red), Ultras (White and use brute weaponry) and Shade Gunners (Green).
** Jackals: The weapon they use can be identified through the colour of their equipment. For regular jackal's shield: Blue = Plasma Pistol, Orange = Brute Plasma Pistol and Violet = Needler. For the Sniper's headpiece light: Purple = Particle Carbine and Green = Focus Rifle.
** Elites, like in the original game, possess the largest variety of ranks and colours. They include: Minors (Blue); Majors (Red); Ultras (White); Stealth (Grey Ascetic armour); Honour Guard Minors, Majors and Ultras (Same colour as respective rank with additional ceremonial armour pieces) and Zealots (Gold).
** Hunters: Like Jackals, the colour of their armour and lights show their weapon they use: Gold Armour+Green Lights = Fuel Rod Cannon, Blue Armour+Orange Lights = Assault Beam and Black Armour+Purple Lights = Shade Cannon.
** Averted with the Brutes, as their armour comes in a variety of colours but are ranked based on their helmet/armour design: Basic helmet = Follower, Pronged Helmet = Leader and Helmet lights+Total body shielding = Stalker.
** Skirmishers: Grey armour = Minor, Orange armour+wrist shields = Champion.
* DummiedOut: The Impaler, a weapon similar to the Needle Rifle that could detonate grenades with its supercombine, and destroyable trees.
**
** Largely averted for content that was cut from the original games. The mod has made a fantastic effort in implementing a lot of cut content, including voice lines hidden in the files of the game and things like the B
* EnemyDetectingRadar: Endemic to the Halo series. A new pickup called the Radar Enhancer allows you to track stationary targets for a brief period of time.80 seconds.



** Doubly so for NASO; Noble difficulty with All Skulls On.



* {{Overheating}}: As with all Covenant plasma weapons. Most notable on two of the new weapons: The Particle Carbine(Read: Plasma Carbine) and the Brute Plasma Pistol, which shoots multiple bolts-per-shot but overheats quickly.
** 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. Fortunately, they merely overheat and do not explode, so this will not place you in any danger unless you are trying to recharge during a firefight.
* PointDefenseless: Averted with both the Pillar of Autumn's interior sections, which now possess automated turrets, which prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once levels featuring them are released), as well as Pelicans, which possess multiple automated turrets as well, including one in the passenger section. The latter example makes sections of the game where they appear while enemies are present considerably easier.

to:

* {{Overheating}}: As with all Covenant plasma weapons. Most notable on two of the new weapons: The Particle Carbine(Read: Plasma Carbine) and the Brute Plasma Pistol, which shoots multiple bolts-per-shot but overheats quickly.
**
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. Fortunately, they merely overheat and do not explode, so this This will not place you in any danger unless you are trying to recharge during a firefight.
firefight. However, since these chargers tend to be few and far between, it's recommended that you still scavenge dropped weapons.
* PointDefenseless: Averted with both the Pillar of Autumn's interior sections, which now possess automated turrets, which turrets that prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once levels featuring them are released), The Maw is released in Part 2), as well as Pelicans, which possess multiple automated turrets turrets/missile pods as well, including one in the passenger section.bay. The latter example makes sections of the game where they appear while enemies are present considerably easier.



* SelfImposedChallenge: Hidden Skulls make an appearance, with classic skulls including "Blind" (which removes the HUD) and new skulls such as "Captain took my Keyes" (vehicles cannot be driven).
* ShieldBearingMook: Jackals (excluding Rangers) and Skirmisher Majors. You yourself can become one of these by picking up white, unused Point Defense Gauntlets.

to:

* SelfImposedChallenge: Hidden Skulls make an appearance, with classic skulls including "Blind" (which removes appearance. They include:
**"Angry" (All allies turn on you).
**"Blind" (removes
the HUD) and new skulls such as "Captain HUD) .**"Captain took my Keyes" (vehicles cannot be driven).
**"Mantis" (Randomly spawns a broken, untextured Mantis mech for you to drive)
* ShieldBearingMook: Jackals (excluding Rangers) and Skirmisher Majors.Champions. You yourself can become one of these by picking up white, unused Point Defense Gauntlets.

Added: 147

Changed: 608

Removed: 331

Is there an issue? Send a MessageReason:
None


* BeserkButton: Blind Wolves are generally docile creatures. But as soon as two wolves die, the rest will go berserk and attack everything in site.



** In another first, vehicles from Halo Wars are present. So far only the Grizzly has actually been playable, replacing all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has twin machine guns! However, SparrowHawks are also visible in the Autumn's hangar during the intro while Johnson is giving his speech to the Marines. It is likely they too will end up being playable in Part 2 of SPV3, given that the developers bothered to create a model for it.

to:

** In another first, vehicles from Halo Wars are present. So far only the Grizzly has actually been playable, replacing all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has twin machine guns! However, SparrowHawks Sparrowhawks are also visible in the Autumn's hangar during the intro while Johnson is giving his speech to the Marines. It is likely they too will end up being playable in Part 2 of SPV3, given that the developers bothered to create a model for it.



* EnemyDetectingRadar: Endemic to the Halo series. A new pickup called the Radar Enhancer allows you to track stationary targets for a period of time.

to:

* EnemyDetectingRadar: Endemic to the Halo series. A new pickup called the Radar Enhancer allows you to track stationary targets for a brief period of time.



* PointDefenseless: Averted with both the Pillar of Autumn's interior sections, which now possess the occasional automated turret, which prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once levels featuring them are released), as well as Pelicans, which possess multiple automated turrets as well, including one in the passenger section. The latter example makes sections of the game where they appear while enemies are present considerably easier.

to:

* PointDefenseless: Averted with both the Pillar of Autumn's interior sections, which now possess the occasional automated turret, turrets, which prove quite useful against the Covenant (and will presumably be quite useful against the Flood as well once levels featuring them are released), as well as Pelicans, which possess multiple automated turrets as well, including one in the passenger section. The latter example makes sections of the game where they appear while enemies are present considerably easier.



* {{Auto-Save}}: Averted, as a manual save now exist for the first time in a Halo campaign, allowing you to [[SaveScumming save-scum]] on higher difficulties.
* SecondaryFire/GunAccessoriers: SPV3 adds several weapon variants with unique features on top of the original weapons, allowing you to take on different approaches to enemy encounters. To list:
** The Assault and Battle Rifles have GL variants that allow you to shoot arcing impact grenades that travel further than thrown grenades. It's recommended to carry only 1 of these weapon types, as you cannot throw grenades when using a GL weapon.
** As mentioned above, the SMG, BR and Sniper Rifle have silenced Spec-Ops variants.

to:

* {{Auto-Save}}: Averted, as a manual save SaveScumming: Manual saves now exist for the first time in a Halo campaign, allowing you to [[SaveScumming save-scum]] do this on higher difficulties.
* SecondaryFire/GunAccessoriers: SPV3 adds several weapon variants with unique features on top of the original weapons, allowing you to take on different approaches to enemy encounters. To list:
**
SecondaryFire: The Assault and Battle Rifles have GL variants that allow you to shoot arcing impact grenades that travel further than thrown grenades. It's recommended to carry only 1 of these weapon types, as you cannot throw standard grenades when using a GL weapon.
** As mentioned above, the SMG, BR and Sniper Rifle have silenced Spec-Ops variants.
weapon.



* ShieldBearingMook: Jackals (excluding Rangers) and Skirmisher Majors. You yourself can become one of these by picking up white, unused jackal shields.

to:

* ShieldBearingMook: Jackals (excluding Rangers) and Skirmisher Majors. You yourself can become one of these by picking up white, unused jackal shields.Point Defense Gauntlets.



* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single sniper rifle shot on Heroic (possibly on Legendary as well) to their vulnerable areas, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and sticky grenades will usually simply roll off of their armor unless a well-placed throw sticks it to their orange innards. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games as well as an arm-mounted shade turret which swaps their usual charge shot weapon style with [[MoreDakka More Dakka]] in addition to their original charge-up fuel rod cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes.

to:

* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single sniper rifle Sniper Rifle shot on Heroic (possibly on Legendary as well) and a Needler/Shredder supercombine to their vulnerable areas, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and sticky grenades will usually simply roll off of their armor unless a well-placed throw sticks it to their orange innards. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games as well as an arm-mounted shade turret cannon which swaps their usual charge shot weapon weapon's style with [[MoreDakka More Dakka]] a literal handheld plasma machine gun]] in addition to their original charge-up fuel rod cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes.swipes that can catch slower players off-guard.



** Vehicles that were present on the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being destroyable, semi-stationary turrets that are only useful in the room they're present in.

to:

** Vehicles that were present on onboard the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being destroyable, semi-stationary turrets that are only useful in the room they're present in.
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** The second level, Halo, is mostly the same, but adds a brief section where the player must help Shiela Polaski, another Pelican pilot, rescue some marine squads held captured by the Brutes and repel a Covenant assault on the newly-established Alpha Base, the latter which was featured in a sideplot of the novelization of Combat Evolved but never actually appeared or was 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 is merely an updated version of the original. Dubbed The Silent Cartographer Evolved, it keeps the basic plot of the level the same, but radically alters the layout of the map, featuring a lush jungle setting. Instead of simply unlocking the door to the Cartographer facility after the Covenant seal it, you must also extend a bridge to a third facility 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 the now-massive room while facing increasingly challenging waves Covenant reinforcements.

to:

** The second level, Halo, is mostly the same, but adds a brief section where the player must help Shiela Polaski, another Pelican pilot, rescue some marine squads held captured captive by the Brutes and repel a Covenant assault on the newly-established Alpha Base, the latter of which was featured in a sideplot of the novelization of Combat Evolved but never actually appeared or was 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 is merely an updated version of the original. Dubbed The Silent Cartographer Evolved, it keeps the basic plot of the level the same, but radically alters the layout of the map, featuring a lush jungle island setting. Instead of simply unlocking the door to the Cartographer facility after the Covenant seal it, you must also extend a bridge to a third facility 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 the now-massive room while facing increasingly challenging waves of Covenant reinforcements.






* Auto-Save: Averted, as a manual save now exist for the first time in a Halo campaign, allowing you to save-scum on higher difficulties.
* SecondaryFire/GunAccessoriers: SPV3 adds several weapon variants with unique on top of the original weapons, allowing you to take on different approaches to enemy encounters. To list:

to:

* Auto-Save: {{Auto-Save}}: Averted, as a manual save now exist for the first time in a Halo campaign, allowing you to save-scum [[SaveScumming save-scum]] on higher difficulties.
* SecondaryFire/GunAccessoriers: SPV3 adds several weapon variants with unique features on top of the original weapons, allowing you to take on different approaches to enemy encounters. To list:



* ShieldBearingMook: Jackals (excluding Rangers) and Skirmisher Majors.

to:

* ShieldBearingMook: Jackals (excluding Rangers) and Skirmisher Majors. You yourself can become one of these by picking up white, unused jackal shields.



** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use, though unfortunately due to game limitations, you cannot use a small weapon at the same time and it replaces one of your weapons, making it very situational. The Elite's energy swords are also still unusable.

to:

** For those which are still unusable, you cannot take a Jackal's shield off of them after killing them, as is typical of the series, though you can find ones not attached to an arm here and there which you can indeed use, though unfortunately due to game limitations, you cannot use a small weapon at the same time and it replaces one of your weapons, making it very situational.situational(though you can still melee enemies). The Elite's energy swords are also still unusable.
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''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] PC Custom Edition released in 2016. It is a near-complete remaster of the ''Combat Evolved'' Campaign, incorporating elements from the entire series such as Battle Rifles and Brutes, and original content such as new, lore-friendly weapons and expanded levels. Spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) and composed by Jafet Meza, it consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved'', a earlier project that completely remade the fourth level, with the last five levels plus three more original levels slated for release in 2017.

to:

''[=SPV3=]'' (Short for "Single Player Version 3") is an extensive campaign modification for ''Halo: Combat Evolved''[='s=] PC Custom Edition released in 2016. It is a near-complete remaster of the ''Combat Evolved'' Campaign, incorporating elements from the entire series such as Battle Rifles and Brutes, and original content such as new, lore-friendly weapons and expanded levels. Spearheaded by Masterz 1337, the head of the CMT (Custom Mapping Team) and it's remixed soundtrack composed by Jafet Meza, it Part consists of the first five levels of the campaign plus ''The Silent Cartographer Evolved'', a earlier project that completely remade the fourth level, with the Part 2 (the last five levels plus three more original levels levels) slated for release in 2017.

Added: 2191

Changed: 1727

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** The second level, Halo, is mostly the same, but adds a brief section where the player must help repel a Covenant assault on the Marines' newly-established Alpha Base, which featured in a sideplot of the novelization of Combat Evolved but never actually appeared or was 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, which is merely an updated version of the original. Dubbed The Silent Cartographer Evolved, it keeps the basic plot of the level the same, but radically alters the layout of the map, featuring a lush jungle setting. Instead of simply unlocking the door to the Cartographer facility after the Covenant seal it, you must also extend a bridge to a third facility before proceeding back into the map facility itself. Further, instead of simply activating the map room via a one-click console, you must also activate several generators in the room while facing Covenant reinforcements.
** The Assault on the Control Room is kept largely the same layout-wise, but several of the repetitive treks through [[CopyAndPasteEnvironments samey corridors, rooms and bridges]] have been replaced with additional canyon sections with original, varied layouts.

to:

** The second level, Halo, is mostly the same, but adds a brief section where the player must help Shiela Polaski, another Pelican pilot, rescue some marine squads held captured by the Brutes and repel a Covenant assault on the Marines' newly-established Alpha Base, the latter which was featured in a sideplot of the novelization of Combat Evolved but never actually appeared or was 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 is merely an updated version of the original. Dubbed The Silent Cartographer Evolved, it keeps the basic plot of the level the same, but radically alters the layout of the map, featuring a lush jungle setting. Instead of simply unlocking the door to the Cartographer facility after the Covenant seal it, you must also extend a bridge to a third facility before proceeding back into the map facility itself. Further, Furthermore, instead of simply activating the map room via a one-click console, you must also activate several generators in the now-massive room while facing increasingly challenging waves Covenant reinforcements.
** The Assault on the Control Room is kept largely the same layout-wise, but several instead of simply walking into the repetitive treks Control Room's canyon after the Hunter Room, the level has been expanded with another tank run through [[CopyAndPasteEnvironments samey corridors, rooms an underground cavern, more Forerunner hallways, and bridges]] have been replaced with additional finally a massive, open canyon sections with original, varied layouts.slopes that lead up to the control room, which is actually the original canyon that has been opened up at the opposite end.
*** When you reach the last open canyon in the Grizzly, a surviving ODST squad is engaging the Covenant from a crashed pelican, and will accompany you the rest of the way. This, alongside the fact that you now have to fight your way up the Control Room exterior instead of a quick Banshee flight, makes the level more befitting of it's name as an "Assault on the Control Room".



** In another first, vehicles from Halo Wars are present. So far only the Grizzly has actually been playable, replacing all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has a second machine gun! However, SparrowHawks are also visible in the Autumn's hangar during the intro while Johnson is giving his speech to the Marines. It is likely they too will end up being playable in Part 2 of SPV3, given that the developers bothered to create a model for it.
** Some of the Marines from the original game are replaced by ''ODSTs''
** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle and DMR, the SMG (alongside its silenced variant), and the Gauss Warthog. The Rocket Warthog is also present in the campaign, though it was actually in the PC release of the original game, where it only appeared in multiplayer.
** On the Covenant side, we have the Particle Carbine, which is very similar to the carbine from later games, but with limited ammo and an overheat mechanic as opposed to the magazine-fed system from the regular version, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Phantom dropship, the Shadow (a vehicle shown of 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.

to:

** In another first, vehicles from Halo Wars are present. So far only the Grizzly has actually been playable, replacing all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has a second twin machine gun! guns! However, SparrowHawks are also visible in the Autumn's hangar during the intro while Johnson is giving his speech to the Marines. It is likely they too will end up being playable in Part 2 of SPV3, given that the developers bothered to create a model for it.
** Some of the Marines from the original game are replaced by ''ODSTs''
ODST squads.
** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle and DMR, the SMG (alongside its silenced variant), variant from Halo 3:ODST), and the Gauss Warthog. The Rocket Warthog is also present in the campaign, though it was actually in the PC release of the original game, where it only appeared in multiplayer.
** On the Covenant side, we have the Particle Carbine, which is very similar to the carbine from later games, but is a plasma weapon with limited ammo and an the overheat mechanic as opposed to the magazine-fed system from the regular version, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Phantom dropship, the Shadow (a vehicle shown of 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.



* HarderThanHard: The new Noble difficulty, which is actually Easy Mode, but enemies have a ridiculously increased fire rate. In general, the mod itself is also more difficult than the original game.

to:

* HarderThanHard: The new Noble difficulty, which is actually Easy Mode, but enemies have a ridiculously increased fire rate. In general, the mod itself is also more difficult than the original game.game thanks to the wider variety of enemy troops, weapons and vehicles.



* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a bit due to the wider range of precision weaponry. Further, the changes to the basic assault rifle (making it much more accurate at range) have not just made it more useful to the player, but to the marines as well, which makes them much more effective against Elites in particular. The additional weaponry also makes them better able to handle enemy vehicles. It is not uncommon for the marines to dispatch light vehicles such as ghosts, shadows and banshees with minimal or even no player assistance

to:

* RedshirtArmy: The UNSC Marines, like in ''CE''. However, this is toned down a bit due to the wider range of precision weaponry. Further, Furthermore, the changes to the basic assault rifle (making it much more accurate at range) have not just made it more useful to the player, but to the marines as well, which makes them much more effective against Elites in particular. The additional weaponry also makes them better able to handle enemy vehicles. It is not uncommon for the marines to dispatch light vehicles such as ghosts, shadows and banshees with minimal or even no player assistanceassistance.



* Auto-Save: Averted, as a manual save now exist for the first time in a Halo campaign, allowing you to save-scum on higher difficulties.
* SecondaryFire/GunAccessoriers: SPV3 adds several weapon variants with unique on top of the original weapons, allowing you to take on different approaches to enemy encounters. To list:
** The Assault and Battle Rifles have GL variants that allow you to shoot arcing impact grenades that travel further than thrown grenades. It's recommended to carry only 1 of these weapon types, as you cannot throw grenades when using a GL weapon.
** As mentioned above, the SMG, BR and Sniper Rifle have silenced Spec-Ops variants.



* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single sniper rifle shot on Heroic (possibly on Legendary as well) to their vulnerable areas, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and sticky grenades will usually simply roll off of their armor unless they are well-placed. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games as well as an arm-mounted shade turret which swaps their usual charge shot weapon style with [[MoreDakka More Dakka]] in addition to their original charge-up fuel rod cannon.

to:

* 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 consists of their lines from Halo 2 and 3, but reversed.
* TookALevelInBadass: The Hunters in the original game were an [[AntiClimaxBoss Anti Climax Boss]] 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. They can still be felled with a single sniper rifle shot on Heroic (possibly on Legendary as well) to their vulnerable areas, but the pistol is no longer a one hit kill against them. Most attacks against them from the front will be a [[NoSell No-Sell]], and sticky grenades will usually simply roll off of their armor unless they are well-placed.a well-placed throw sticks it to their orange innards. They also have a wider variety of weaponry than in the original game (or, indeed, any official game), with Hunter variants existing that use the assault beam weapon from later games as well as an arm-mounted shade turret which swaps their usual charge shot weapon style with [[MoreDakka More Dakka]] in addition to their original charge-up fuel rod cannon. They even have a second, faster melee attack where they perform 2 quick and powerful swipes.



** Vehicles that were present on the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being destroy-able, semi-stationary turrets that are only useful in the room they're present in.

to:

** Vehicles that were present on the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being destroy-able, destroyable, semi-stationary turrets that are only useful in the room they're present in.

Added: 557

Changed: 2983

Is there an issue? Send a MessageReason:
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* AdaptationInducedPlothole: A very minor example from the second level, Halo. In the original game, you were the only survivor from the "lifeboat" escapepod's crash. Here, however, there is a small squad of Marines just outside the pod when you wake up who will follow and assist you. Despite this, Cortana still talks as if there were no other survivors. It's possible they arrived while the Master Chief was blacked out, but this is never addressed.
* ArtificialStupidity: Always keep your distance when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the Rocket Turret like the Light Anti-Air Gun, and will not hesitate to shoot enemies that are [[TooDumbToLive right next to your vehicle, or even better, fire a rocket into a rock face that is also right next to you]].
* ContinuityNod: All over the place. The mod does a good job of meshing the original game's story and gameplay with elements that would only be introduced in later games, which led to a situation wherein certain enemies and weapons that by all rights should have been present during the events of the original game were not.
** For starters, Brutes are present. They are basically the same as their Halo 2 counterparts, though specops brutes are also present occasionally. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.

to:

\n*** While only the first half of SPV3 is available to play, all the missions from the second half still have their selection slots present. What's interesting to note are the 3 original missions not present in the original game; The Commander and it's Evolved counterpart, and None Left Behind. This indicates that the 2 levels that were not revisited in the original campaign (Halo and The Silent Cartographer) will be featured in Part 2 of SPV3.

* AdaptationInducedPlothole: A very minor example from the second level, Halo. In the original game, you were the only survivor from the "lifeboat" escapepod's crash. Here, however, there is a small squad of Marines just outside the pod when you wake up who will follow and assist you. Despite this, Cortana still talks as if there were no other survivors. It's possible they arrived while the Master Chief was blacked out, or that these survivors did come from Chief's pod, and that Cortana might just be referring to dead marines, but this is never addressed.
* ArtificialStupidity: Always keep your distance when driving a Rocket 'Hog with a gunner. Marines are still coded to treat the projectile-based Rocket Turret like a hitscan weapon, and while this mostly means that they'll miss their shots(making a negligible impact thanks to the Light Anti-Air Gun, and will not splash-damage from the explosive projectile), they won't hesitate to shoot enemies that are [[TooDumbToLive right next to your vehicle, or even better, fire a rocket into a rock face piece of scenery that is also right next to you]].
* ContinuityNod: All over the place. The mod does a good job of meshing the original game's story and gameplay with elements that would only be introduced in later games, games and novels, which led to a situation wherein certain enemies and weapons that by all rights should have been present during the events of the original game were not.
** For starters, Brutes are present. They are basically the same as their Halo 2 counterparts, though specops spec-ops brutes are also present occasionally. Interestingly, they even fight alongside the Elites in places, a situation that has not occurred in any of the official games to this point.



** In another first, vehicles from Halo Wars are present. So far only the Grizzly has actually been playable, replacing all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has a second machine gun! However, what looks like a Sparrow Hawk is also visible in the Autumn's hangar during the intro while Johnson is giving his speech to the Marines. It is likely it too will end up being playable in one of the yet-unreleased levels, given that the developers bothered to create a model for it.

to:

** In another first, vehicles from Halo Wars are present. So far only the Grizzly has actually been playable, replacing all appearances of the Scorpion in the original game that have been released so far, and yes, it fires both barrels, and it even has a second machine gun! However, what looks like a Sparrow Hawk is SparrowHawks are also visible in the Autumn's hangar during the intro while Johnson is giving his speech to the Marines. It is likely it they too will end up being playable in one Part 2 of the yet-unreleased levels, SPV3, given that the developers bothered to create a model for it.



** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle and DMR, the SMG (with both silenced and unsilenced variants), and the Gauss Warthog. The Rocket Warthog is also present in the campaign, though it was actually in the PC release of the original game, where it only appeared in multiplayer.
** On the Covenant side, we have the Particle Carbine, which is very similar to the carbine from later games, but with limited ammo and an overheat mechanic as opposed to the magazine-fed system from the regular version, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Phantom dropship, the Spectre (which has been renamed to the Shadow for some reason), and the Anti-Air Wraith.
* EnemyDetectingRadar: Endemic to the Halo series. A new pickup called the radar enhancer allows you to track stationary targets for a period of time.

to:

** Several weapons and vehicles from subsequent games have also been added, including the Battle Rifle and DMR, the SMG (with both (alongside its silenced and unsilenced variants), variant), and the Gauss Warthog. The Rocket Warthog is also present in the campaign, though it was actually in the PC release of the original game, where it only appeared in multiplayer.
** On the Covenant side, we have the Particle Carbine, which is very similar to the carbine from later games, but with limited ammo and an overheat mechanic as opposed to the magazine-fed system from the regular version, the Brute Plasma Rifle, the Brute Shot, the Focus Rifle from ''Halo: Reach'', the Phantom dropship, the Shadow (a vehicle shown of during Halo CE's E3 2000 trailer, but was cut from the final game and reintroduced as the Spectre (which has been renamed to the Shadow for some reason), in Halo 2), and the Anti-Air Wraith.
* EnemyDetectingRadar: Endemic to the Halo series. A new pickup called the radar enhancer Radar Enhancer allows you to track stationary targets for a period of time.



* HollywoodSilencer: Spec-Ops variants of the Battle Rifle, SMG and the Sniper Rifle have attached silencers, meaning enemies will react to fallen/injured allies, but not silenced shots.

to:

* HollywoodSilencer: Spec-Ops variants of the Battle Rifle, SMG and the Sniper Rifle have attached silencers, meaning enemies will react to their fallen/injured allies, but not silenced shots.



** 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 The Load]] aside from the occasional well-placed frag grenade, or if they had a sniper rifle.

to:

** 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 The Load]] aside from the occasional well-placed frag grenade, or if they had a sniper rifle.rifle, or when they were manning your Warthog Turret.



** A weird example is the Anti-Air Wraith, which appeared first in the third game. 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 hijackable normally.

to:

** A weird example is the Anti-Air Wraith, which appeared first in the third game. 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 hijackable normally.hijack-able normally.
** Vehicles that were present on the Truth and Reconciliation could not be driven in the original game. Now you can drive them, but their general use is greatly limited to being destroy-able, semi-stationary turrets that are only useful in the room they're present in.

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