I know right but if they did I would love it
Different engineâs. The way plugins are handled in the Creation engine is fundamentally different from most others out there, especially Blam.
A few things Iâd like them to add:
- Bots for multiplayer in each game
- The ability to uninstall Halo 2 Anniversary Multiplayer but not Halo 2 Classic Multiplayer
- Visor colors for Halo 2 classic
- Join in progress/Backfill
The biggest thing I want right now is for the reticle size to change based on FOV. Right now, you can be on 100+ FOV with the same-sized reticle if you were on 70, it makes it hard to determine where your bullets are actually going to go.
Better Server connection for Co-Op Campiagn & Spartan Ops, I love playing the campaigns with me American mates, I just wished they worked better for joining overseas
Also 4 player Co-Op for CE & Halo 2
Iâd love to see matchmaking lobbies worked on. A party up feature, veto options, and actually beating able to see everyone in the lobby between matches would be great. Iâve never been able to really look at someoneâs profile like in the old days.
Also fix online coop for the campaigns. Itâs always laggy as hell for everyone that isnât the host.
Simple things I miss from halo 3
veto map and party up. I miss the old days of chatting with people and then joining up for a few matches randomly without having to go to their profile or add as a friend
One small legacy visual feature for the Campaign I would like to see return for Halo 3, ODST and Reach is the Meta-Campaign Scoring HUD UI. I do not believe Halo 4 had this feature (basically got cut in the original 360 version) and obviously Halo 1 and 2 never had this either. It was used to get the Xbox 360 achievements in the Campaigns for earning a certain par score (which MCC replaced with). But since 343 has been messing with the multiplayer medals MCC UI in Halo 3, I thought as a turnaround is to restore the original scoring system to those three games in the campaigns.
Obviously this Legacy feature would have to work in parallel with the MCC UI for Scoring and Time to syncing up the values of course running in parallel with each other (this also includes the legacy multiplayer medal designs as well) if you wish to change it in the settings probably under Gameplay or Video since doing as a toggle like in Halo CEA with the Graphics, wouldnât work I donât think without it being in the settings menu.
Spartan Ops on the other hand needs the MCC UI for Time and Scoring Systems from the Campaigns ported over to the mode (along with Matchmaking restored as I said in my other post on here), since in the 360 version even in its matchmaking, never had such a system before and this would be an improvement to the mode in general.
Original ending credits for each game. Same goes for loading screens. A large part of MCC is preserving the past, right?
This or a separate PC release. You can play Halo 5 on xcloud but it sucks with input delay and no ability to change FOV as far as I know.
Dedicated modding playlist and custom games browser support for Halo Custom Edition. Look at Kashiieras work, I WANT IT in matchmaking!
I would like to see the rest of the halo online maps ported to mcc and some more halo 2 anniversary maps. Also some more classic looking armor for halo 2 anniversary.
My list of a few final additions and improvements I would love to see before content complete are the following.
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Full piece by piece armor customization for Elites in Halo Reach as well as options to allow Elites playable in other modes along side Spartans, maybe even options where we can change the Elites to match Spartans gamelpay wise
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All Reach Firefight maps that allow vehicles should be updated to allow vehicles outside of just the Rocket Hog to spawn, such as the Guass Hog, Scorpion, Wraith, and Falcon, as well as re inable Drones as a enemy type for Firefight.
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Add a new form of Verse mode to Reach Firefight that lets you fight UNSC enemies and you can alternate between Covenant and UNSC so you can play as your Elite in Regular Firefight.
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Add the ability for Elites in ODST Firefight to beable to hijack player vehicles in maps that allow vehicles as well as them taking abandoned vehicles like they did in Halo 2 and Reach, also enable Elites to spawn in Ghost and Wraiths as other variants. Also reinable the Gold and White Elites, making the White Elites the Heavy units and the Gold ones the ones carrying Swords with stronger shields, and possible even Plasma turrents ( they can be the Elites version of the Brute Chiefts) to appear in boss waves.
_ Add Stealth Elites to ODST Firefight
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Enable Elite Flood Combat Forms to beable to hijack and commendear abandoned vehicles
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Weapon Skins for Reach and ODST both campaign and multiplayer, and Firefight for both.
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Add Equiptment to ODST Firefight.
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Add Boons to Reach Firefight.
-Singleplayer/splitscreen/LAN offline bots in every game and every mode (Multiplayer, Firefight, Spartan Ops and Campaign) in the collection.
-All weapons are added to all games in which they should appear (e.g. the DMR in Combat Evolved, Assault Rifle in Halo 2, etc.).
-Halo Reach QoL mechanics added to all games (weapon swapping with friendly AI, visor scope, headshot dot, etc.)
-Usable Energy Sword, Fuel Rod Gun, Sentinel Beam, and Wraith in Combat Evolved Campaign and Multiplayer.
-Firefight for every game in the collection.
-Spartan Ops for every game in the collection.
-Forge for every game in the collection.
-Theater for every game in the collection.
-4-player splitscreen/LAN/online co-op for every game in the collection (Campaign and Firefight).
-Scriptable NPCs/Bots in Forge.
-Make co-op and competitive multiplayer free to play (No predatory monetization. Make the singleplayer games paid but make co-op and comp free).
-Battlefield-like Conquest mode with Combined Arms in every game.
-Firefight and Campaign editing in Forge.
-Weapon swapping with Noble Team members in Reach.
-Scoped pistol in Halo 2 and Halo 3.
-Armor Abilities/Equipment in every game in the collection.
-Halo 3 Anniversary.
-All Halo 2 maps remastered.
-Every skull in every game.
-Remappable buttons for every game.
-Fix to the Campaign scoring system.
And much more I canât think of at the moment but will add later.
Literally there is only thing i want for both MCC PC and Infinite on PC.
SPLIT SCREEN
games are worthless to me without it.
none of the nucleus hacky crap either.
vanilla splitscreen like the game should have launched with from the get go
When i was younger, i loved glitching out of every H3 and Reach campaign mission, but now i dont have as much time as i used to have. Recently, i launched Outskirts with the acrophobia skull on and we had a lot of fun looking for details, easter eggs and stuff like that, thanks to H2 not having a lot of invisible barriers, it was very easy to do.
Welp, how about a skull that completely disables invisible barriers? that + acrophobia in all games could be amazing, that way we could get out of every mission without spending a lot of time glitching the game, which i still love to do, but heh, sometimes i just want to mess around the level and see every detail.
- Mappable buttons for controller
- Custom Spartans / Elites (from multiplayer) in all campaigns, like how weapon skins were enabled for campaign
- Acrophobia in Halo CE & Halo 4 (and Spartan Ops)
Acrophobia works in halo ce. Idk why they havent just implemented for the ui yet. Its coming to h4
Deleted old post because inconsistencies, misconceptions, etc.
GENERAL
- Remappable controls. Control presets would still exist, but the option to do a completely custom layout would be very appreciated. (Especially needed for Halo 3 and ODST, in my opinion).
- Custom map overflow(?) capability, so that modded content wouldnât have to replace pre-existing maps.
- Steam Workshop support.
- Veto/vote system and post-game party-up options added to matchmaking system.
- Universal skull list (full skull list added to all games, with exceptions for titles that donât have certain content (Flood not being present in the ODST and Reach campaigns, Brutes not being present in H1 or H4, etc.) or conflicts in engine/programming (Assassin in Combat Evolved, etc.)
UNIVERSAL / CUSTOMIZATION
- All visors implemented throughout most titles within MCC (with exception of ODST)
- All customizable weapon and vehicle textures (eg. âskinsâ) implemented in the categories of all weapons/vehicles throughout all titles within MCC. For example, if a player wishes to consistently utilize the Arctic/Ultra or Great Journey textures on every visually-customizable weapon and vehicle on every title in MCC, they ought to be able to do so.
- Universal paint color selection throughout most titles in MCC (with exception of ODST). Even if earlier titles donât support secondary/tertiary armor colors, they ought to at least be augmented with later primary colors⌠and vice versa.
- Reach: âHauntedâ modification for the âPilotâ helmet reconfigured into a visor option, perhaps subsequently implemented cross-title throughout MCC
- Reach: âEVA [C]â removed from list of helmets, skull-face reconfigured into a visor option, perhaps subsequently implemented cross-title throughout MCC
HALO 1:
- New option added to H1 Customization UI: âArmor Selectionâ
- Digsite armor variants added to H1
HALO 3
- Marine pilot helmet configured into helmet permutation for Spartan customization
- Remaining Online Spartan armor permutations added to H3
- OG Alpha-Nine armor from ODST eventually added to H3 (yes, I am aware of the multiple reasons as to why this has not happened yet)
- Tertiary color category modified to alter the glowing tech-lines on the Online permutations (example: Lancer helmet will no longer be limited to blue lines)
- Standalone Gauss Turret (as seen in ODST campaign) added to H3 Forge
- Player-controllable Pelican and Phantom added to H3 Forge
- Longsword strike fighter prop (potentially with internals as in H1) added to H3 Forge.
- Scarab prop added to H3 Forge
- UNSC Charon-class frigate prop added to H3 Forge palette on large maps
- Destroyed UNSC frigate prop (bow and stern sections) added to H3 Forge palette on large maps
- Covenant cruiser prop added to H3 Forge palette on large maps (potentially scaled down to Zanar-class size in comparison with the aforementioned Charon frigate prop)
- Reactor, Pumphaus, Skybridge multiplayer maps added to Halo 3 MP.
- NEW FORGE MAP: Ocean. Acquired and reused from the epilogue mission. One of the aircraft carriers from the Longshore map are placed on both sides of Ocean to provide pre-existing solid surfaces.
ODST
- All Firefight maps get âNightâ versions. (This is especially requested for Lost Platoon.)
- Toggle in Firefight options for destructible Phantoms.
- NMPD troopers added to Firefight as an enemy faction.
ODST / CUSTOMIZATION
Gets itâs own section; massive (at least) two-phase rework to character customization in ODST.
First phase:
- New UI category implemented in the main ODST customization menu: âPreset Charactersâ
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- All previous character options moved under this category
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- âBug-Splatterâ turned into optional application for Alpha-Nine characters (will take some time, but eventually ought to include Dare too)
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- âInjuredâ (or âdamagedâ in model files) turned into optional application for all Alpha-Nine characters (will take some time, but eventually ought to include Dare too)
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- New character: Miranda Keyes
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- Optional application for Miranda Keyes: âSpikedâ
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- New character: Fleet Admiral Terrence Hood
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- New character: âTraxus Dockworkerâ
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- Optional application for âTraxus Dockworkerâ: âSpikedâ (doesnât come with the model by default, but it could potentially be made compatible)
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- New character: âMarine Pilot 1â (Male Marine model with Pilot helmet)
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- New character: âMarine Pilot 2â (Female Marine model with Pilot helmet)
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- New character: Sergeant Stacker
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- Optional application for Sergeant Stacker: âBloodied Veteranâ (all of the bloody bandage attachments on the Marine character model)
- New UI category implemented in the main ODST customization menu: âArmorâ
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- Subcategory of âArmorâ implemented: âCustomize ODST Armorâ
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- Further subcategories implemented: âHeadgearâ, âChestâ, âGearâ, âLeft/Right Shouldersâ
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- Permutations in the âHeadgearâ category: âStandardâ (Rookie), âSquad Leaderâ (Buck), âHeavyâ (Dutch), âSapperâ (Mickey), âSniperâ (Romeo).
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- Permutations in the âChestâ category: âStandardâ, âInjuredâ.
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- Permutations in the âGearâ category: "âStandardâ, âSquad Leaderâ, âHeavyâ, âSapperâ, âSniperâ
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- Permutations in the âShouldersâ category: âOffâ, âOnâ. (Why so lacking? Because the different shoulder variants would actually be under the âGearâ category in the current configuration.)
- New UI category in the âArmorâ menu: âFirefight Voiceâ
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- Rookie, Buck, Dare, Dutch, Mickey, Romeo, Johnson added as voice options
Second Phase: (much later, given the amount of work that is necessary)
- New UI category implemented in the main ODST customization menu: âPersonalizationâ
- âPreset Charactersâ category moved into the âPersonalizationâ category
- New UI category implemented in the âPersonalizationâ category: âArmor Typeâ
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- Options of âHeavy Armorâ and âLight Armorâ implemented (Standard ODST armor model and Dare armor model, respectively)
- âFirefight Voiceâ sub-category moved into the âPersonalizationâ category
Going back to the âCustomize ODST Armorâ menu:
- All âHeadgearâ components baked into copies of the standard ODST helmet; names remain the same but the âHeadgearâ category is renamed âHelmetâ
- Dareâs Recon helmet is copied and configured to fit on the âheavy armorâ ODST model
- Copies of the âHeadgearâ components are configured to be compatible with the Recon helmet
- Pilot helmet copied and configured to fit on the âheavy armorâ ODST model
- Copies of the âHeadgearâ components are configured to be compatible with the Pilot helmet
- The âGearâ category is split into âBack Accessoryâ, âWaist/Utilityâ, and âLegsâ categories, with the relevant previous components being placed into the âChestâ, and âLeft/Right Shouldersâ categories. Names remain the same.
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- All âChestâ permutations get an âInjuredâ variant, akin to how the robot arm functions in Reach
- Standard ODST helmet (and variations of) copied and reconfigured for compatibility with the âlight armorâ ODST model
- All other âheavy armorâ ODST permutations/components copied and reconfigured for compatibility with the âlight armorâ ODST model
- âSpikedâ added as a back accessory for both âheavy armorâ and âlight armorâ ODSTs
- New UI category in âCustomize ODST Armorâ menu: âAdditional Appearancesâ
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- âBug Splatterâ and âInjuredâ added in their own sub-categories under the âAdditional Appearancesâ category for both âheavy armorâ and âlight armorâ
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- Both sub-categories are âoff/onâ toggles, allowing the player to stack a chest wound with being covered with Yanâme guts and webs
All second-phase âheavy armorâ permutations subsequently imported to Halo 3 and configured for compatibility with Spartan armor customization, with exception of the component variations on the Recon and Pilot helmets.
Fireteam Raven armor permutations imported to ODST, configured for compatibility on the ODST models, and subsequently added in under the âPreset Charactersâ as:
- Ethan Graves
- Marcus Hudson
- Victor Ramos
- Ava Lang
(Honestly baffling and slightly irritating that this wasnât done when Season 6 first dropped in MCC, but then again the âcurrentâ ODST model customization is rather difficult).
WISHFUL THINKING: Third Phase (substantial time passes due to amount of work involved)
- Firefight Voice selection expanded further
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- Miranda Keyes
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- Terrence Hood
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- Sergeant Stacker
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- Ethan Graves
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- Marcus Hudson
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- Victor Ramos
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- Ava Lang
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- Gough
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- Isla
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- Butkis
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- Morgan
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- Smith
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- Walter
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- Wu
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- Arroyo
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- Fones
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- Michelle
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- Chan
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- Hartmann
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- Anete
- New sub-category added to âAdditional Appearancesâ: âHelmetâ
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- Is another âOff / Onâ toggle
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- When helmet is removed, the head model will be that of the character selected under âFirefight Voiceâ category
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- If playing as Rookie, the head model will be replaced with the H3 Oddball model
- New component added under âBack Accessoryâ
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- Communications Pack (previously worn by Marines in Halo 3 and ODST)
âArmor Typeâ category in the âPersonalizationâ option in the ODST customization menu renamed to âPreferred Infantry Typeâ
- Options within are:
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- Naval Personnel (exists in H3 files on Crowâs Nest)
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- Traxus Dockworker
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- Heavy Armor Marine
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- Light Armor Marine
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- Heavy Armor ODST
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- Light Armor ODST
New categories under the âArmorâ option in the ODST customization menu: âCustomize Naval Personnelâ, âCustomize Traxus Dockworkerâ, âCustomize Marine Armorâ
- Customize Naval Personnel and Customize Traxus Dockworker share one option: âFaceâ (as with the ODST character, this changes the voice as well)
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- Sergeant Stacker
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- Gough
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- Isla
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- Butkis
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- Morgan
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- Smith
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- Walter
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- Wu
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- Arroyo
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- Fones
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- Michelle
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- Chan
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- Hartmann
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- Anete
- The âTraxus Dockworkerâ customiztion has an âAdditional Appearancesâ category with only one option: âHelmetâ
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- Itâs the hard hat from the H3 campaign, just a standard âon/offâ toggle
The category of âCustomize Marine Armorâ arguably requires a lot of work due to breaking up of components within the model, as well as reconfiguring certain components limited to the âheavy armorâ character model to be compatible with the âlight armorâ character model. As is, for the third phase, the current layout could be implemented, with a further fourth phase planned for later.
âCurrentâ categories of âHeadâ, âHeadgearâ, âChestâ, âArmsâ, âUtilityâ, âBack Accessoryâ, âExtra Armorâ.
For the âHeavy Armorâ permutation:
- Head
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- Gough
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- Isla
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- Butkis
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- Morgan
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- Smith
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- Walter
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- Wu
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- Arroyo
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- Fones
- âHeadgearâ
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- Standard Issue (generic H3 Marine helmet)
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- âEye Protectionâ (generic H3 Marine helmet with visor)
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- âImpaired Visionâ (bandages over left eye)
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- âHead Injuryâ (bandages encircling forehead)
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- âWalking Woundedâ (bandages around entire top of head, covering both eyes)
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- NCO Cap (baseball cap worn by Sergeant Johnson and Sergeant Stacker)
- Chest:
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- Standard Issue
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- Injured (hole melted into center of armor)
- Arms:
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- Standard
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- Injured (L)
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- Injured (R)
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- âWalking Woundedâ (both left and right arms have their respective injuries wrapped in bandages)
- Utility:
- âExtra storageâ subcategory (another âOn/Offâ toggle option, adds or removes the various storage pouches on the Marine model)
- Back Accessory
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- Communications Pack (thatâs it for now)
- Extra Armor
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- Another âOn/Offâ toggle option, adds or removes the shoulder and knee pads (since theyâre all baked into the same component on the Marine model)
Now for light armor⌠itâs disappointing how few customizations there are for this:
- âHeadâ:
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- Michelle
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- Chan
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- Hartmann
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- Anete
- âHeadgearâ
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- Standard Issue
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- Eye Protection
- Utility:
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- Extra Storage
- Back Accessory:
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- Communications Pack
And thatâs it with the pre-existing configurations. Even the shoulder and knee pads are baked into the arm and body components of the model. No injuries and no NCO cap, either.
Fourth Phase will essentially be:
- Reconfiguration of the components of the âheavy armorâ Marine model to be compatible with the âlight amorâ Marine model, as well as breaking the components of the âExtra Armorâ category down into three different sub-categories (left shoulder, right shoulder, knee pads).
- Making the customization options in the ODST âHeadâ category compatible with every model under the âArmorâ option in the ODST customization UI (eg. Naval Personnel, Traxus Dockworker, âheavy armorâ and âlight armorâ Marines, etc.
- Importation of the âCommunications Packâ back accessory to the relevant Spartan customization category in Halo 3
- Copy and remodeling of the standard issue Marine helmet (with the visor) to be completely enclosed, then imported to the relevant Spartan customization category in Halo 3.
- MAYBE: Visor color customization option configured for use in ODST, compatible with both Marine and ODST visors
At some point during this overhaul process, the blood-type identifiers on the ODST shoulder armor will be converted into Emblems.
REACH:
- Zealots added to Reach Firefight
- Drones added to Reach Firefight
- Player control enabled for Pelican, Phantom, and Spirit dropships in Reach Forge
- C712 Longsword prop added to Reach Forge
- Standalone Hog MG turret imported into Reach Forge
- Standalone Gauss Turret imported to Reach Forge
- Standalone Rocket Turret added to Reach Forge
- Onager turret added into Reach Forge (that should be exciting to contend with in skybattle CTF maps)
- Tyrant AAA turret added into Reach Forge (see above)
- Tyrant AAA turret base structure added into Reach Forge
- Ceudar Corvette broadside cannon added into Reach Forge (see above)
- Paris frigate prop added to Reach Forge palette on large maps
- Ceudar corvette prop added to Reach Forge palette on large maps
- Covenant cruiser prop scaled down to Zanar-class dimensions (in comparison to the Ceudar corvette model), added to Reach Forge palette on outdoor/large maps
- REWORK TO EXISTING MAP: Zealot is expanded upon. No longer consisting of just a reworked version of the comm room of Ardent Prayer, all (pre-existing) bsps of the ship are now implemented and accessible by following the (pre-existing) path. Perhaps the doors within the ship are removed to limit engine strain as well as streamlining gameplay. Exterior and interior hull made solid, possibly allowing for players to Forge additional corridors, connections, and pathways within the ship. Only problem/issue that might require further developer work would be to copy and flip + rearrange a section of the set_gunroom_050_060_065 bsp so as to properly establish the starboard weapons corridor.
- NEW MAP: âSpaceâ. The area from the mission Long Night of Solace where Anchor-9 is. The station remains in place, but none of the wrecked ship models or repair bays are scattered around. (Letâs be honest, Forge World just isnât large enough for full spacefighter battles.)
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- Very wishful thinking, but perhaps the internal spaces of Anchor-9 could be hollowed out and the exterior surfaces solidified, so players could potentially Forge corridors and connections between docking bays and such, as a UNSC comparison to reworked Zealot / the Ceudar mapâŚ
REACH / SPARTAN CUSTOMIZATION
- Preserve armor permutation added.
- New sub-category implemented in armor customization menu: âBack Accessoriesâ.
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- Non-Fracture back accessories from Halo 3 added.
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- AI containment cylinder from the Campaign added to list.
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- M-SPEC reentry package from the Campaign added to list.
- Helmet attachment components enabled for all helmets, potentially turned into a checklist instead of being limited to just one attachment. (honestly, IMO, it doesnât matter if the end result is clippy/an absolute mess, the capability to make a Spartan into a tacticool airsoft ninja is just too hilarious to pass up)
HALO 4
- New sub category added in armor customization menu: âBack accessoriesâ.
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- Non-Fracture back accessories from H3 (and maybe Reach) added to H4 customization.
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- HAVOK munition from the campaign added to list.
- POSSIBLY: Various classic armor permutations from H3 and Reach added to H4 customization.
The vital things that will get me investing time into the MCC are:
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Give players the ability to setup a control scheme that matches Guardiansâ default control scheme on a controller while also giving players the control customization ability plus depth of Infinite. This would require them to separate the zoom mechanism from the zoom level toggle on the classic titles.
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Update the skill assessor to TrueSkill2.
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Implement TrueMatch.
The things thatâd be much appreciated:
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If possible, add vehicle seat switching to all these classic titles.
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Create & add a lot more H2A & CEA developer maps.
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Add some of the best community created Combat Evolved Custom Edition maps to CEâs matchmaking.
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If possible, add assassinations to the titles that didnât have that mechanic. And introduce the personal on/off toggle for assassination use that existed in Halo 5.
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If possible, add 4 player co-op to all titles. This may end up being a PC mod feature, but if so please port it over to the consoles.
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Bring the Halo 4 custom game mode of Conversion to its matchmaking options.
4:3 option for the classic look of CE and 2. Would be a nostalgia blast to even offer a 480p option for those 2 games as well.