The Silent Cartographer: Evolved review.

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General summary.
TSC:E is a modded version of the mission of the same name from Halo CE. It has been completely redesigned from the ground up, and features several new Weapons, Vehicles and AI bipeds. On top of this, existing Weapons/Vehicles have received overhauls, which has significantly changed the overall gameplay. There are new areas to explore, on top of the player having multiple options in ways to proceed to the next area. As a side note, the AI have also been touched up, and in some cases, behave differently to their earlier counterparts. To support the graphical updates, the map requires the add-on "Open Sauce" 4.0 or higher in order to run.

At the beginning of the level, the player is given a choice of 3 different loadouts, each with their own advantages and drawbacks, along with a description of each Weapon. Once the loadout is selected, this will trigger the beginning of the opening cutscene. The storming of the Beach head remains relatively unchanged, but the terrain has been modified to allow the player greater freedom in how they approach it. Once the Warthog has been dropped off, the player can choose to drive up the beach and directly to the objective, or take the back way, facing less ground resistance at the expense of taking slightly longer. The Island is now significantly larger, and there are several instances where such choice will be given.

What's new?
Weapons and powerups:
-The Battle Rifle appears, being weaker than its Halo 2 and 3 incarnations. It does less shield damage, and the spread is slightly greater, giving it less accuracy over long distances.
-The Assault Rifle has been reskinned, and seems to have greater stopping power at the expense of Magazine size and overall ammo capacity.
-The Pistol now behaves like the Automag from ODST, with more ammo and better shield stripping capability.
-The Rocket Launcher now holds 6 spare Rockets.
-The Shotgun appears, with increased spread and reduced range and Mag size over its earlier incarnation, but does more damage.
-The DMR appears on Noble difficulty.
-The Sniper Rifle is available, hosting a max of 20 spare rounds.
-Reduction in Blast Radius of the Human Grenade
-Option for Grenade Launcher appears, potentially only available on DMR.
-Active Camo is no longer available.
-Overshields change color, glow, and are available in different areas.
-There is a new Needler Variant called the Shredder. It's a CQC weapon similar to the Shotgun with supercombine capability.
-3 different versions of the Hunter's Assault Cannon appear.
-The Fuel Rod Gun appears, but doesn't have a dead man's switch, however it still cannot be wielded by the Player.
-The Plasma Pistol's overcharged shot is slower.
-The Spiker appears, and is on par with the Plasma Rifle in terms of Damage given per second of sustained fire.
-The Carbine appears as the Auto-Carbine, doing lower damage than other incarnations, but RoF increases as the trigger is held down.
-The Needler now has a different reloading sequence, a larger clip, and shoots blue Needles instead.
-Introduction of the EMP Grenade.
-Each Weapon has received a visual upgrade, and sound upgrade, to sound mainly like their Halo 4 incarnations. 

Vehicles:
-The Warthog now has Health packs on board, allowing the player to restore all occupants' health up to 3 times.
-The Gauss Warthog is introduced, with an increased RoF, at the expense of greatly reduced damage.
-Pelicans now carry Nose mounted Machine Guns.
-All Vehicles now take damage and have destructible panels.
-The Player is now able to board Enemy-occupied Vehicles.
-The Ghost now has a Boost function, sits lower to the ground, and the Plasma Cannons now Alternate fire.
-Wraiths appear, with operational Plasma Cannons for Secondary fire, and seat up to four occupants on the front wings.
-Anti-Aircraft Wraith variants appear, delivering greater stopping power than the standard Wraith.
-The Phantom replaces the Spirit as the Dropship for the Covenant, holding 3 defense turrets.
-All Vehicles have received retexturing/reskins, and sound modifications.

General:
-All Marines now resemble Reach-era ODST Bipeds.
-Marines now carry Battle Rifles, Shotguns and Sniper Rifles.
-Brutes now appear, resembling their Halo 3-Reach era appearances.
-Jackals now have the Marksman variant.
-There are now Gold Hunter Variants.
-Elites have updated skins, and Camouflaged Spec-ops have shielding.
-Grunts have updated skins and make the noises of their CEA incarnations.
-Jackal Shielding changes color under stress.
-Increased Enemy numbers in a given area.
-Complete Skybox redesign.
-Increased lens flare.
-More paths to take around the Island, as well as a major increase to the Mission length.
-Retexturing of each Surface.
-Brute Totem Poles appear, holding Brutalized Marines, Skulls, and Human Weaponry/Ammo.
-Music is taken from Halo 1, 2 and 3 soundtracks.

My thoughts.
Overall, it was an extremely well done map. Not only did the Art style exceed expectations, but it was done during a period where the team was relatively understaffed, on a roster of volunteers. Visually, most things surpassed that of Halo CEA. The only complaints I have are the overdone Covenant Projectiles that created small explosions on impact, the Gauss Warthog looking like plastic, and the slightly over the top Lens flare. Not major issues, but ones that could probably be dialed back slightly for SPv3. I liked the Forerunner Glyph on the door to the map room. It seemed to be a homage to the doors in the Twilight Realm (The Legend of Zelda: Twilight Princess), but then again, such a resemblance could be purely coincidental.

They also had the Weapon sandbox in mind for this level, and while the player can mostly complete it with a BR and Carbine, the other Weapons are also viable alternatives, as opposed to other Halo games where there are notable weapons that the player would avoid in almost every situation. Each one had its own fun aspects of use, and there were situations presented to the player that gave them all plenty of opportunity to shine. Yes, even the Spiker wasn't a Watergun, as it proved useful at taking down groups of Grunts in a flash.

The AI interactions are one of the biggest changes from Halo CE. They still strafe extremely well, and are hard to snipe when alert. On top of this, most enemies will now pursue the player into Cover. Grunts and Jackals are quite aggressive at moving up on the player in groups, and even Ghost drivers now seem to be in search and destroy mode, instead of floating in a specific area and shooting lazily at incoming hostiles. It's also quite easy for a player to move into a seemingly unoccupied area, only to be overwhelmed by concealed enemies and forced to retreat. The variation in Support for main units is also quite capable of killing the unaware quickly. Hunters in particular are a lot more intelligent than the original AI, as they'll try to flank the player, are more aggressive and trigger happy than their earlier incarnations, and are exceptionally good at leading their shots when the player is strafing. They actually present a reasonable challenge if you don't have a Rocket Launcher handy.

Exploration was encouraged in this level. Not only were there several paths to choose from, but there was no shortage of ways to get up to the top of the map either. The whole thing is practically begging to have screenshots taken of it. Another thing I appreciated was the ending cutscene where the Pelican entered the Tunnel, and the covenant crates would be shown tumbling into the abyss. Despite being a minor detail, it added to the game regardless. The limitations of Halo CE's engine meant that boosting Ghosts behaved oddly in the air, and Vehicles would also sometimes phase through scenery and get stuck.

Overall I give it an 8/10. I thoroughly enjoyed playing through it, and there were only a few details that could use some work. I definitely recommend you give it a try some time.

Screenshots (CMT took 'em)







Feel free to comment if there's anything I missed, or suggestions for different review styles in the future.
Last Edit: September 17, 2015, 11:36:14 PM by Zonda


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A flower which blooms on the battlefield
Will Verb be conflicted on this?


Zonda | Mythic Inconceivable!
 
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Will Verb be conflicted on this?

I'm sure he'll let his dislike of mods slide on this one.


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Did he say glass of juice or gas the Jews?
👶🏽:h..

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👶🏽:here come dat boi 🐸!

👨🏽:o shit waddup 😂💯

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Mods are bad.
-Verb.


Zonda | Mythic Inconceivable!
 
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tbh vien, deci and sol should totes view this thread fam


Zonda | Mythic Inconceivable!
 
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And Assassin11D7


 
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Looks like everyone's doin reviews today,

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Verbatim
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tbh vien, deci and sol should totes view this thread fam
notify them


Assassin 11D7 | Mythic Inconceivable!
 
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"flaming nipple chops"-Your host, the man they call Ghost.

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Oh, I honestly forgot this was a thing. Was this part of CMT v3?


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It was pretty gud.
The ending was a challenge, since I had little to no ammo.


Zonda | Mythic Inconceivable!
 
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It was pretty gud.
The ending was a challenge, since I had little to no ammo.

The Zealot being a cheeky cunt and deactivating the Light bridge really caught me off guard. I could only deal with him because of an EMP grenade stockpile.

Oh, I honestly forgot this was a thing. Was this part of CMT v3?

I think it was just a side project. Most of the assets look similar to SPv3, but they'll still release a different b30 file.
Last Edit: September 18, 2015, 12:33:04 AM by Zonda


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It was pretty gud.
The ending was a challenge, since I had little to no ammo.

The Zealot being a cheeky cunt and deactivating the Light bridge really caught me off guard. I could only deal with him because of an EMP grenade stockpile.
I cannot wait until the Pillar of Autumn.


Zonda | Mythic Inconceivable!
 
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I cannot wait until the Pillar of Autumn.

I'm still hyped for the whole campaign. I hope they at least rip Zteam's Energy Sword and use it in the campaign if they don't make their own. As far as I know, it was the only CE mod with a functional lunge that didn't look like autism.


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Will Verb be conflicted on this?

I'm sure he'll let his dislike of mods slide on this one.
Nope, I've talked to him about this mod before.

He thinks its bad because...

I don't know.
He has an opinion on it that's based on absolutely 0 information.

Like all of his opinions.


Zonda | Mythic Inconceivable!
 
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Nope, I've talked to him about this mod before.

He thinks its bad because...

I don't know.
He has an opinion on it that's based on absolutely 0 information.

Like all of his opinions.

I meant about it being added to his review thread, not about him liking the actual map. He doesn't want to play it because he views all mods as stifling the creativity of the original developer (IIRC), and while I don't really agree, especially in the case of the mods being supported and encouraged by the devs, he's more than welcome to hold that view.