Mod of a Map
Phoenix 3 is a mod of the map Death Island for Halo CE. The map's flow was rebuilt from a clean slate to make for more interesting infantry combat, without dumbing down vehicular combat or their roles. Dispersal options, cover, and focal points are all fresh.
Mechanics of the weaponry you spawn with are similar to their stock counterparts, while the rest consists of original concepts, all balanced together over 4 years of sporadic development and 2 years of public gameplay on Halo MD.
Features better accuracy, marginally slower rate of fire, and a magazine reduced to 40 rounds, making it much more effective up to medium ranges.
Retains the original rate of fire, accuracy, and damage, but now lacks a scope and kicks after each shot.
Semi-automatic rifle for middle to long-range combat, featuring a 2x scope and firing 3 projectiles per shot (not burst-fire), with spread that increases significantly the faster it's fired.
Shotgun that fires incendiary projectiles, which burn the surface of most targets for a short period of time. Burn damage is limited to shielding, so the damage from impact must be relied on for affecting health.
A grenade launcher that fires 3 small explosives at a time, which detonate instantly on impact.
Fully-automatic long-range laser weapon, with perfect accuracy and a 2x scope.
Short-range pistol that fires slow shield-bypassing projectiles, ideal for encounters with shield doors. Weapon also features an overcharge function that releases an unguided projectile that emits plumes dealing shield-only damage on flyby, and upon direct impact will instantly kill infantry, or deplete player shielding if victim's in a vehicle.
Fully-automatic mid-range weapon which fires accurate headshot-capable projectiles that shatter on impact, dealing splash damage, and yet more for direct hits.
Single-fire mid-range weapon that fires up to 3 tracking projectiles in short succession before overheating, dealing splash damage on impact, and capable of killing healthy targets with just 3 hits. The projectiles have a distinct visual and sound, but can be easily dodged with a strafe.
Air-supremacy fighter featuring dual machine guns and an unguided missile. Both of these weapons contribute to overheating, which should be monitored to avoid weapon jams.
Aircraft capable of sustained carpet bombing and features explosive countermeasures as an air-to-air defense. Countermeasures will blind targets and kill in three hits, however since they are deployed aft of the aircraft and detonate after little more than a second, their use against other aircraft must be well-timed.
Tank which fires high-velocity shells with a relatively high rate of fire and perfect accuracy, at the cost of much lower damage and splash radius. A flak screen is deployable for close range engagements such as against infantry or aircraft, however the vehicle is also well armored against small arms, so that only direct hits through the driver's hatch or use of explosives are significantly damaging. Both of these weapons contribute to overheating, which should be monitored to avoid weapon jams.
Weaponry much like the original chain-gun Warthog, but with buffed damage and weaker aim assistance. Weapon is prone to overheating, which should be monitored to avoid weapon jams.
A Warthog featuring a fully-automatic laser with perfect accuracy. Weapon is prone to overheating, which should be monitored to avoid weapon fails.
A stationary turret which fires three electrified bubbles per shot, which instantly depletes player shielding upon impact. The projectiles are lighter than air, so they will rise into the sky as their velocity lowers, making this weapon ineffective against ground units. Weapon is prone to overheating, which should be monitored to avoid weapon jams.
Conversion to CE by Kavawuvi.
Some reticles (the good ones) by Sceny.
Model, shaders, textures, and animations for the Carbine and Teleporter by CMT.DOWNLOAD