Release Date: October 8th, 2013
A Halo 1 mod of the map Death Island, featuring a redefined flow, new scenery, and novel weapons and vehicles.
This is my most comprehensive and heavily playtested mod.
As the primary weapon upon spawning, this rifle is kept very similar to stock to ease acclimation. It features better accuracy, a marginally slower rate of fire, and a magazine reduced to 40 rounds, making it much more effective beyond short range.
As both the secondary weapon upon spawning and the franchise's holiest of holies, the pistol is kept almost identical to stock. The only difference is a lack of scope to reduce its effectiveness at range.
A semi-automatic rifle for short to mid-range combat, featuring a 2x scope and firing 3 projectiles per shot (not to be confused with burst-fire). The high initial accuracy degrades rapidly as the rate of fire increases, dramatically changing its role to that of a close-range weapon when spammed.
A rifle that fires a spread of incendiary projectiles, which can briefly ignite targets. Burn damage is limited to shielding, so only the initial damage from each shot will impact health.
A launcher that fires 3 small explosives at a time, in an arc, which create small explosions upon impact.
A bulky laser weapon that can overheat, but is capable of sustained fire and pinpoint accuracy with a 2x scope.
A short-range energy pistol with two firing modes:
A mid-range energy weapon that's capable of firing up to 3 homing projectiles in short succession before overheating, which deal splash damage upon impact, and can kill healthy infantry with three successive hits. The projectiles have a very distinct visual and sound, but can be easily evaded with a strafe.
An automatic mid-range weapon that fires accurate, headshot-capable projectiles, which shatter on impact to deal splash damage.
All vehicle weapons, with the exception of the bomber's, can overheat with sustained fire — temporarily rendering them useless. A thermal indicator can be found at the top-left of the screen.
A chain-gun Warthog, featuring much higher damage than the stock variant and weaker aim assistance.
A Warthog featuring a precise automatic laser — most useful for long-range engagements.
An air-supremacy fighter, featuring dual machine guns and an unguided missile that follows a highly parabolic trajectory.
A heavy, unwieldy aircraft, capable of sustained carpet bombing and the deployment explosive countermeasures as an air-to-air defense. The bombs have a two-second fuse upon impact with the ground, and countermeasures will blind targets in a wide area and kill anything in three hits. Countermeasures must be very well-timed, however, because they are deployed aft of the aircraft and detonate after only one second.
A tank, which fires high-velocity shells with a relatively high rate of fire and perfect accuracy, at the cost of low damage and a small splash radius. As secondary armament, a flak screen is deployable for close-range engagements, such as against infantry or aircraft. The vehicle is also very well armored against small arms, such that only direct hits through the driver's hatch or use of explosives are significantly damaging.
A stationary turret that 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.
Creators of the stuff that I didn't make!
Created the Carbine, Impaler, and Fighter reticles.
Created the Sky Bridge model and texture.
Created the Carbine and Teleporter models, shaders, textures, and animations.
Select your desired version.