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[Strategy / Risk] HALO: Firefight - RTS Total Conversion

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DOWNLOAD V0.93b PRE-ALPHA*
Currently looking for playtesters / contributors! Please comment below or DM me :)

1_Battle.png 2_Build.png 3_Cover.png

Halo: Firefight is a real-time strategy overhaul of Warcraft 3 and a love letter to the military sci-fi universe of Halo, particularly Bungie's original trilogy. Set in the twilight years of the Human-Covenant war, you command a deployment of either UNSC (United Nations Space Command) or Covenant forces. Your mission - eliminate the presence of hostile forces by any means necessary. At your disposal are infantry and mechanical ground units, aircraft, and naval support capabilities.

This RTS experience aims to feature distinct and interesting factions, a myriad of mechanics that deepen player strategy, and a highly polished art style reminiscent of classic Halo.

"All you greenhorns who wanted to see Covenant up close… this is gonna be your lucky day."


Halo: Firefight features a suite of novel and inspired mechanics, designed firstly for fun and secondly for strategic depth. These include:

1_Global.pngGlobal Abilities
At your disposal are not only ground units, but the power of the UNSC and Covenant navy. Each faction possesses game-changing abilities cast from a global menu [F1]. Call down Airstrikes, deploy ODSTs from orbit, or issue earth-shattering MAC rounds to devastate your opponents.
2_Build.png
Unique Building System
Gone are the days of micro-ing your workers! Structures are built from your global menu, and resources are generated by specific buildings within each faction.
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Vantage Points
War is fought with information as much as it is with bodies. Capture designated Vantage Points (VPs) on the map and build communications structures atop them to generate Command (your primary resource) to spend on reinforcements and logistics. Build Forward Bases atop captured VPs to solidify your advance.
4_Fight.png
Cover and Weapon Systems
Infantry can take advantage of cover on the map, greatly reducing incoming damage. Different weapons also have different side-effects. For example, Sniper Rifles nullify the advantage of cover!
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Polished FX
Eye-catching visual effects for explosions, energy shields, and blood spurts from wounded troops.

As with a typical RTS, you must achieve victory by destroying enemy structures. To do this, you'll need to generate resources in order to produce units.
The resources in Halo: Firefight are:


RescCommand.png
Command
Primary resource representing the flow of strategic intel between deployed forces and naval command. Spent on unit production, global abilities and research.
RescPower.png
Power
Secondary resource representing the availability of energy sources for your deployed forces. Spent on producing more advanced troops and upgrades.
RescSupply.png
Supply
Population cap representing the availability of materials and sustenance for your deployed forces.

You do not have workers in Halo: Firefight. To generate resources, you must build specific structures from your global menu [F1] or build Transmitters/Beacons atop of captured Vantage Points.




Faction

Completion

Description

Unique Mechanics

UNSC
Faction_UNSC.png
~70%Background: the United Nations Space Command represents humanity's combined military might. Since 2525, they have fought a losing war against the Covenant. Hundreds of interstellar colonies have been wiped out; billions of lives lost… but this has not dented the UNSC's resilience. The Marine corps is the UNSC's backbone, supported by a wide arsenal of vehicles and aircraft. However, UNSC Fleet Command may also deploy Orbital Drop Shock Troopers and the legendary SPARTAN-II supersoldiers to turn the tide of an engagement.

Gameplay: UNSC forces are versatile, rugged and resilient. Individual units are typically tougher than enemy counterparts. However, they are best suited in precise engagements and guerrilla warfare rather than battles of attrition.
  • Deploy ODST and SPARTAN-II supersoldiers from orbit
  • Ordnance Drops allow you to re-arm infantry anywhere on the map
  • Wide array of equipment that can be used by any personnel, from Stimpacks to Bubble Shields
  • Buildings can activate Self-Repair to heal themselves at the cost of resources
Covenant
Faction_Covenant.png
<50%Background: the Covenant are a coalition of different alien species, united under a common religion which worships the long-extinct Forerunners. Led by despots who have declared humanity an affront to their beliefs, the Covenant are determined to carry out the extinction of the human race. Covenant infantry include the cowardly (but numerous) Grunts, vicious Jackals and fearsome Elites. Although their disunity and rigid hierarchy may at times be a weakness, they more than make up for this with vastly superior numbers and technology.

Gameplay: Covenant forces are varied, with units highly specialized in their roles. They thrive at directly employing mixed infantry and artillery against enemy defenses, although individual units tend to be not as capable.
  • Upgrade specific buildings to be able to deploy higher-ranking troops such as Grunt Majors and deadly Elite Zealots
  • Repositories increase Supply while equipping infantry with a myriad of weapons
  • Quickly establish Outposts atop of Vantage Points
  • Improve your Sanctity level to unlock more advanced troops and abilities
  • Outposts can be upgraded to Spires, which provide Energy Shielding to nearby buildings


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2_ElephantTurrets.png

3_Firefight.png

4_MountedScorp.png

5_Pelican_VP.png

6_Covenant.png

7_UNSC.png

8_EngineerHeal.png

9_ScarabFight.png


This map is currently in the Pre-Alpha phase, as defined below. This means that visual and audio assets will NOT be final, and the map is prone to having bugs, exploits or imbalanced game design. Hence, it is really important for me to playtest this map - and any volunteers who could help me would go a long way into getting this map polished and finalized.

Pre-Alpha phase

  1. Have placeholders assets for all UNSC and Covenant elements
  2. Provide a playable semi-finished UNSC faction
  3. Provide a playable but barebones Covenant faction
  4. Have unpolished / unoptimized custom UI
Alpha
  1. Have unpolished custom assets for all UNSC and Covenant elements
  2. Provide a playable finished UNSC faction
  3. Provide a playable semi-finished Covenant faction
  4. Have semi-polished custom UI, music and sound effects
Beta
~TBD

Gameplay:
  • The game crashes in rare occasions when your global menu is selected and/or structures are built. Unknown cause
Audio-visual:
  • UNSC: a few icons and all building models (except for the Forward Base) are placeholders
  • Covenant: most models are placeholders



Please see below a list of major contributors:
- @Fingolfin - providing a slew of Halo assets directly to me, alongside the ones he's publicly uploaded to the Hive
- @WILL THE ALMIGHTY - a majority of the special effects were either created by him, or created by me with great inspiration from his work
- @SgtWinter - for kindly being the first to playtest and provide valuable feedback
- @redbaron4850 - for additional support, playtesting and providing valuable feedback
- @Ujimasa Hojo - the Covenant buildings are reskinned versions of his Draenei buildings
- Bungie / Microsoft - for creating the brilliant Halo universe and all its proprietary work. I've taken music and sound effects directly from the Bungie games, with the intent of not cheapening the original artists' works, but helping me pay homage to their universe.

There are countless more fantastic contributors - however, as a matter of prioritization, I'll be finalizing the list of Credits only after reaching an Alpha build of the map. Many assets are currently also only placeholders, e.g. I plan to create custom models for all buildings.

This map is Open Source, but the resources within it are created by a vast array of talented artists. I'm keeping this map unprotected for fellow modders to peruse, learn and borrow resources. However, should you take a resource - please ask me who the authors are, such that you may credit them appropriately.



Latest version:
v0.93b - released 29-Feb-2024

Quality-of-Life updates:

  • Refined the way in which Inbound Drop Pods indicate the selected weapon
Balance updates:
  • Added 20 Power cost to Elites
  • Adjusted the cost of Insertion Pods to be in line with the unit(s) selected to spawn
  • Increased attack range of Hunters from 800 to 900, and projectile speed from 700 to 1000
  • Reduced the cost of Hunters from 255/70 to 255/50
  • Reduced the build time of UNSC Turret Platforms from 25 seconds to 10
  • Reduced the upgrade time of UNSC Turrets from 25 seconds to 15
  • Increased the attack range of UNSC Turrets from 700 to 1000
  • Increased the attack damage of UNSC Turrets
  • Increased the build time of UNSC Vehicle Depots from 40 seconds to 50
  • Tweaked the costs of the Covenant's Gravity Bay and Sanctorium
  • Increased the effectiveness of UNSC Hornets' Guided Munitions against structures
Bugfixes:
  • Fixed an issue where the Income Rate multiboard would display incorrect values
  • Fixed an issue where Insertion Pod and Drop Pod selections were incorrectly priced
  • Added Heavy Weapons classification correctly to Covenant infantry units

Download prior versions here


v0.93a - released 27-Feb-2024
Content updates:

  • Renamed Covenant "Supply Case" to "Repository".
  • Added Cloaking Field Generator model and visual effects
  • Added Recharge Station ability and visual effect
  • Added Cleansing Beam ability and visual effect
  • Added Insertion Pod ability and visual effect
  • Added Antimatter Charge ability and visual effect
  • Added icons for Covenant weapons, units, abilities and buildings
  • Polished tooltips for Covenant techtree
Quality-of-Life updates:
  • Improved how Transmitters and Beacons are constructed atop Vantage Points
  • Added in-game information in the Quests (F9) menu (renamed to Info)
  • Removed the Pausing of nearby structures when a Base building is destroyed
Balance updates:
  • Increased the cost of Holoshrines
  • Decreased the cost and construction time of Control Towers and Listening Posts
  • Added a large vision radius (1200) range to captured Vantage Points
  • Added Detection (True Sight) to Listening Posts
  • Increased the HP of Ghosts from 700 to 800
Bugfixes:
  • Limited building of Scarabs to 1 per player
  • Fixed a desync error with the Hide Income Rate ability
  • Fixed an issue where Deactivating and Reactivating Power Stations costs resources
  • Cleaned up Object Editor data for Covenant buildings

v0.92 - released 31-Jan-2024
Content updates:
  • Completed first iteration of Covenant Engineer asset and unit data
  • Completed first iteration of Covenant Scarab asset and unit data
  • Added placeholder models for Covenant buildings (by Ujimasa Hojo)
  • Added slight swaying to moving Ghosts and Spectres
  • Changed Plasma Pistol Overcharge from an active single-target ability to a firing mode toggle
Quality-of-Life updates:
  • Added a Multiboard to indicate Command and Power generated every 10 seconds
  • Added Show/Hide Income Rate [X] ability to players' build menus. This enables the player to toggle display of the aforementioned Multiboard
  • All production buildings have a 1-tile walkable but non-buildable radius
Balance updates:
  • Ghost and Spectre damage reduced by 5
  • Wraith cost increased by 40 Command
  • UNSC Turret buildings' build time reduced by 5
  • Grunt and Drone build times reduced by 2 seconds
  • Increased the HP of all buildings
  • Add 5 Supply to UNSC Forward Bases and Covenant Spires
Bugfixes:
  • Fixed a bug which caused AI-controlled SPARTAN-II's to occasionally cause lag (due to Switch Weapon being based off Berserk)

v0.91 - released 10-Jan-2024
  • Added placeholder model for Covenant Beacons (by Fingolfin)
  • Polished Plasma Pistol model
  • Created Plasma Rifle model and object data
  • Polished Elite model, weapon variants and Energy Shield effects
  • Created Spectre asset and unit data; serves as anti-air support and transport
  • Created Wraith asset and unit data
  • Fixed bugs pertaining to Covenant buildings' energy shields, where initial Spires had less shields than they had
  • Upgraded Damage Engine to 5.A.0 (by Bribe)
  • Fixed bug where Heavy Ordnance attacks did not correctly ignore Cover bonus
  • Adjusted the blood colours of Covenant ground units

v0.90.1 - released 29-Dec-2023
  • Fixed a bug where building an Elephant would crash the game
  • Correctly swapped the Left Off / Set Down icons for the Pelican (thanks Matyko)
  • Added working Plasma Pistol and Needler Drone variants
  • Finalised unit role for Drones - aerial harassment / debuff

v0.90 - released 21-Dec-2023
  • Pre-Alpha public release and development thread



Download latest version here*
NOTE: * This map was made in the Reforged World Editor. It is highly recommended to play it on patch 1.36 or above, with no guarantee that it works on prior patches.
 
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Happy holidays folks! Thanks to everyone who has checked out the map so far! I thought I'd end the year with a small update - v0.90.1:
  • Fixed a bug where building an Elephant would crash the game
  • Correctly swapped the Left Off / Set Down icons for the Pelican (thanks Matyko)
  • Added working Plasma Pistol and Needler Drone variants
  • Finalised unit role for Drones - aerial harassment / debuff

@deepstrasz great question :) In short, yes certain vehicles (such as the Warthog, pictured below) can shoot while moving. But this serves as a good springboard to dive into some of the map's core mechanics.
0_Warthog.png


1. Unit Counters
Halo: Firefight does not operate on a rock-paper-scissors model like Age of Empires or Halo Wars. While units are broadly categorised into infantry, land vehicles and aircraft, no single unit-type straightforwardly counters another. Many infantry units can wield a variety of weapons suited to dealing with land vehicles, aircraft or other infantry. Countering your opponent's composition is an intricate dance of unit choice, weapon choice, positioning, and ability usage.

For example, the Covenant's Ghost is a light vehicle which soft-counters a standard infantry unit by out-moving and out-damaging it.
1_GhostvsMarine.gif
However, place a Rocket Launcher in the hands of that infantryman, and the two go toe-to-toe.
Move that infantryman into Cover, and our scrappy bazooka wielder handily beats the Ghost!
2_RocketsVsGhost.gif
Speaking of Cover…


2. Cover System
Halo: Firefight features a proprietary Cover system, whereby all infantry ground units can be moved inside of special 3x3 zones either pre-placed on the map or built by players. Doing so reduces the damage it takes by 75% (or equivalently, adds 50 armor to it).
Post1.png


While this can be incredibly beneficial to winning engagements, there are a few caveats:
  1. Units in cover are obviously confined to a small area, and cannot run away freely.
  2. Certain weapons, such as the UNSC Sniper Rifle and Covenant Beam Rifle, lessen the protection of Cover (damage reduction is 25% instead of 75% against such weapons)
  3. Certain abilities or items, such as Frag Grenades, deal bonus damage to infantry in Cover.
  4. Units that deal Heavy Ordnance damage will ignore Cover completely. These include SPARTAN Lasers and Scorpions
3_SniperCover.gif

In Summary
Defeating your opponent's unit composition will require selecting the right weapons, as well as taking advantage of Cover (or knowing when not to).

Please stay tuned for following updates and write-ups, as I continue to develop the mod 🙂 .
 
Howdy people of the Hive! New version v0.91 out, with an emphasis on fleshing out Covenant units!

Covenant.png

From left to right: Spectre, Banshee (flying), Ghost, Wraith

v0.91 - released 10-Jan-2024
  • Added placeholder model for Covenant Beacons (by Fingolfin)
  • Polished Plasma Pistol model
  • Created Plasma Rifle model and object data
  • Polished Elite model, weapon variants and Energy Shield effects
  • Created Spectre asset and unit data; serves as anti-air support and transport
  • Created Wraith asset and unit data
  • Fixed bugs pertaining to Covenant buildings' energy shields, where initial Spires had less shields than they had
  • Upgraded Damage Engine to 5.A.0 (by Bribe)
  • Fixed bug where Heavy Ordnance attacks did not correctly ignore Cover bonus
  • Adjusted the blood colours of Covenant ground units

The Covenant's units are roughly ~70% done on the asset side of things. The plan for subsequent updates is to create the base assets for the rest of them, including custom assets for Engineers and the mighty Scarab.
Additionally, after some fun and valuable game sessions with @SgtWinter and @redbaron4850 (special thanks to these two legends), I will be starting to look at quality-of-life and balance changes to existing mechanics. If you are interested in getting involved playtesting, please write a reply below or shoot me a private message :) .
 
Hear ye, hear ye! v0.92 is out! Featuring the first iteration of assets for the Covenant's Engineer and Scarab!

8_engineerheal-png.460403
9_scarabfight-png.460404

Left: two Engineers (Huragok) repairing a Wraith. Right: Scarab unleashing hell on UNSC troops.

Additionally, I have added a Multiboard which tracks Command and Power income over the last 10 seconds. This was done in order to make it more intuitive how much resources you were gathering at a point-in-time. The Multiboard can be minimized / maximized per standard Wc3 multiboards. It can also be hidden from your screen entirely via entering the global menu [F1] and pressing Hide Income Rate [X].


IncomeRate.png
HideIncome.png

Left: the Income Rate Multiboard sits in the top-right of your screen. Right: Hide Income Rate [X]

DOWNLOAD V0.92 PRE-ALPHA


Content updates:
  • Completed first iteration of Covenant Engineer asset and unit data
  • Completed first iteration of Covenant Scarab asset and unit data
  • Added placeholder models for Covenant buildings (by Ujimasa Hojo)
  • Added slight swaying to moving Ghosts and Spectres
  • Changed Plasma Pistol Overcharge from an active single-target ability to a firing mode toggle
Quality-of-Life updates:
  • Added a Multiboard to indicate Command and Power generated every 10 seconds
  • Added Show/Hide Income Rate [X] ability to players' build menus. This enables the player to toggle display of the aforementioned Multiboard
  • All production buildings have a 1-tile walkable but non-buildable radius
Balance updates:
  • Ghost and Spectre damage reduced by 5
  • Wraith cost increased by 40 Command
  • UNSC Turret buildings' build time reduced by 5
  • Grunt and Drone build times reduced by 2 seconds
  • Increased the HP of all buildings
  • Added 5 Supply to UNSC Forward Bases and Covenant Spires
Bugfixes:
  • Fixed a bug which caused AI-controlled SPARTAN-II's to occasionally cause lag (due to Switch Weapon being based off Berserk)
 
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I've often thought Halo would be a great universe to build a Dawn of War-like around, maybe with improved gameplay mechanics to what Dawn of War offered (looking back, it has aged quite a bit since its initial debut), but the idea of having squads of grunts that could have a select few outfitted with a Fuel Rod Gun felt nice

Seeing the design that has gone into this makes me feel that I am at least partially vindicated. While there do not appear to be squad based mechanics, the tactics offered with unit positioning feels more poignant as does the decision to include some global abilities. The custom models are very true to the style so far as well, and I hope we get to see the Flood make a debut (I am also partial to Covenant Separatists and Covenant Loyalists being opposing factions for the sake of seeing Brute-centric forces fighting against the Elites, but due to the uniqueness of the faction designs so far, I think that one may be less likely to see 😅).

I have yet to play the map as yet (I certainly hope to soon), but what can you tell me about how units are equipped with different weapons? I read a bit of it, but I don't fully understand how it's done - it sounds like weapon drops play a crucial role and this makes me wonder if there is also an armory structure you can build in your base that offer similar services, which already sounds a lot more interesting than how Dawn of War handled it.
 
I've often thought Halo would be a great universe to build a Dawn of War-like around, maybe with improved gameplay mechanics to what Dawn of War offered (looking back, it has aged quite a bit since its initial debut), but the idea of having squads of grunts that could have a select few outfitted with a Fuel Rod Gun felt nice

Seeing the design that has gone into this makes me feel that I am at least partially vindicated. While there do not appear to be squad based mechanics, the tactics offered with unit positioning feels more poignant as does the decision to include some global abilities. The custom models are very true to the style so far as well, and I hope we get to see the Flood make a debut (I am also partial to Covenant Separatists and Covenant Loyalists being opposing factions for the sake of seeing Brute-centric forces fighting against the Elites, but due to the uniqueness of the faction designs so far, I think that one may be less likely to see 😅).

I have yet to play the map as yet (I certainly hope to soon), but what can you tell me about how units are equipped with different weapons? I read a bit of it, but I don't fully understand how it's done - it sounds like weapon drops play a crucial role and this makes me wonder if there is also an armory structure you can build in your base that offer similar services, which already sounds a lot more interesting than how Dawn of War handled it.
Certainly!

When constructed, the UNSC's Armory comes with a Gunnery Silo add-on (similar to the add-ons of Sc2's Terrans) besides it. The Silo contains an array of unit-targeting abilities which will equip a target infantryman with the corresponding gun. Currently, this system can be quite micro-intensive, so I have plans to overhaul it with a better idea (to be revealed...)

The Covenant similarly have Supply Cases (name soon to be changed to Repository) which equip infantry with weapons.

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(Those Covenant weapon icons will be added in v0.93... stay tuned)

Unlike DoW, the weapons system in Halo: Firefight plays a more crucial and micro-oriented role. The lack of squads means the player has much greater freedom (and responsibility) in controlling individual infantry units, while each weapon is intended to have a unique use case, strengths and weaknesses.
For example, both the Needler and Carbine deal Anti-personnel damage (effective against other infantry). However, the Carbine has a significant range advantage, while Needlers have an ability which boosts their power immensely when used en masse.

Needler.gif

Needler attacks impale the target unit with needles. If the target unit accrues 14 needles, the needles supercombine and explode.
 
Greetings, milords! New update is out, rounding out more of the Covenant techtree! In-game info has also been added for newer players to get started!

EDIT: new version v0.93b released, containing a few backend hotfixes and rebalances. This will be the last update in the "Pre-alpha" development stage, as up to this point I've achieved the goal of laying the foundations for the UNSC and Covenant, building the core systems, and putting in placeholder assets for most map elements. The next stage (Alpha) will see me place a much greater emphasis on polishing existing elements, rounding out the two current techtrees, polishing systems, and other secret stuff... Stay tuned!



v0.93b
Quality-of-Life updates:
  • Refined the way in which Inbound Drop Pods indicate the selected weapon
Balance updates:
  • Added 20 Power cost to Elites
  • Adjusted the cost of Insertion Pods to be in line with the unit(s) selected to spawn
  • Increased attack range of Hunters from 800 to 900, and projectile speed from 700 to 1000
  • Reduced the cost of Hunters from 255/70 to 255/50
  • Reduced the build time of UNSC Turret Platforms from 25 seconds to 10
  • Reduced the upgrade time of UNSC Turrets from 25 seconds to 15
  • Increased the attack range of UNSC Turrets from 700 to 1000
  • Increased the attack damage of UNSC Turrets
  • Increased the build time of UNSC Vehicle Depots from 40 seconds to 50
  • Tweaked the costs of the Covenant's Gravity Bay and Sanctorium
  • Increased the effectiveness of UNSC Hornets' Guided Munitions against structures
Bugfixes:
  • Fixed an issue where the Income Rate multiboard would display incorrect values
  • Fixed an issue where Insertion Pod and Drop Pod selections were incorrectly priced
  • Added Heavy Weapons classification correctly to Covenant infantry units


v0.93a
Content updates:
  • Renamed Covenant "Supply Case" to "Repository".
  • Added Cloaking Field Generator model and visual effects
  • Added Recharge Station ability and visual effect
  • Added Cleansing Beam ability and visual effect
  • Added Insertion Pod ability and visual effect
  • Added Antimatter Charge ability and visual effect
  • Added icons for Covenant weapons, units, abilities and buildings
  • Polished tooltips for Covenant techtree
Quality-of-Life updates:
  • Improved how Transmitters and Beacons are constructed atop Vantage Points
  • Added in-game information in the Quests (F9) menu (renamed to Info)
  • Removed the Pausing of nearby structures when a Base building is destroyed
Balance updates:
  • Increased the cost of Holoshrines
  • Decreased the cost and construction time of Control Towers and Listening Posts
  • Added a large vision radius (1200) range to captured Vantage Points
  • Added Detection (True Sight) to Listening Posts
  • Increased the HP of Ghosts from 700 to 800
Bugfixes:
  • Limited building of Scarabs to 1 per player
  • Fixed a desync error with the Hide Income Rate ability
  • Fixed an issue where Deactivating and Reactivating Power Stations costs resources
  • Cleaned up Object Editor data for Covenant buildings
 
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