A 1v1 race through the Pillar of Autumn: escape as a Spartan or hold the line as an Elite.
A 1v1 race through the Pillar of Autumn, remixed from Massive Multiplayer Halo by Melty.
Update 0.2.1 has passed both Melty tests and is awaiting safety review. Players currently receive 0.2.0 until approval. The denser Grunts and client vitality fix below are part of 0.2.1.
Choose Multiplayer → VERSUS → a10 versus, then pick UNSC or Covenant. The Spartan has 15 minutes to reach A10's final escape pod. The Elite must delay them until the ship is destroyed. Both respawn after five seconds: the Spartan at a checkpoint and the Elite ahead when a safe route position is available. Each Spartan kill credited to the Elite removes ten seconds.
Every Elite death selects a different random class, with its native colors and equipment:
| Elite class | Weapon | HP | Shield | | --- | --- | ---: | ---: | | Minor | Plasma rifle | 100 | 100 | | Major | Needler | 100 | 150 | | Spec Ops | Needler | 125 | 200 | | Stealth | Plasma rifle, native camouflage | 100 | 0 | | Commander | Energy sword | 100 | 300 |
In 0.2.1 the active rank and maximum vitality are synchronized to clients, preserving current health. All five Elites play native melee animations visible to the opponent. The Commander has a close third-person sword camera; primary fire or melee attacks with the sword, while grenades use a separate control.
Every Spartan death selects a different random UNSC weapon: assault rifle, pistol, shotgun, sniper rifle or rocket launcher. Ammunition and grenades are finite. Starting grenades are fragmentation for UNSC and plasma for Covenant. Equipment is checked, with fallback and respawn retry to avoid unarmed spawns.
Version 0.2.1 increases mixed Grunt groups to 7–14 per route sector, with a cap of 24 active. They recognize visible threats sooner, start their first burst sooner, pause less between bursts and panic less often. Native sight occlusion, accuracy and weapon damage remain. They target the Spartan and remain allied to the Covenant player. Other campaign NPCs are disabled.
Jumping the opening pipes triggers the Elite entrance: an intact technician door, plasma blast, burning debris, cinematic camera and berserk animation. Controls and timer pause during the scene. Original A10 music, a purple Covenant HUD, countdown warnings and a destructive finale complete the round. At zero, controls freeze, explosions kill everyone, and each team sees VICTORY or DEFEAT. Both players can vote for a rematch with swapped teams.
Both players must update to the same version. Two players, each with their own Halo: Combat Evolved Xbox disc data (ISO/XISO or extracted disc). PC / Custom Edition maps cannot run this Xbox-based remix. A10, A50, B40, D40 and UI are required. The install identifies the Xbox disc, uses a fresh game-data folder and checks map headers before loading, preventing the PC-menu mismatch reported in 0.1.9.
The bundled tools prepare a separate A10 map locally on first launch; allow about a minute. Original maps are preserved. No Halo maps or extracted game assets are distributed.
Powered by OpenCE build-201 (CC0). Remix source and patch are included. The separate Invader preparation tools are GPL-3.0-only, with source and notices included. Halo content belongs to its respective owners. Full-route balance remains experimental.