MrMurder is one of the most active and prolific members of the Halo 2 modding community. If you've ever wondered what a modder is thinking when he creates a modded level, then you will enjoy reading through this overview of the process.
The thing that makes the levels fun for me is the weapons. I feel that good, balanced weapons make a level enjoyable to play and give it longevity. This is why I always go into as much detail as possible for the projectiles. I want them to have high-quality appearance, impacts, explosions, and damage effects.
For Undeadlong [Hack #90] it was decided early on that the level would have a super weapon. I decided that it should be hidden somewhere as a reward for the explorers among us. In other words, it would be an Easter egg.
I wanted to import the Scarab beam from the single player campaign into a handheld weapon; this had never been done. I used ADI [Hack #50] to save the relevant meta for the Scarab beam and noted down the size of each piece of meta. I had to do this because you can only inject metadata over larger pieces of meta. In addition, you have to select pieces of meta that the game is not using. If you try to use something that the map needs, it will cause a crash when the game engine tries to find the data.
I started on the main Projectile [proj] by injecting the Scarab beam projectile over the Plasma Rifle bolt projectile. Next, I used the ADI dependency swapper to set the bolt as the Battle Rifle ...