Reviews

Newest Reviews

  • Currently 5/5 Stars.

Indescribable Ray Core Image

Umbra on Oct 20th, 2011, Version ALPHA 7

irons may have unknowingly juxtaposed himself next to aronofsky.

  • Currently 5/5 Stars.

Nice fragments

Umbra on Oct 20th, 2011, Version -1

Dugit : Did you seriously give 4 out of 5?

Thanks for getting this informative set of examples online. I love seeing what pushing Marathon can accomplish.

  • Currently 3/5 Stars.

I kinda like it Corridors of Nightmares

Umbra on Oct 20th, 2011, Version 2.0

Though the architecture is basic the map is interesting. Entirely too dark for fun online play, though. Add some highlighted areas at key spots to cause dark corridors to become backlit. Also, what's up with the force fields of death? Rocket launchers would be a poor choice for this map.

I kinda like it. Keep up the good work.

  • Currently 2/5 Stars.

Hmmm SSC Comand Central

Umbra on Oct 20th, 2011, Version 1.0

The textures need variety. Why are parts of this map 3+ world units tall? The teleporters should relocate their destinations. Lighting? As far as layout goes I would recommend limiting weapon choices to dual wield shotguns. Small groups of 2 or 3 only for optimal enjoyment.

  • Currently 4/5 Stars.

I'm diggin it It's That one place!

Umbra on Oct 20th, 2011, Version 1.0

The layout is pleasing and the size is just about right. Smaller groups would encounter pursuits while larger groups would default into a rocket launcher fiasco. The 2x energy pickup was a neat idea. One spot had me think it was a teleporter, but irritatingly it turned out to be nothing. This may cause a curiosity killed the cat situation during play. I encountered a platform that did not return to its normal state as quickly as the others. Finally, the central pillar has raised polygons that should be lowered some to reduce movement confusion.

  • Currently 3/5 Stars.

... Coca-Cola Factory

Umbra on Oct 19th, 2011, Version .0000000000000000001

The dark lighting reminds me of Marathon 1 netmaps. Despite not having aesthetics I see this being fun online.

  • Currently 3/5 Stars.

Nice Water Parque

Umbra on Oct 19th, 2011, Version 1.0

This map shows potential. Object placement and texturing need work. Would benefit from even a minimal amount of differential shading. Layout is a multiple storied blend of walkways and tight corridors around an open center. Seems ideal for small groups.

  • Currently 1/5 Stars.

Almost Psychedelic Mosh Pit Mirage

Umbra on Oct 19th, 2011, Version 1

Drifty textures and smearing are the best this has to offer. Simply crude.

  • Currently 2/5 Stars.

Inchoate Lava Fight

Umbra on Oct 19th, 2011, Version .sceA

An interesting concept. This is the very idea of adapting an offensive strategy that reflects limited resources and spatial constriction. The map itself is very plain and lacks variety of monsters present. The objective is obvious and game play straight forward. Reminds me of an early training level from Ohkawa's Academy for Planetary Defense scenario.

  • Currently 4/5 Stars.

Just one problem :) Halatheme

Mavrik on Oct 16th, 2011, Version 1.0

this is so fucking sweet dude! Just one problem the main menu is like normal which is kind of lame :/

  • Currently 2/5 Stars.

Humph... Lava Fight

AN1Guitarman on Oct 9th, 2011, Version .sceA

Interesting... that is all.

  • Currently 5/5 Stars.

Sorry for the late review M1A1 HardCore Sounds

Nibenon on Oct 4th, 2011, Version

My computer exploded the first time I used these sounds, and I had to get a new one. Well done.

  • Currently 5/5 Stars.

Pure Awesome Marathon Aeon

Pfhriggin' on Sep 25th, 2011, Version pß 1.8

Having rattled through Rubicon, Eternal and Phoenix a number of times over- having done the same with the Aeon public beta 1.0 a few months a go- I decided to have a go at it again. Frankly, I'm astounded as to how far the learning curve on this scenario has progressed.

Earlier levels from Our Lives a Mimicry to Rise and Fall of Dugit (bar Eternal Lucid Dream) have amazing attention to detail, but the texturing is still a little sloppy. It's good to see that for Asphodel and onwards, this has been rectified.

I'm not a particular fan of being given everything at the offset, but it's good to see that we're given a choice between pure carnage and more structured fights in the divergent chapters. My favorite, personally so far, is Venom.

By levels, however, I need to be a little more consice. Levels like Vae Victis/Command, Frameshift, and Lapsus are some of the best levels I've seen in a long time.

Keep up the good work. I'm still waiting on 1.9 :)

  • Currently 4/5 Stars.

This is more like it! Marathon Aeon

byrd62au on Sep 25th, 2011, Version pß 1.8

As someone who cut their marathon teeth on 3rd party scenarios like Siege of Nor Korph, Evil, Tempus Irae, Rubicon etc I'm very intolerant of maps where not enough thought and effort is put into lighting and making maps "feel" right. This is a scenario where the attention to detail really shows through. I took my time wandering around just enjoying the views (once I'd survived the great battles!). There are really only 2 things I'd suggest that stop me rating this scenario a 5 to of 5 (and perhaps these things will be rectified by the time the finished version is released). 1. Don't give the player so many weapons so early in the game. One of the things that made a scenario like "Evil" truly great was the weapons and ammo were handed out very sparingly and you often had to back up and play through sections again making more effort to conserve it as you would run out. Having to make do with a magnum for a while makes you REALLY appreciate it when you finally get a a shotgun or something. I would say there needs to be less health packs also and make some longer sections without save terms. Makes it harder but so much more rewarding. 2. (and this is critical to make this a truly 5 star scenario) It needs an art director. The menu, chapter screens and terminal art just aren't up to the quality of the maps. Great scenarios always have a great mapmaker and a great art director, not usually the same person! Other than these issues this is first class stuff and I haven't enjoyed playing a scenario this much since Rubicon (which this reminds me a little of). Great work!

  • Currently 3/5 Stars.

Improvement It's That one place!

Dugit on Sep 19th, 2011, Version 1.0

It's good to see that you're utilizing differential shading properly, although in one or two places it's still not that convincing. In terms of flow, there's no glaring problems, and there's good variation in floor/ceiling heights. We're around a classic Marathon: Infinity level map at this point.

There's something flickering that looks like a teleporter but isn't. Please fix. Also, some platforms aren't as obvious as they could be, and a few raised portions of the map (with ammo) are irritatingly just out of reach. Bad in a net game.

  • Currently 2/5 Stars.

Improving SSC Comand Central

Dugit on Sep 13th, 2011, Version 0.9 BETA

Variation in floor/ceiling heights is present. At this point, we're at an M1-level net map. There's plenty of room for improvement, though. It's good to see that weapons and ammo have no problems.

The map is still very cramped. For any more than a two-player duel, three-player at a push, the gameplay would deteriorate.

Please raise the headbanger ceiling in the center of the map.

There is also little variation in lights, giving the map an appearance without volume. I recommend you play some popular net maps, or even solo scenarios, to get an idea of differential shading.

  • Currently 1/5 Stars.

Forgot Something. Corridors of Nightmares

Dugit on Sep 12th, 2011, Version 1.0

This review is not to disregard my previous one. It is, in fact, to contest w'rkncrapper's, especially the last bit.

and no, you don't have to get rid of the tight spaces, everyone here are afraid of: Tight spaces, dark areas, monsters, deathtraps, open lava pits, and anything else that takes a little bit of skill to overcome. so go you!

Cheap ways to have a player die (ie- not caused by other players) on a map are instant map-credibility killers. Don't follow that piece of advice. Please don't.

Dark areas are acceptable if they are tempered with well-lit areas- relying on them exclusively will leave an annoying map and an annoying map alone. Tight spaces are almost always bad in net maps. They constrict flow.

  • Currently 1/5 Stars.

If you ever want to become a competent map maker Corridors of Nightmares

Dis on Sep 11th, 2011, Version 1.0

Completely disregard the comment below

  • Currently 3/5 Stars.

A Great Idea... Corridors of Nightmares

AN1Guitarman on Sep 11th, 2011, Version 1.0

the problem i find with S7 is that everyone here has a very closed mind when it comes to map making. not to say there advice is bad. but take it for what it is. you map to me is a great concept, but you need more details and intricacies. make sure that there are only a few dead ends (as i see that it is fitting to your theme, otherwise i would say no dead ends) it's good to have great flow so the game can stay fast-paced. so if you added more pathways and weapons this map would be awesome! and remember to balance your weapons and have them fit your enviornment, ex: a map with tight spaces (not bad on it's own) may not need a missile launcher. one would blow himself/herself up. i would love to see the updated version of this map!! and no, you don't have to get rid of the tight spaces, everyone here are afraid of: Tight spaces, dark areas, monsters, deathtraps, open lava pits, and anything else that takes a little bit of skill to overcome. so go you!

  • Currently 1/5 Stars.

Not even old-school bad Corridors of Nightmares

Dugit on Sep 9th, 2011, Version 1.0

Since this is your first ever map, I'll extend some courtesies. There are no texturing errors, but in a map so small that shouldn't be much of a problem.

I did not test the multiplayer simply because playing a match on what can only be described as a PiD map would be a veritable living hell.

Protips: vary ceiling/floor heights. Open up your areas. Put in some effort. Then all will be well.