liacrow on Sep 17th 2017
This 360° wrap-around starscape replacement shows the stars as they would appear in the Tau Ceti system on July 3, 2794 at 0839 UTC, as well as a few local objects likely to be visible.
The stars, colony, and positions of planets have been rendered by Celestia, the open-source universe explorer. Using data on the planets known to be orbiting Tau Ceti, I made a few tweaks within real parameters to make things more comfy for our Martian colonists.
Remember the pink-brown planet from the Pfhor chapter screen? It's now an ice giant around which the colony orbits. Or is it a water giant? Celestia says it's 40F up there. Whatever, it's like Uranus, execpt smaller, warmer, and not sideways.
The huge blue planet is the colony moon, 1300 km below. I tried to put the Marathon in as high an orbit as possible while still being close enough to be an easily reached space station.
You can easily find Sol in the screen shot from G4 Sunbathing. It's just above and to the left of the right gantryway, or just below and to the right of Arcturus, slightly brighter than the surrounding stars.
On Marathon levels, your point of view will be from the Marathon's surface. The Scoutship will be part of the backdrop, while the scenery item is replaced by the unused slave transport sprite. On Pfhor levels, you view from an alien ship surface, and the Marathon sprite has been enhanced.
Software used: 1 - Gravitation to find a stable orbit for the moon, 2 - Celestia to produce renders, 3 -Hugin to stitch them together into a panorama, 4 - GIMP for postprocessing and Marathon's surface texturing.
To install, please drop the zip file into your appropriate plugins folder. Also, make sure that in Preferences > Graphics > Rendering Options, that "Replacement Texture Quality" for Landscapes is set to "Unlimited."
Notes for version 3.0:
-New landscape for Pfhor levels -Corrected star orientation on Pfhor levels -Removed floating Marathon logo -Restored & enhanced Marathon sprite -Shortened plugin UI name -Fixed Windows compatibility (I hope)
880 downloads, 1 review, 3 screenshots, 5.0 rating
Marathon 1 Redux 0.0.12-alpha
liacrow on Oct 1st 2018
Latest releases now on Github: https://github.com/ravenshining/M1R
A project to give Marathon 1 a facelift, incorporating the new features of Aleph One to flesh out and add realism to the Marathon's architecture. Eventually, to include a branching storyline- possibly even missions on the colony moon.
Featuring Marathon 1 with liquids, ambient sound, new weapons, more scenery, improved sprites, expanded architecture, new terms & terminal art, the latest HD plugins. Also including Craig Hardgrove's soundtrack, you can visit his page over at themarathonmusic.com !
Although it is now a playable scenario, I still consider this an Alpha release for development and testing, but at this stage you may find it more entertaining than, and in some respects more faithful than M1A1. To contribute to this project, download it and read the "Help Wanted.txt" and/or TODO.txt," or head over to the Pfhorums where the lists and discussion are posted: http://pfhorums.com/viewtopic.php?f=13&t=53510
Notes for version 0.0.12-alpha:
M1-style Rescue missions now work! We don't have the branching storyline yet, but you WILL get different terminal messages on The Rose and Bob-B-Q if you succeed or fail to save 50% of the BoBs. A big thanks to Treelama for patiently explaining how this works and releasing a new version of Weland to eliminate the need for hex editing!
M1-style activation triggers! Every level has been gone over to restore Glue activation mechanics for all non-teleporting monsters. Not only does this make M1R replicate M1 activation, but BoBs may freely roam the levels (provided you don't kill them) instead of being confined and/or glitching behind zone borders as in M1A1. A yuge thank-you to Wrkncacnter for writing a Weland plugin that streamlined this process!
The ridiculously-slow-on-early-levels shock staff mechanic has been scaled way back as it was not fun. Instead, early levels have you hitting monsters with the staff as a fragile but highly effective melee weapon - complete with it's own HD animation - until exposition is delivered via terminal on how to operate it properly.
As with 0.0.11, please note that if you command-option- or control-shift- begin new game, only levels 1-37 are playable. Levels 38-99 are redundancies for the planned branching storyline, and do not yet have physics, terminals, or MML. Levels 101-119 are multiplayer carnage.
The flamethrower now obscures your vision as it should when using the HD weapons plugin.
Architectural updates to seven levels (Never Burn Money, The Rose, Blaspheme Quarantine, Shake Before Using, Pfhor Your Eyes Only, Unpfhorgiven, & Try Again).
Lava and Goo should be generally shallower (more like M1) and emits noise to eliminate abrupt sonic transitions.
Welcome level removed and replaced with a placeholder, the goal being to have a populated spaceport and functional Mirata for 0.0.13.
More terminal exposition
touched up Arrival chapter screen
various physics tweaks