Sharkie Lino

2 Submissions


Super Fusion

Sharkie Lino on Dec 25th 2021

A fusion pistol physics for those who like playing on BROWN, or rounds with the Fusionize script. Basically makes it stronger, dare I say crazy. :P

The primary fire is the usual major/overload bolt, and the secondary fire shoots the major dispersal bolt. Basically the damage amount is the same, however it also has splash damage, so be careful with distance.

Admittedly this idea is not completely originally mine. It's very similar to how the fusion pistol operates in the 9 Minutes 37 Seconds scenario.

While I can't stop you from using it as such, it's not intended for games that don't only have the fusion pistol, so keep that in mind.

318 downloads, 0 reviews, 0 screenshots, 0.0 rating


SL Maps 1.3

Sharkie Lino on Oct 8th 2016

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SL Maps is a net pack for infinity consisting of levels from Infinity, M2, and others that have been modified, usually for additions or better flow, or remade.

Proper Credits

The levels listed below in this pack come from Quick Six and were originally created by Treellama.

Age of Aquarius. Incontinental Divide.

Notes for version 1.3:

Major Changes.

You're Gonna Die Big Time: Added a new room near the stairway which connects both sides of the upper level, and also serves as a spawn point.

Minor Changes.

Flight Of The Toolator (both versions): Straightened out the ceiling lights for the outer halls.

3069 downloads, 12 reviews, 5 screenshots, 3.6 rating


31 Reviews

  • Currently 3/5 Stars.

Worth a try, but room for improvement. Apotheosis X

Sharkie Lino on Oct 25th 2022, Version 1.0

May contain spoilers

After playing the original scenario earlier this year, I was pretty glad to give this a try once I heard of its release. I would say for the first two levels, it started out pretty strong, from then on though? I’d say that’s where the annoyances began. In my opinion, I feel like this scenario has the same problem that some others had too; it wasn’t tested much on Total Carnage, and this review reflects that difficulty.

For a majority of the scenario, it really feels like ammo is severely lacking. There are just too many instances where you’re trying to fight against a tough group of monsters, and you keep running out. I get it, it’s Total Carnage, it’s supposed to be a challenging difficulty. But there’s a difference between challenging, and annoying. I know some people have argued that you shouldn’t just have an insane boatload of ammo, and to a point, I understand where they are coming from. But at the same time, it’s not exactly carnage if you can’t fire much of your weapons because there’s no ammo for them! Especially if you are gonna have many instances of a large (more like insane in some instances) groups of Troopers or Hunters coming at you, you seriously need to consider giving more than it currently does. In All Things Uncertain, I literally just had to run to the end the best I could because I had next to nothing left to fight the insane amount of Troopers and Enforcers that were appearing, and attempting to would be fruitless. Kind of like Irons said, sometimes secrets were a necessity if you wanted to have a fighting chance, if that, in some areas. Some of these instances made me consider quitting the scenario without finishing it. But I kept at it because the review wouldn’t be very fair/accurate if I took that route.

And on that point, seriously, make some of the rechargers 2X. Not right at the beginning of course, but later on like most of the Marathon levels do. I know there’s canisters and such, but again, for how many groups of monsters some of these levels seem get, you should really consider giving a little more for the player to actually be able to stay alive.

Another thing Irons had mentioned was the sounds. While they weren’t bad by any means, they just seem to...I guess blend in too well and not stand out much. Like he said, it’s kind of hard to tell what’s going on in the environments. I also think the sounds for picking up a power up should be different from ammo, but maybe I’m just used to that. The sounds for the grenade detonations though just seems.....really off.

In a lot of the levels, the whole thing of all these hexagonal polygons for a majority of said levels seems cool at first, but it gets overused and pretty old very fast. I was hoping to see more variety in regards to that, but at least not all levels are like that. Once you get past The Salt Pile, this is where the scenario starts to pick up I think, but of course by that point, you’re a majority of the way through. The amount of ammo and such feels way more appropriate. But I gotta say, making the last level have you lose all your items, and the insane amount of monsters that appear on the stairs while you’re trying to beat the rising lava? Just no. Especially with how far back you have to go if you die, unless there was some pattern buffer I missed, which I don’t think I did.

Some other things here which have no effect on my rating. The soundtrack for The Great Fen? Horribly annoying. I’d really consider changing that. The sounds for what would be S’pht Doors I’m pretty sure are backwards, but that’s probably because of that whole thing with the 8 bit and 16 bit sounds. Simple fix anyway. Some platforms that should be ambient, aren’t. But that’s just a pet peeve of mine, and I know some can be easily missed. And some delays for some platforms are WAY too short. As soon as it stops, you have like less than a second to get off before it goes down again. I’m assuming that was done to allow the player to get on it since the engine sometimes will make the platform go up before the player fully gets on if it is not level with the floor. If I’m honest, I know it’s done for aesthetic purposes, but I really would just have platforms be level with the floor when down so that problem does not happen, and you can have a more reasonable delay.

All that being said, I will certainly give credit where credit is due. The smoother animations on the monsters is very impressive. Definitely the smoothest I have seen for this engine, especially for the Juggernauts when they go from their normal to dying animation. That really caught my eye. Most of the spaceship/space station levels are absolutely beautifully designed. In fact one of them is in the third image of this submission, and I really enjoyed that level. And for Sky Burial? Wow…..that really impressed me. For those familiar with Marathon, it’s easy to see what was done here for the space walking and such, but it really looks, feels, sounds, and plays like it is a damaged ship open to space. For someone who generally heavily dislikes vacuum levels, this is probably the best one I have ever seen. Admittedly that could also be because your oxygen level goes down at a reasonable pace, and you can easily refill when you need to. Too bad Acme Station wasn’t as nice in that regard.

If I were to rate this based on my overall enjoyability? It would have to be a 2 or a 2.5 (if that was possible for S7), but I am giving it a 3 because I know a lot of work went into this scenario, and I want to respect that. Sadly, I can’t say I finished this scenario on a positive note, but that’s just my experience. I’m not gonna say don’t play this, because it deserves a shot.


  • Currently 4/5 Stars.

Update To Previous Review. Marathon TROJAN

Sharkie Lino on Jan 7th 2022, Version 1.0

The issue I was having seemed to be related to the current Aleph One version at the time (1.4).

Tried said levels again with the Aleph One 1.5 release candidate, and they work fine now!

Overall, definitely a very good scenario for the M1 environment.


  • Currently 1/5 Stars.

It's Broken. (Update Above) Marathon TROJAN

Sharkie Lino on Apr 3rd 2021, Version 1.0

Necessary mission-finishing switches on Have Gun, Will Travel, and the last level do not respond at all. Because of this, the levels cannot be completed. Very disappointing.


  • Currently 3/5 Stars.

Admittedly Entertaining. Global Warming Lua

Sharkie Lino on Apr 3rd 2021, Version toolate

See, you can easily fix this problem if you would just stop accidentally leaving the water running! Then the maps wouldn't flood, and you'd use less water in general. Win/Win!

The round I tried this one wasn't all that bad. I'm not sure if I would host it myself, but if someone else was? Yeah I'd be willing to play a couple of rounds of it in one session.


  • Currently 4/5 Stars.

Interesting! MaraToon (Infinity)

Sharkie Lino on Apr 2nd 2021, Version 1.0

Might not be my favorite thing, but it deserves a high rating for the work you put into it.

Just ran solo through some of the stock network levels just to see what some things would look like, and it did certainly give me a chuckle. I will say, the landscapes certainly look pretty damn good.


  • Currently 5/5 Stars.

I Could Map Better. Imperium

Sharkie Lino on Oct 21st 2020, Version V

No I couldn't.

The test runs we did were a lot of fun, even though we had more players than some maps were meant for, haha. Channel Z definitely reminds me of Mucking About and Master Slave from Red Spectrum. TRON was really a unique and fun experience. Just takes a little getting used to as sometimes the plain-colored walls can be a litte confusing in terms of where you are and some movement, but then again, we had 5 players on there during one of the test runs.

Pretty awesome work on Phantom Power with the precipitation and wind volume effects, I had no idea the precipitation got stronger the first time I played it, as well as the fog getting darker, but that's because I didn't have fog on the first time until I did a solo run. Sorry. :P

The other new maps are fun too.


  • Currently 1/5 Stars.

Not Fun Legends of Marathon Map Pack

Sharkie Lino on Dec 21st 2018, Version 13.0

I'm not really sure what was tried here (yes I read the description), but it just does not work out.

Having a level with just almost all platforms (especially if you land on one while it is going down) I don't find enjoyable, and doesn't add anything to the game. Some of these levels have total dead ends, which are very annoying. Having one huge open area doesn't work either because you pretty much have no way to take cover from bullets, and some of these are just too large in general. Also, DON'T have a player spawn that is any starting height other than 0.00, as it's very annoying when you cannot move immediately after respawning. For a game as fast-paced as this, those 1 to 2 seconds are very significant.

Captain Jteg kind of works out if you want to have one different round, but that's about it. Other than that, I don't enjoy this pack.


  • Currently 3/5 Stars.

Work Definitely Went Into This Eupfhoria - Marathon Soundtrack Remake

Sharkie Lino on Dec 21st 2018, Version 1

The issue though is that it sounds a bit TOO atmospheric. A lot of the notes have too much of a cross-fade that it sounds a bit disorganized, for lack of a better term. I'm not really a fan of rearranged percussion either (particularly on New Pacific Reprise).

I will say, this rendition of said track does get the notes much better than other remakes I have heard, but overall, it is just very tough to beat the original Quicktime ones.


  • Currently 5/5 Stars.

Fact.... Mararthon: Yuge

Sharkie Lino on Jul 15th 2017, Version 1.0

This is more Yuge than my washing machine videos!


  • Currently 5/5 Stars.

Wow! YugePax

Sharkie Lino on Apr 1st 2017, Version 3.20.20.20

These are the best okay maps I have ever seen!


  • Currently 5/5 Stars.

UBER JUNK Imperium

Sharkie Lino on Oct 9th 2016, Version 1.0.0

Such worthless netmaps, right? :P

Getaway UK kind of reminds me of Myst Island, and its design is very clever. Cabron Dating I still feel would be better without the SSM, but it doesn't make it a bad level by any means, and Blue Comet is a very good little dueling map, 3 works great too.

All others are your usual good fun levels for some standard combat, and Damage game type as well! Argus Array is clearly The Final Frontier. Hehe.


  • Currently 5/5 Stars.

Careful! Jump Outta the JUICE

Sharkie Lino on Oct 9th 2016, Version 1.1

JUICEMAN may still sue for JUICE infringement!


  • Currently 3/5 Stars.

100% Serious Lua Scripting guide for dummies

Sharkie Lino on Apr 2nd 2016, Version zipped

50% Of the time!


  • Currently 4/5 Stars.

I'd Rather Play House of Pain! Thomas Mann's Greatest Hits

Sharkie Lino on Feb 8th 2016, Version 7.0

And now for the serious part! :P

Overall, the majority of these maps are pretty decent for Small sized rounds, I'd say 4 at most. I've had some fun ones in them before! The biggest issue is that majority in the pack feel so similar, particularly in size.

Yes I know, they're 7-polygon maps. But even so, even with that amount I have certainly seen some attempts to make them have some difference with each level. Then again, maybe I expect too much. :P

Finis Operis is the most confusing. Is it a legit suicide map, or is there some trick to it?? Even it being an irons map, I am totally confused by it!! You're killing me, Smalls!


  • Currently 3/5 Stars.

A Decent Small Map The Goose & The Hog

Sharkie Lino on Sep 3rd 2013, Version 1.0

Worked pretty well for the 4-player game we had a few days ago. It's good that you fixed that "stuck" corner, reduced the platform delay times, and added more weapons to the lower areas, still a few things though. I would really consider removing the Jjaro textures, as they really don't fit well with sets other than its own. The short hallway with the dead end, across from the teleporter seems rather pointless and may only encourage camping, or be an annoying trap for others. I would also consider either moving the invisibility or make it spawn in more than just that ledge, since that may also encourage a possible camping point.


  • Currently 5/5 Stars.

Very Interesting Nature's Peace

Sharkie Lino on Aug 19th 2013, Version 1.0

It's actually kinda nice being able to check out some levels without worrying about any hits.


  • Currently 3/5 Stars.

Seems Okay Marathon Infinity Multiplayer Enhancement Pack

Sharkie Lino on Feb 3rd 2013, Version 1.0

I haven't tried it with others yet, but did some tests. I'm a huge purist when it comes to physics, but I will say that this is probably a very good attempt at trying to not change the whole game itself. The main issue I have is the SMG. The change for that is just WAY too much, and several levels use that weapon, so I don't think that would work out very well for a majority of players, so I would reconsider that. I honestly may end up just staying with standard physics, but you're not to blame for that, it's just me.


  • Currently 5/5 Stars.

Worth 5 Now! Unlost Found

Sharkie Lino on Jan 1st 2013, Version v1.4

Great work, brillster! Did a solo run through the two new maps and looks like it will be fun, great work on the sounds too!

The hill adjustment on The Pharos was the best thing you did. That level is very fun now with KOTH.


  • Currently 5/5 Stars.

Fun Rounds! Caustic Dystopia

Sharkie Lino on Aug 27th 2012, Version 1.3

Liking these new additions, Wind! I also do like the SSM-free ones that you have for the smaller levels.

I know you like using multiple sets and I can say that your use of them has definitely improved. I'm glad you're keeping the Jjaro and Pfhor sets to themselves now as, in my opinion, they really just don't go well with other sets.

But, in general, great stuff.


  • Currently 4/5 Stars.

Pretty Good Pfhor Textures Remix

Sharkie Lino on Aug 6th 2012, Version 2.0

Though, the only thing that seems off with this update is the brightness of them. They seem a bit too bright compared to the older ones. Just a heads up.


  • Currently 5/5 Stars.

Awesome Kill Them All IV

Sharkie Lino on Aug 1st 2012, Version 1.00

Had a 4-player round going last night. Lots of carnage and fun!


  • Currently 2/5 Stars.

It's Okay Fort Roque

Sharkie Lino on Mar 21st 2012, Version 1.0

Maybe a 2.5

The round we played on it wasnt all that bad, but some of the problems I felt were that, as mentioned before, it did have that cramped feeling to it and ammo was rather scarce. I really don't think it is a good idea to have a 2X recharger right on the hill, but I already gave my explanation for that.

A maximum of 4 players may do okay, but more than that, I don't think will work very well.


  • Currently 5/5 Stars.

Very Good! Starlight

Sharkie Lino on Feb 18th 2012, Version 1.0

Not sure why it took me so long to review this.

Lots of good games on these maps, great job as always.


  • Currently 5/5 Stars.

Excellent! Caustic Dystopia

Sharkie Lino on Nov 11th 2011, Version 1.1

Had the chance to host some rounds on the maps last night, and it was nothing but positive!

Great flow, no tight spaces and plenty of ammo!

You do not disappoint, Wind.


  • Currently 5/5 Stars.

Wonderful! FloatingX

Sharkie Lino on Aug 1st 2011, Version 1.4 [FINAL OFFICIAL RELEASE]

Working great on the betas with no error messages, Nice Work!


  • Currently 4/5 Stars.

Very Good! Seven Stages of Megalopia

Sharkie Lino on Jul 9th 2011, Version 1.0

Played only a few games on this map pack but has been very fun!

A couple of the maps though, particularly Lobes and Pfhishes, could use more ammo (unless that was done for a reason), but overall, definitely worth playing.


  • Currently 4/5 Stars.

Fun To Play! Unlost Found

Sharkie Lino on Jun 4th 2011, Version 1.2

Been playing these maps for quite a while and do enjoy them! The sounds could be a little better, but overall, worth playing!


  • Currently 5/5 Stars.

Very Good To Have Visual Mode

Sharkie Lino on Jul 12th 2008, Version 2.0

Very useful. It has allowed me to make many texture fixes to maps without having to worry about any crashes due to the "Too Many Transparent Edges" error.