Vice

2 Submissions

Marathon: Trinity 0.2

Vice on 02/13/2016

Screenshot titled "Run-Run-Pfhuntime"

Marathon: Trinity is a brand new scenario/total conversion which explores the cyborg's future in a parallel timeline. Pfhor dominate the galaxy and Earth has been annihilated. Stuck on board the UESC Trinity with an AI named Lysander, you and your fellow colonists discover a habitable planet after over a century of exploring. However, a mysterious ship wreck drifts nearby, which can only mean the worst...

Pfhorums link: http://pfhorums.com/viewtopic.php?f=13&t=39242

Notes for version 0.2:

Version 0.2 of Marathon: Trinity. This scenario is still in early alpha. Update Notes: - Bug fixes - More health & ammo - Modified enemies - Fixed Monster Limits issue - Replaced 'The Devil's Playground' with 'The Devil's Playground II' - Added a 5th (unfinished) map. Just a teaser of what is to come.

2,946 downloads, 2 reviews, 7 screenshots, 4.0 rating

Screenshot titled "The man himself"

Does as the title says.

Only 16-bit version has been implemented. Make sure to check your sound preferences.

"I DON'T LIKE 'EM PUTTING CHEMICALS IN THE WATER THAT TURN THE FRICKING FROGS GAY!"

Notes for version 1.0:

First version. 16-bit only.

1,741 downloads, 1 review, 1 screenshot, 5.0 rating

7 Reviews

  • Currently 5/5 Stars.

Brilliant Survival 2.0

Vice on Oct 27th, 2019, Version 1.6

Brilliant script; dare I say, all I've ever wanted.

Just a few things:

1) I noticed the Ticks (Energy, Oxygen, Kamikaze) were missing. Having those added would be nice as those units are sometimes replaced with customs.

2) Alignment. I understand it is a neat feature to be able to define friend and foe by simply selecting the units you want. However I have two issues with this: for one, the script does not allow you to mix units which would normally fight together, i.e. pit BOBs against VacBOBs. Furthermore, this dumbs down combat to a basic 'player + allies' vs 'enemy'. This means that units which under normal circumstances would kill each other don't. This bugs me especially as I want a "UESC vs Pfhor vs Salinger/Dangi" scenario – a free-for-all of sorts.

Anyways, I am now officially rambling. Great script, 10/10 would recommend, hope to maybe see an update sometime again.

EDIT: the solution to point 2) would be to have an option to turn off auto-alignments and let the map/game's .phyA take care of business.

  • Currently 5/5 Stars.

All I Ever Wanted Turn Based Marathon

Vice on Apr 11th, 2016, Version 1.0

5/5, my life is now complete. On a more serious note, props to Wrk for writing this script. It's legit (for once). I suppose it's a shame no one really plays anymore, I would have loved trying it out in a full 8-man free-for-all.

  • Currently 4/5 Stars.

Innovative! Colony Mod

Vice on Dec 2nd, 2015, Version 1.2

Updated: 6th December 2015

First off, I'd like to thank philtron/skraeling for getting into singleplayer mapping. Multiplayer is fun and all, but I personally prefer marathon's campaigns. This includes the originals and the fan-made.

I'll start with the difficulty. I think philtron did a great job on this. I was actually a little surprised, though, since I honestly wasn't expecting such a challenging... experience. The difficulty steadily increases throughout the first two levels (at the time of writing this scenario only has 2 maps), but I feel that at some points having only a pistol with some grenades made defeating the enemies a little irritating. By this I mostly mean when you get ambushed by 4-8(+) enemies at once, or when the player encounters the major trooper in the hallway. Anyway. Great job overall, it was difficult (for me at least) in a fun way.

Next I'd like to mention the new shapes file and what exactly it does. I was pleasantly surprised when I noticed pretty much every monster had been at least moderately modified, which offered a nice, refreshing experience. I was very surprised the first time I encountered the major trooper; a flame thrower AND a furious hail of fighter bolts?? Awesome. Invisible hunters have also been added; really neat. Most noticeable was the change in speed. Pretty much every monster could run around as fast as the player could, which I thought was a great touch. Definitely made things a lot more interesting. Philtron also took the liberty of reusing the sound files from the lava ticks for the s'pht compilers. I really liked that. It made the compilers a lot creepier!

Moving on to the texturing, shading, architecture and general aesthetics. I was a little disappointed here. A lot of the textures felt a little overused, making it hard to see where I was going, especially since most of the map was essentially a maze. Now I'm a huge fan of mazes and labyrinths, so I gave a big plus for that anyway. I felt like philtron really rushed this crucial part of mapping; a lot of textures were unaligned and it just generally felt sloppy. Good usage of the legendary water wells/fountains! At least they weren't overused and misplaced. However. I ADORED the shading. The first map had me hooked right away when all I could see were some flickering lights and a BOB staring at a terminal. I really liked the shades, it did a good job of hiding the misaligned textures and gave off a great, spooky atmosphere! I mean really, props to philtron for this. I only noticed one location where the lighting seemed a bit awkward, but otherwise, well done! Probably the one of my favourite things about this scenario so far. Now the architecture wasn't god-like, in fact, it was no where near Ryoko's maps, but to be honest it was good enough. It didn't really influence any of the combat which was a shame, but the new shapes file made up for that. Not to mention the fact that I do not expect to see any astounding landscapes when running around inside a maze. The terminals were nice, I liked the fact that there were so many of them. They really did a good job of making me feel like I was at Tau Ceti. The colour choice of the text was iffy sometimes, but overall satisfying. I did however miss the AIs; they were always a core component of the marathon series. Where's the poetic, sarcastic, mad and yet hilarious AI we all know and love? It's possible that the player, which seems to just be an ordinary security officer, encounters an AI later on.

Just some random notes: -Some of the ambushes were unfair and very foreseeable. Decreasing the amount of ambushers would be a good first step.

-I hope to see some more weapons! I really liked the new pistol.

-I honestly couldn't really notice any difference with the new fusion pistol. (aka. fusion cannon)

-The terminal pictures do not work. They don't show up. Fix this!

Anyway. All in all it was a very fun experience; very unique. The issues were minor, but they got very annoying very quickly. I think if you were to fix a couple things it'd improve gameplay dramatically. I hope to see some more height variations in the coming maps!

Thank you for these maps, philtron, and please don't stop until you've finished this fun little scenario! :) I'd rate this scenario 5/5 stars if you fixed the unaligned textures and made it prettier in general.

  • Currently 5/5 Stars.

Creative 3 Boss Battles

Vice on Aug 14th, 2015, Version 1.0

Really neat. I don't know why I didn't write this review earlier, I must have forgotten. This is the kind of stuff I've never seen in marathon and implementing it via the (limited) physics must've been quite a task. I highly recommend this for anyone that's looking for ideas for special/elite/boss units. 5/5 for creativity.

  • Currently 5/5 Stars.

Perfect. Marathon Phoenix

Vice on Oct 19th, 2014, Version 1.2.1

I'm pretty late on this review, and since pretty much everything's been said, I'm just here to rate it 5 stars. This definetly inspired me to start working on my own Scenario/Total Conversion.

  • Currently 5/5 Stars.

Excellent! Vasara

Vice on Oct 19th, 2014, Version 1.0.1

10 times better than Visual Mode in my opinion. A must have for mapmakers. Thank you for this.

  • Currently 4/5 Stars.

Fun. XBLA Survival

Vice on Oct 19th, 2014, Version 2.0

It's fun, but has a few minor issues; Monsters, especially juggernauts, keep spawning at really wierd places where they get stuck (on the map 'Road Warrior', one jug. keeps spawning in a wall). This probably is due to 'spawn at random location', however, maybe it'd be possible to create some sort of a 'minimum poly size for spawn'. Finally, the units that spawn get very repetitive since you can't get further than wave 10. 4/5