This is a concept map. Includes aliens for solo, and a ball, and a hill.
I made this map the day before our Carn Fest VI, so we could crash test it. We found a few things that needed fixing, and I fixed em on the fly. We then all came to a concesus that it was great, so we made a film and I would post it for others. Here it is, and a film included on how it's played.
There is one thing I might mention though... the physics have been altered, so that you can wield two NUKEGUNS at once. How it works is, you must first pickup one nukegun, and then pickup TWO ammo packs in order to use two nukegun. This is the only way it was possible of being done, so live with it. Shot damage has been GREATLY reduced so you need to hit them more than just once at a very far distance... made it more fair, after play testing it.
Known bugs that will not be fixed or listened too in eMail: Have to pickup ammo before using the weapon. Have to pick up more ammo in order to use a second. Only have to pick up one physical nukegun to use two. Player graphics from anothers point of view shows them holding dual pistols instead of dual nukeguns (this one is imposible to fix unless I made a stinking shapes patcher and got rid of pistols alltogether).
Just throw this map file into the folder of EVIL (or some folder within the Evil folder), and pick it from the Environment Preferences area. It has pre-merged Physics that are EVIL compatible, so no worry there.
Actually... ANY map made for use with EVIL should be pre-merged with physics, regardless. Otherwise it's not a map worth messing with.
Created by Randall Shaw aka Frigidman
Video Example: https://youtu.be/8XwH0aqoTK8
1) Optimized performance of functions. Estimated 2.3x speed-up over v1 ! Fingers crossed 🤞 for no regressions.
2) DEBUG ephemera disabled by default. While cool looking, it's a performance drain that won't be in the Player's view the majority of the time.
3) New 'EMITTER_SELECT' option in CONFIG: 'all' (Default), 'scenery_only' or 'surfaces_only'. Best used to lay out the surface-only intensities and then to come back after adding light fixtures to brighten those zones using the 'brighter' blend mode.
4) Can now define the final emitter intensity values in the CONFIG. Off/No modification also allowed.
What is this map? It is a メconceptモ King of the Hill map. The Hill 'moves' around so that every two minutes, you have to battle for it in a completely new area. The Hills move by way of closing up and filling with lava, then another drains and opens up. The cycle takes a full 10 minutes, then it starts back at hill 1.
I made this map the day before our Carn Fest VI, so we could crash test it. We found a few things that needed fixing, and I fixed em on the fly. We then all came to a concesus that it was great, so we made a film and I would post it for others. Here it is, and a film included on how it's played.
Just throw this map file into the folder of EVIL (or some folder within the Evil folder), and pick it from the Environment Preferences area. It has pre-merged Physics that are EVIL compatible, so no worry there.
Actually... ANY map made for use with EVIL should be pre-merged with physics, regardless. Otherwise it's not a map worth messing with.
Created by Randall Shaw aka Frigidman
SUMMARY: A small, very simple deathmatch/survival map designed for netplay & the XBLA Survival Plugin.
INSTALL INSTRUCTIONS: After download, extract "MI_Epitome.zip" somewhere on your PC. Open the "MI_Epitome" folder & read the "ReadMe" file for full instructions.
Tested on Latest "Aleph One" build with latest "Marathon Infinity" data files.
XBLA Survival Plugin can be found here: https://simplici7y.com/items/xbla-survival-2/
SUMMARY: A large deathmatch/survival map designed for netplay & the XBLA Survival Plugin.
INSTALL INSTRUCTIONS: After download, extract "MI_Dirge.zip" somewhere on your PC. Open the "MI_Dirge" folder & read the "ReadMe" file for full instructions.
Tested on Latest "Aleph One" build with latest "Marathon Infinity" data files.
XBLA Survival Plugin can be found here: https://simplici7y.com/items/xbla-survival-2/
SUMMARY: A small, very simple deathmatch/survival map designed for netplay & the XBLA Survival Plugin.
INSTALL INSTRUCTIONS: After download, extract "MI_Convergence.zip" somewhere on your PC. Open the "MI_Convergence" folder & read the "ReadMe" file for full instructions.
Tested on Latest "Aleph One" build with latest "Marathon Infinity" data files.
XBLA Survival Plugin can be found here: https://simplici7y.com/items/xbla-survival-2/
These are the old textures from Feral and Frolic which was praised for their minimalism. I had never seen the reviews on those 2 scenarios until recently and decided that I should do some usable assets for scenario making.
These were taken from the shapes files with ShapeFusion and can be added into another. Replace one of the existing wall sections.
It is free to use these textures but credit me please.
Initialized
The cycle cannot be so easily broken.
Though you escaped the Night's attempt to lay claim to your mind, surely you will awaken to little more than another round of the same thing as before.
Your weapons are stronger, deadlier.
Some of your old friends have new faces, new forms, or even new functions. May they sustain your struggle against inevitability a bit longer this time.
New, strange places
Gaze upon sights unseen and see if you can find what lies beneath. What lies ahead dwarfs what came before.
Journey forward into the black and white world of Divine Twilight with this direct continuation from Chapter 1.
(Note from the Composer, Talashar: The soundtrack for this initial release is not the final mix for many tracks, but he's happy to have it here for the time being until the final mix is ready.)
The initial release for Divine Twilight Chapter 2.
Happy carnage! I plan to release some more maps later this summer or in early fall. Maybe some vanilla Infinity maps but I love the nuke mortar so much I don't know if I will ever try to convert these maps to Infinity. Thanks for reading. Reverof nohtaram!
All three of these maps have been playtested with large groups (7+) and I tweaked some of the respawn times for powerups and weapons based on initial feedback.
While going through this to make screenshots I noticed a few scenery sprites were not appearing as expected... oops.