Does this work with HD textures?
OH MY EYES ITS PERFECT
I was able to extract the map, shapes etc. from the application and use them with a normal copy of A1, which was fortunate as the provided application would not start.
There's not a lot here. There's nothing outright bad, but this scenario does suffer from a lack of variety both in terms of combat and level design. Almost every encounter is basically the same with narrow corridors funneling enemies that can be swept away trivially with a generous supply of AR ammo.
My advice to the mapmaker is to try to set up encounters where the player must exploit different strategies. Stunlocking enemies in narrow corridors gets old fast. If the player also needs to circlestrafe, to dodge dynamically, to use cover, to snipe, and to explore cautiously - then you have a more varied and therefore better scenario.
Likewise, the level design consists of the inside of several different parts of a base, with rooms and corridors . . . but that's it. It's all more of the same, and there's no sense of how the different parts relate to each other aside from being described in the terminals as different wings. There's also no sense of how they relate to the outside of the base or where the base is. Look at the first chapter of DOOM where the player spends most of their time in a base but can also see and go outside, and can see other parts of the base through windows. This adds both variety and cohesiveness, which are missing here.
All that's left is figuring out how to script so that you can respawn mid-game like in regular netplay. I'm looking into this myself.
Was that Toad al outpouring an allusion to something?
I loved it as you already know. Fantastic first effort.
We were wondering if you could shed some light on the story.
There is a channel in the server called the Coming of Mazaro. We would love it if you paid us a visit. We will be hosting coop runs of your scenario.
It is great to see these game modes ported to marathon. Keep up the good work!
What
Classic Marathon Day surprise.
Nicely done sir.
This is hardly playable. The platform level is especially a bad idea, you pretty much get stuck most of the time. The original net maps are better designed than most of these.
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.
I haven't played it yet, but I already know its good!
This is an almost perfect recreation of the gambit gametype in a very old, outdated engine. It is quite the feat of programming and design. Excellent work!
Wrk is the anathema of platitudinous marathon cartography.
Thanks for everything.
This redux is awesome. Waouh.
The map making skill here is incredible. Rubicon is my fav scenario and dare I say this is better. Terminals are a bit lacking, in spelling and content, but are humorous. Aqua is a doofus I got through the first level he mentioned fine stuck on the second one he mentioned so I'm going to assume I need to keep looking. Almost finished was just looking for a walkthrough. I wont cheat I promise.
Deserves more stars. Would give 6 if I could.
Edit: Can confirm whole scenario can be played through. Aqua you were on the other side of that door earlier look at your map :p
Fantastic map it deserves the 5 stars for the interesting customised looking terminal. Was fun testing it with you. Hope to see even bigger more extravagant maps in the future. Loved the detail!
Cheers, Spooky
I really like the map design and the story, both of which are very well designed and easy to follow yet offer a puzzle and a challenge. The use of level verticality and sniper battles between enforcers with the crossbow are really fun and a new concept to the scenario scene!
However where the game seems to fail is in combat. The enemies are too large in quantity and need to be rationed more throughout some of the levels to offer consistency and allow some form of challenge rather than just holding mouse 1 for 5 minutes.
Also the weapon selection has redundancies and has questionable design. The starting pistol is too overpowered and makes the AR's primary fire redundant. Why a crossbow? why not a DMR or sniper, that would fit the weapon themes better.
Weapons overall looks are not bad, good in fact, but they don't match up. For example the fusion cannon is a very abstract in design and very detailed like the rocket launcher, yet weapons such as the machine pistol and AR have worse quality textures as if they are from another scenario or were rushed.
But overall this was very fun, great levels and story. You just need to work on the weapon and enemy balancing.