To any potential mapmakers: Please don't do what Adminn is doing. Learn to map properly.
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.
Seems ebic, but i cant seem to install it even with the instructions.. theres not even a scripts text folder to drag.
Thank you so much for making this. The only thing missing now is a 1.3 version that lets you crouch with a different key as well, so as to allow map makers to make slightly more realistically proportioned air vents. Anyway, this jump script helps make Aleph One the GZ Doom partner it should always be. (though Marathon is still better than Doom)
Jumping properly allows you to make maps with even more crazy platforming paths, though using it should be banned if doing a Vidmaster run, unless there is no way to reach the ledge otherwise when you need to save ammo.
It's a lot better than other jump functions in Aleph one I've seen which lazily recreate the "debugging jump" from Visual Mode (both Forge and Aleph One for Weland kinds).
Such a clever cookie! Thanks Raven!
Wow, it's been years since I had played this. You really put a lot of effort in this. Well done!
I've wanted to play Bungie's famous PiD for 10 fucking years. Even though I own PiD physically, I never had the actual ability to play the damn game until a couple days ago. Thank you to all involved in this COMPLETE port of the game!
Please stop spamming Simplici7y with quality uploads so we can get back to wasting everyone's time with visual mode plugins. Thanks.
To be serious for a moment, this is a fantastic port that makes great use of Lua, and is a lot of fun to play. It's clear a lot of work went into this, and it certainly deserves a 5 star rating -- something I never ever give out.
Good job, douche.
The amount of coding that went into perfectly recreating the exact behaviour of PiD is absolutely mind-boggling.
I am thrilled with this new version. Binding the action key to the inventory was a bit tricky but once you figure out the controls this total conversion is thoroughly addictive. Easy 5 stars as expected from Wrk.
Excellent audio quality. Totally recommend using this for every play-through of any Marathon scenario. This is the best alternate audio I have ever heard in a videogame. You need to try this audio out!
Most of those plugins are legit, except visual mode which is just a troll prank that displays an image of a man with a Marathon nametag injecting himself with "Forge Visual Modes" and screaming "VISUAL MODE!" whenever you try to activate it in Weland's plugins menu.
That is not fucking funny. In fact, I find it just plain tasteless and rude. >:(
I need a Forge style visual mode i.e. a port of Vasara with the original Forge's 3D view height adjustment mode (toggled by CAPS lock in the edtior) to make adjusting heights better, as the digit based system sucks. This is to say that I require visual aids in 3D/2.5D level editors so I can see if my level looks right on the fly. Tomb Editor and the Build Engine editor are two examples of how to do 2D editing and 3D texturing right.
Having to constantly open the game, load my map with Vasara on, do my work, save it using a very easy to forget console command, fish it out of the default aleph one directory and put it back in Weland's one, open it again and THEN adjust heights using the awful non visual "set heights" option is pointless busywork. That's why forge included such as feature in Visual mode TO BEGIN WITH. The digit method was only intended for backup and/or minor adjustments once the general height was set e.g. quickly copying the same height across multiple polygons without having to adjust them all in visual mode, saving that for new heights.
I really hope someone actually makes a visual mode/vasara version for Weland itself and not as an Aleph One plugin without it ending up such a childish prank like that. I was looking forward to using a less clunky texturing system too. That'll teach me to get my hopes up.
This map cements W'rk as the king of Marathon. The skill here is incredible. Those damn penguins though I will kill them somehow. The sprites on the penguins are a little rough around the edges but altogether an amazing map package. Well done.
I admit I actually made "Reverse Osmosis". I appreciate that you didn't put my name on that, but I think I have to own up to it at some point.
The architecture on here is fantastic. Pretty complex, but doesn't interfere with movements, or playing. Excellent work!
Interesting that there's no "plot" per say. But the combat of these levels is pretty awesome! I don't understand the terminals, but they're definitely funny in some spots.
His ratings are as unoriginal as his attitude and personality.
I've enjoyed these many times!
What a fantastic first project! You keep coming up with great ideas making a map pack with a map for some of the regulars each to be played on a marathon day was an original idea that you followed through very well. Great work!
There is a lot of potential here. I do enjoy the look of the minimalist textures (many in which you see in a lot of indie games). Keep it up!