Excellent work, far more intuitive than VML, the mouse control is nice, and is a lot easier than holding down various keys in various obscure combinations.
The visuals are smooth and functional, and learning where everything is was a breeze
There is one bug that I have found though. When switching texture mode from "normal" to "fast vertical slide" the hud disappeared, though nothing else was affected (considering this is the first release I guess bugs are to be expected)
All in all, five stars
Thanks, RealRainman.
Plenty of tricks and surprises but - at least on my Intel Imac - the terminal pictures seem to be absent, so gameplay and plot are rather hit-and-miss.
Any chance of seeing a version 02 with the PICTs included?
I wasn't expecting this to be at all great, but I was blown away since it was just a Beta and solo-created. I love the dream levels and the way the plot twists and turns. I few levels were confusing, but I was really impressed. Great job!
Love the mod, been using it for our let's play series.
One thing, though, the latest version, rev 1.5, seems to break the updated Freeverse weapon models for the pistol and the SMG. With this mod in place, only those models go back to the originals. When I revert to 1.3, I get the updated models.
Totally addicting! Very challenging - someday I hope to get past "Easy"!
Great HUD for M - Eternal. Makes gameplay a lot easier.
Like the work. Too bad for the BoBs though.
Yay for better VM.lua support!
But Aleph One 1.1 seems to mess us the size of the weapons.
Nothing more fun than red light green light with guns! Well... other than blowing up evil aliens.
Does not work for PC Weland.
PC Weland does not register any plugins.
May not be the plugin, may be Weland.
Game quits when trying to transport from the first level. Skipped second level and started new game with third level...no more crashes after that. Would like to to see a walkthru...stuck on Enchanting New Mexico... Otherwise enjoyed the scenario.
Why is this getting so many 5 star ratings when there is something clearly wrong with the monster placement?
In a lot of places there seems to be no rhyme or reason to where monsters spawn.
As though you just took the monster placement clicker and had a seizure while placing the monsters.
There seems to be no FUN way to engage the enemy.
@Wazdakka, and others that might be wondering:
Visual Mode is a plug-in for Aleph One. It is NOT a plug-in for Weland.
In order to run Visual Mode you need to download: (1) Aleph One, (2) a Marathon Scenario.
Both of these are available for free online and easily discoverable via google.
-Put Aleph One into the Scenario folder.
-Put Visual Mode into the "Plug-Ins" folder within the Scenario folder.
-Replace the Map.scaA file with your own map. (Re-name your map to "Map.scaA"
-Launch Aleph One, start game. Texture!
Great stuff! Thanks for doing this guys. The translation looks good and I'm happy that people can now actually follow the story and missions in English.
It was a 2. Then I figured out the TOZT & VISR mechanics.
Wonderful scenario for its unique features.
However, its not a 4 because this scenario is not scary at all.
Marathon Evil's Devlin encounter, Marathon Apotheosis Assassin enounter, heck even Marathon Eternal scared me more with the first Wraith encounter.
Also the level itself will get you hung up on just about everything.
EDIT:
I take a little back. While the scenario itself isn't scary, if you forget to turn off the scripting your other scenarios will literally be haunted.
Brilliant use of Aleph One -- the style perfectly plays to the engine's strengths. I can't recall a better use of fog. The pacing drifts from "deliberate" to "tedious" at times, and the abrupt ending lacked closure. Despite that and some minor student-project bugs (a few untextured sides and geometry issues), it's a fresh approach to Aleph One mods and a must-play for fans of art games.
That second level is a pain in the dick.
The rest are very atmospheric, and the blue pillar terminals require some dancing for them to work.
I beat it on Total Carnage. This experience was more Halo than Halo. Its very mysterious, I just wish there was more to it.
The plugin appears to cause issues during multiplayer sessions. The player using the plugin tends to get out-of-sync during the match, usually during weapon reloading sequences.
Aside from that, this is a nifty addition that I'm glad you've shared with us.
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.