Reviews

Newest Reviews

  • Currently 4/5 Stars.

Pretty Good Pfhor Textures Remix

Sharkie Lino on Aug 6th, 2012, Version 2.0

Though, the only thing that seems off with this update is the brightness of them. They seem a bit too bright compared to the older ones. Just a heads up.

  • Currently 5/5 Stars.

Awesome Kill Them All IV

Sharkie Lino on Aug 1st, 2012, Version 1.00

Had a 4-player round going last night. Lots of carnage and fun!

  • Currently 5/5 Stars.

Yay Kill Them All IV

brilliant on Jul 31st, 2012, Version 1.00

I am very happy to see this released! I am having a lot of fun playing it.

  • Currently 5/5 Stars.

Re: Danish Style New Interface (MaraMag March '95)

Godot on Jul 23rd, 2012, Version 1.0

Danish style indeed, you can see the Bang & Olufsen influences. ;)

I bet Ture never expected to see this piece from his University of Kansas student days unearthed after 17 years.

Great work on reanimating this one. :)

  • Currently 5/5 Stars.

Danish style New Interface (MaraMag March '95)

Hopper on Jul 22nd, 2012, Version 1.0

Research suggests that the artist is Ture Wibrand, who went on to a successful design career in Copenhagen. Here's to you, Ture!

  • Currently 2/5 Stars.

Good job! New Interface (MaraMag March '95)

RyokoTK on Jul 22nd, 2012, Version 1.0

It's really important that every hideous rendition of the Marathon 1 HUD is its own separate file. That way, when I visit Simplici7y, half the front page is filled up with insignificant variations on the same awful HUD. Thank you!

  • Currently 5/5 Stars.

Excellent Map Design Kill Them All IV

PerseusSpartacus on Jul 19th, 2012, Version 1.00

Short, sweet, simple. That's all I need to say about these maps, aside from that they are carnage-filled and loads of fun even on lower difficulties.

  • Currently 5/5 Stars.

Good Work Marathon Classic HUD

goran svensson on Jul 18th, 2012, Version 1.0

Just as I remembered it from Marathon 1!

  • Currently 5/5 Stars.

Nostalgia...growing... Marathon Classic HUD

Ares Ex Machina on Jul 11th, 2012, Version 1.0

...HUD...also growing. Nicely done!

  • Currently 5/5 Stars.

Nice Work Marathon Classic HUD

timothy on Jul 9th, 2012, Version 1.0

This should be a mandatory part of the Marathon scenario download. (not a joke)

  • Currently 5/5 Stars.

Pure Map-Making Talent Ein Heldenleben

PerseusSpartacus on Jul 8th, 2012, Version 1.2

Anticitizen One is an awesome map. Plenty of ammo and weapons, nice open spaces, and easy to learn the ins and outs of. Zora's Domain is also pretty good. Again, plenty of weapons and ammo, open areas, and fairly easy to learn. Those two maps even by themselves warrant this pack five stars.

  • Currently 5/5 Stars.

A Must-Have for Infinity TTEP 7 Marathon Infinity

PerseusSpartacus on Jul 8th, 2012, Version 7.0

I almost never play Infinity without the TTEP. It really makes the textures pop out at you and gives the game detail it never had in it's original form. Truly, and without a doubt, an excellent plugin for Infinity.

  • Currently 4/5 Stars.

Good Gorans Animated Liquids

infwaffle on Jun 15th, 2012, Version 0.2

Very nice job here. The water looks great. However, there is a bug where sometimes it will instead of being water, it will rapidly change different random textures.

  • Currently 4/5 Stars.

Hi gyffunk Minipax

Dis on Jun 1st, 2012, Version Four

neglect to pop in once in a while why don't you we understand *cool map pack dude

  • Currently 4/5 Stars.

Great, great, but Minipax

gyffes on May 22nd, 2012, Version Four

Where's the Survival love?

  • Currently 5/5 Stars.

I could say... Marathon Phoenix

guyollerearnshaw on May 18th, 2012, Version 1.2.0

I could say how refined and intricate it is. How the battles are so well conceived... But it's summed up in a word - Juicy! It really is something to get your teeth into. Excellent!

  • Currently 5/5 Stars.

This just goes to show... Visual Mode

PerseusSpartacus on May 11th, 2012, Version 2.1

...how useful a lua script can be. I use Weland to make maps, and it doesn't have a built-in Visual Mode like Forge does, so I have to use this. Granted, it has cons, but you barely even notice them. All in all, wonderful.

  • Currently 5/5 Stars.

I suck at this :( Electric Sheep Tetris

The Man on Apr 23rd, 2012, Version 1.0

It's probably my fault for not remapping the keys to something more logical whenever I play this, but still :(

Cool stuff, five stars.

  • Currently 5/5 Stars.

Gorgeous Second Quest

The Man on Apr 23rd, 2012, Version 2.0.0

I haven't actually gotten to play these in net mode yet but they are all significant aesthetic improvements over the originals, and for the most part they seem to flow better than the originals too. I was pretty shocked by how radical some of the rearrangements were (especially "Dead Fields") but I can definitely get used to them. My only complaint is that it would be nice to have an add-on that can throw in HD textures for the M2 levels.

It would also be really cool to have someone redo "Aye Mak Sicur" as a net map in this style (it was originally built as a net map to begin with, after all), although that's probably a pipe dream.

  • Currently 5/5 Stars.

Pretty close to being a perfect scenario. Marathon Phoenix

The Man on Apr 23rd, 2012, Version 1.2.0

This is definitely in the top five Infinity/Aleph One scenarios I’ve ever played (the others are, in no particular order, Tempus, Rubicon, Eternal, and Pfh’Joueur, in case you’re wondering), and large portions of this scenario should serve as a model for future map-makers.

Cons: * Too frakking difficult. Not always in a “This is a challenge” way, but in a “If you stand in the wrong place for a second you will die” way, which is fine the first time but gets a bit frustrating after awhile. This probably wouldn’t be a problem if not for the $\\$ing fire speed of some of the enemies (I'm looking particularly at red defenders, blue hunters, the retooled Mothers of All Cyborgs and the like). This isn’t helped by the fact that Defenders fire on the left while pretty much everything else fires on the right, which makes the strafe-while-circling-enemies tactic I use in almost every other scenario almost impossible (although this isn’t really Ryoko’s fault since he wasn't the one who designed them. I guess he could have flipped them and just hand waved it as the A’khr being different though). I recently beat Marathon 2 on Major Damage without all that much frustration. I couldn’t even hack this on Normal. * Some of the secrets are probably impossible to find without the guide.

Pros: * Apart from the Guide Dang It secrets, the puzzles are uniformly superb. Almost everything in the game that isn’t a secret can be puzzled out without consulting a guide, but in some cases you’re going to have to think about it for awhile. * Possibly the most gorgeous map design I have ever seen in a scenario – even eclipsing the best levels of scenarios like Tempus Irae, Rubicon, and Eternal. Every single map is a beauty. * Apart from the insane difficulty, the gameplay is for the most part solid. I did find myself missing the shotgun though; the crossbow is an effective replacement, but you can’t carry nearly enough ammo for it except on TC :(

Neutral/Who cares: * The story is kind of simplistic, but it gets the job done. The writing is effective and the terminals are fun to read without ever going on too long like certain other scenarios occasionally do (\cough\ Eternal). * Some of the graphics were taken from other scenarios. Seriously, find something better to worry about. They’re all used beautifully and all fit nicely with one another.

It would be nice to have an HD version of this at some point, though.

Notice to players: Every single level has at least one secret. The “Nearby Skulls” count tells you how many secrets are on the level. I don’t remember any single level having more than seven.

My favourite levels were probably “Stone Temple Pilates”, “Into Sandy’s City”, “Escape Two Thousand”, “Sanctum Sanctorum”, “Dark Pfhorces”, and “Roquefortress”.

(April 23, 2012)

Edit May 27, 2020: I’m replaying this on Total Carnage and enjoying the combat a lot more. It’s possible some of this is the result of changes to the game since I last played it; however, it’s also worth noting that Ryoko himself has explicitly noted that this game is not balanced for any other difficulty setting. You’ll always have enough ammo on Total Carnage, even if you vid start every level (with Command+Option+New Game or Ctrl+Shift+New Game), unless you’re incredibly wasteful with ammo; however, this isn’t the case on lower difficulty settings, which have ammo caps that Total Carnage removes.

As a result, if you absolutely have to play on a lower difficulty:

  1. Git gud.

  2. Use a script that removes the ammo limits (or at least makes them into something ridiculous like 1,000 per ammo type).

My high esteem for this game hasn’t really changed in the last eight years since I wrote this review; if anything, I think I like it even more now. One of my own levels (“To Make an Idol of Our Fear and Call It God”) is a direct ripoff of “Roquefortress”, which should be a clue as to how highly I regard it. (Further edit, July 31, 2020: My level for the forthcoming re-release of Tempus Irae, “Il grande silenzio”, will be equally obviously influenced by “Stone Temple Pilates”.)

Version 1.3.0 adds six new levels to the end of this game, which are worth your time to play. (They’re normally accessible from a secret terminal in the last level of the main story, “Swan Song”, but you can always vid start if you don’t feel like replaying the whole scenario. The first of these is a rebellion level, anyway, so vid starting it won’t be any different.) The short sequel Kindred Spirits is also worth your time.

And I do recommend vid starting each level. It’s a fun challenge, since Ryoko made sure each level has enough ammo and weapons to complete from a vid start.