An interesting concept. This is the very idea of adapting an offensive strategy that reflects limited resources and spatial constriction. The map itself is very plain and lacks variety of monsters present. The objective is obvious and game play straight forward. Reminds me of an early training level from Ohkawa's Academy for Planetary Defense scenario.
this is so fucking sweet dude! Just one problem the main menu is like normal which is kind of lame :/
Interesting... that is all.
My computer exploded the first time I used these sounds, and I had to get a new one. Well done.
Having rattled through Rubicon, Eternal and Phoenix a number of times over- having done the same with the Aeon public beta 1.0 a few months a go- I decided to have a go at it again. Frankly, I'm astounded as to how far the learning curve on this scenario has progressed.
Earlier levels from Our Lives a Mimicry to Rise and Fall of Dugit (bar Eternal Lucid Dream) have amazing attention to detail, but the texturing is still a little sloppy. It's good to see that for Asphodel and onwards, this has been rectified.
I'm not a particular fan of being given everything at the offset, but it's good to see that we're given a choice between pure carnage and more structured fights in the divergent chapters. My favorite, personally so far, is Venom.
By levels, however, I need to be a little more consice. Levels like Vae Victis/Command, Frameshift, and Lapsus are some of the best levels I've seen in a long time.
Keep up the good work. I'm still waiting on 1.9 :)
As someone who cut their marathon teeth on 3rd party scenarios like Siege of Nor Korph, Evil, Tempus Irae, Rubicon etc I'm very intolerant of maps where not enough thought and effort is put into lighting and making maps "feel" right. This is a scenario where the attention to detail really shows through. I took my time wandering around just enjoying the views (once I'd survived the great battles!). There are really only 2 things I'd suggest that stop me rating this scenario a 5 to of 5 (and perhaps these things will be rectified by the time the finished version is released). 1. Don't give the player so many weapons so early in the game. One of the things that made a scenario like "Evil" truly great was the weapons and ammo were handed out very sparingly and you often had to back up and play through sections again making more effort to conserve it as you would run out. Having to make do with a magnum for a while makes you REALLY appreciate it when you finally get a a shotgun or something. I would say there needs to be less health packs also and make some longer sections without save terms. Makes it harder but so much more rewarding. 2. (and this is critical to make this a truly 5 star scenario) It needs an art director. The menu, chapter screens and terminal art just aren't up to the quality of the maps. Great scenarios always have a great mapmaker and a great art director, not usually the same person! Other than these issues this is first class stuff and I haven't enjoyed playing a scenario this much since Rubicon (which this reminds me a little of). Great work!
It's good to see that you're utilizing differential shading properly, although in one or two places it's still not that convincing. In terms of flow, there's no glaring problems, and there's good variation in floor/ceiling heights. We're around a classic Marathon: Infinity level map at this point.
There's something flickering that looks like a teleporter but isn't. Please fix. Also, some platforms aren't as obvious as they could be, and a few raised portions of the map (with ammo) are irritatingly just out of reach. Bad in a net game.
Variation in floor/ceiling heights is present. At this point, we're at an M1-level net map. There's plenty of room for improvement, though. It's good to see that weapons and ammo have no problems.
The map is still very cramped. For any more than a two-player duel, three-player at a push, the gameplay would deteriorate.
Please raise the headbanger ceiling in the center of the map.
There is also little variation in lights, giving the map an appearance without volume. I recommend you play some popular net maps, or even solo scenarios, to get an idea of differential shading.
This review is not to disregard my previous one. It is, in fact, to contest w'rkncrapper's, especially the last bit.
and no, you don't have to get rid of the tight spaces, everyone here are afraid of: Tight spaces, dark areas, monsters, deathtraps, open lava pits, and anything else that takes a little bit of skill to overcome. so go you!
Cheap ways to have a player die (ie- not caused by other players) on a map are instant map-credibility killers. Don't follow that piece of advice. Please don't.
Dark areas are acceptable if they are tempered with well-lit areas- relying on them exclusively will leave an annoying map and an annoying map alone. Tight spaces are almost always bad in net maps. They constrict flow.
Completely disregard the comment below
the problem i find with S7 is that everyone here has a very closed mind when it comes to map making. not to say there advice is bad. but take it for what it is. you map to me is a great concept, but you need more details and intricacies. make sure that there are only a few dead ends (as i see that it is fitting to your theme, otherwise i would say no dead ends) it's good to have great flow so the game can stay fast-paced. so if you added more pathways and weapons this map would be awesome! and remember to balance your weapons and have them fit your enviornment, ex: a map with tight spaces (not bad on it's own) may not need a missile launcher. one would blow himself/herself up. i would love to see the updated version of this map!! and no, you don't have to get rid of the tight spaces, everyone here are afraid of: Tight spaces, dark areas, monsters, deathtraps, open lava pits, and anything else that takes a little bit of skill to overcome. so go you!
Since this is your first ever map, I'll extend some courtesies. There are no texturing errors, but in a map so small that shouldn't be much of a problem.
I did not test the multiplayer simply because playing a match on what can only be described as a PiD map would be a veritable living hell.
Protips: vary ceiling/floor heights. Open up your areas. Put in some effort. Then all will be well.
An excellent game. lot of fond memories. Thank-you irons for restoring it for us!
Thank you for making it work again! :)
Eh. Weapons and ammo are fine, I suppose, and there are some nice gradients here and there, but mostly, the level seems uninspired, and too M2-style old-school for my tastes. You don't need to be this careful to avoid fps slouches- it's just that your last level was so crowded.
There's no real floor height differentiation, and the little that you have is less than a single WU. The texturing is also passable. Nothing too painful, but there's nothing jawdroppingly good either.
Practice. Experiment. And then, eventually, we'll have a Marius-worthy map.
Best with fusion-only CTF duels.
It works pretty well but if you use it with FloatingX's weapon's display plugin the weapon's display gets noise interference/garbled when you activate the night vision goggles.
Update: After doing some more testing, I discovered it was with the OpenGL settings. I used OpenGL Classic and having Color Effects checked was causing the problem. If I unchecked it the than FloatingX Weapon display works with the Night Vision goggles but the color is not the traditional green color but it makes all the dark areas bright - like turning on a lightbulb.In Software mode it works without making any adjustments to the Graphics settings. This is Ubuntu 11.04 and testing with Marathon Infinity using the 0.23.3 engine.
Update: Just moved up to alephone 1.0b4 and tested - same results.
I've always been a fan of what people nowadays refer to as gimmicks. This pack is all about that.
Caustics is a cool effect. I don't agree with quartz that it cannot be used, it would just require a custom scenario. Texture sets in marathon can have 100+ textures, and you can write level specific mml.
The amount of textures can also be reduced by 30. You only need one normal texture, which can be used over and over for each bitmap.
Star wars and hamsters shows the new power of untextured sides in the new renderer. Fake floating polygons. Makes me think of old abandoned idea of bridges of balconies. What a marathon we could have had!
Tight rope builds on the same tech as hamster och star wars, but the limits of the floating polygon trick are not visible. It's a foolproof line the air.
Old factory has no gimmicks. It's an unfinished netmap showing of Quartz ability to create good looking architecture.
Although none of the items in this package are actually finished and polished items, all of them do show remarkable quality.
The Old Factory in itself is almost a polished netmap. The texturing is a little overzealous, but the map itself is of very good quality. I'll go into more detail in a Pfhorums PM.
The tidbits, like Starwars, were very nice too and made with an exemplary amount of effort.
Although all the maps are sound, my favorite by far was Megalomania, and my least favorite- by far- was Hollow Void. But anyway.
None of the maps have even small nitpicks, other than one or two places where the 0.5x0.5 WU water light texture was on small raised portions of the floor, and, in the middle of a netgame, I thought they were teleporters. Ah well.
Good stuff, here.