I heard from $lave that this was an amazing netpack. While that is good enough for me and ought to be good enough for anyone, maybe you, skeptic reader, need further proof: http://dl.dropbox.com/u/616960/srsly.png
Low resolution, with huge black borders and a giant HUD at the bottom. These screenshots make almost every mistake in the book.
Aside from the technical problems, the composition is poor and the lighting in inadequate. Is that a wall or a hallway? What weapon is that on the floor? Who was that masked man, anyway? Everything is so dark, I just can't tell. Try using the lighten filter in Photoshop to bring out those details and make the colors pop!
don't believe the screenshot. You got me all excited for a second with that screenshot, man! So don't be fooled by this screenshot and load the script and come back to S7 and whine in a like manner as the previous sentence.
Finally something that pushes AO step towards AAA ;)
It might seem like a useless idea, but by making it a plugin , you no longer need to unzip anything, making installation easy, and taking up half as much HD space.
Playing through this pack was (literally) one big-ass blast and is done just the way I like it: Totally vanilla without any add-ons, with clever level-design and plenty of carnage. Causes you to think on your feet, manuever with grace, and strategize on the spot. No one but a team of experienced elites could have crafted map packs as strong and as consistent as these. For the whole series to be compiled like this is the perfect way to experience sadism at the hands of seasoned Marathon veterans.
My one gripe is about the level Fury: There doesn't seem to be any way to get out of that one. Maybe it was just some glitch. Honestly, I killed every single enemy, hit every switch, explored every crevice, and smacked every wall, and I would not be teleported no matter where I stood. I figured since each level is a Rebellion level anyway, I'd just quit my current game and jump to the level after that.
Beyond that, however, it's definitely a classic in my book. It had me wanting to grind my teeth at a few parts it was so difficult, but it was still hooking enough to keep me from stopping right then. Besides, every level was a learning experience: I can safely say that, fun on one hand and difficult as it was on the other, I am irrefutably a better Marathon player now than I was when I started. I highly recommend it to anyone who wants a challenge and who doesn't think that storyline is what makes a good game.
nuff said :)
this was good but i think that the levels were a bit to long and there werent enough save/health terms on the maps. Also the terms seemed to be useless in MOST information.
whenever i download this it says its corrupted
This script is strong.
A neat combination of the classic HUD and floating X. The full netstats and ammuntion display is enough to make me switch from the classic HUD.
The Weapons Manifest is a bit messy in some spots, and I ask that you make the box displaying the player's name a bit longer, and make the radar more like the classic radar, or have it darken on the edges or something.
I've realized it's unfair of me to review maps based solely on the screenshots, so I'll follow this to its logical conclusion and just review the screenshots.
You've included a nice variety here. Ten screenshots provide a good overview of the map. All of the pictures have unique labels, the HUD has been hidden, and there are no black borders surrounding the play area.
Unfortunately the screenshots show significant aliasing, and in several you can see the VML interface.
I recommend enabling 16x anti-aliasing and increasing the resolution to at least 1080i. You may also want to include a side-by-side comparison between the regular and simplified versions of the map.
My biggest problem with this map is that it's pretty much entirely symmetrical, which is boring. Some of the more impressive details/architecture are overshadowed by how cluttered most of the geometry is, which is accented by the incohesive texturing. Even though the map is supposed to be divided into four entirely separate areas, the texturing within each area isn't strong enough to pull this off. The weapon placement was also very haphazard and distracting. The lighting on the other hand was done fairly well.
I think you could be a fairly promising mapper, but this map isn't really worth keeping. If you want to make a map around this sort of theme again, don't make it so symmetrical.
There is some technical prowess here, but mostly it serves as a gimmick and a means to make my decent computer run slowly. It certainly doesn't make up for the obscenely poor flow and how the design continually obstructs your view.
Not a map I'd play in public.
Why'd you give a two? Pfft. My turn.
Epic map in all the epic epicness. The ONE FLAW is the repetition of guns; regardless of where you spawn there's a rocket at a certain point, shotties at another. Mix it up a bit so people have to memorize where to find the jackpot...
4.5, which just happens to round out to 5.
I really like this pack. My favorites are Peyo7e, Arc7ic, Spiroche7e, and SPEC7RUM. It's fun being out in the snow storm on Arc7ic, and it doesn't make the game have that much more lag. I really like the Ok, Who Wants Some? Bungie map, so I am happy to see you base Spiroche7e off of it. Gameplay is fun on SPEC7RUM, and what I like most is the textures. I always enjoy playing on maps with those color textures. Peyo7e is a fun map, and its nice to see some new scenery.
The sewage map I must agree is pretty crappy. Bermuda Circle on the other hand was a genuinely good romp. It was definitely lacking aesthetically, but played quite well, and would score quite well on the RS scale in my opinion. Personally, I'd ditch the sewage map and focus on improving BC.
Although the architecture and texturing (especially in Bermuda Circle) are lacking somewhat, all the fundamentals are there. I suggest revamping the maps in VML, both are reasonably lackluster.
After last time, I'll try to keep this one short. After a quick gloss over in solo-mode, I found the aesthetics rather lacking. There are some very inspired uses of detail here, but on the whole these maps aren't too pretty. Actually gameplay, however, more than makes up for the fact. There's a great variety in gameplay here, there's oldschool rocket carnage (Shower of Quanta) and some really modern feeling bullet play (Before the Beasts, Neural Reroute.). Before the Beasts in particular stood out because of how AR centric the gameplay was. Not even PD brought the weapon to the fore like this. Another cool thing the mapmaker did was limit certain types of ammo on the maps to balance out the differences in strength between weapons. A good example is Neural Reroute, where this is used to keep the shotgun from overshadowing the SMG and AR. Powerup use was generally good, though the 2X on Before The Beasts was unreachable, and there was an invincibility on Haberman Hoedown. Definitely worth downloading, Cranchwire is a Magnanimoussely Amy-able map pack.