needs more screenshots of werefrog. having a hard time visualizing what this will look like. nice use of doogit.
A fun new gametype which is the first Marathon "horde mode" that is actually quite good. It does exactly what it sets out to do?pit several players against increasingly large waves of monsters. However, I do have a couple complaints: there's no way to get health without killing yourself and having someone revive you. It would be good if with each new round, your health is replenished. And I also wish that when a round starts, you would be giving some time before the enemies come in. I can't count how many times I've killed the last enemy and then find myself covered in a couple hundred newly-spawned enemies; a ten-second ready time would be nice.
But overall, this script provides great fun and proves to be a great break from Marathon's typical deathmatch multiplayer.
This script provides tons of fun for everyone. Not only does is it a fun coop, but it combines coop with some friendly competition - who can kill the most aliens? Good games.
This map features a number of very interesting areas and details. I had to stop and look around a number of times while playing. I had overlooked this until now because the screenshots showed off some of the worst areas of the map. I hate those lines along the paths in the second shot, and the main room in the first shot looks boring. The side paths around the central area are where all of the interesting stuff is located.
As a netmap, it wasn't very fun and I'm not sure why. Many of the areas seemed too isolated, but that has worked well in other maps. I'm not a fan of those really thin platforms, but they were well marked and useful for the most part. There was enough ammo. The map just didn't seem to flow very well.
I think you could make some amazing single player environments if you wanted. Even something in the KTA style could be a lot of fun, without all the extra work of designing a scenario. Game flow is much less important in single player maps where you're not backtracking a lot, and it would be a better place to showcase some of the detailed work that doesn't really belong in a netmap.
As a standalone work this is a poor map, but with some more effort I think you could take some of the ideas you tried here and expand them into an interesting pack.
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Monsters still spawn in inaccessible areas, though not as often.
but surely avoiding the pain of mararthon is worth it?
just saying
ok script i guess
I tested the new version on Harmonium. The monsters often would spawn in the unreachable cliff scenery. However, I don't think this is the script's fault. If you stand close to the window, the monsters will see you and walk through the window into the playing area. I've had trouble like this with windows before.
I think this might be a matter of the lines being solid on both sides of the window.
Mappers will need to take extra care with unreachable scenery.
I had trouble on maps with sections unreachable by the player; monsters would spawn there, rendering the game unfinishable, so watch out what maps you host!
I bet this script would be fun with Rambo XXXIII physics from the Anvil sample models.
EDIT: For the physics above to be most effective, the map hosted should have pistols.
Nice breakdown. These smaller packs are much easier to manage, and I'm glad to see the return of some of the older maps which you previously removed. Top quality all around. Even the weaker maps are fun to play on.
AUTOMATIC 5 STARS
These maps are of very high quality, and they are very enjoyable to play online. But some of the 'buildings' could do with a little bit of work, but all in all a brilliant map pack.
Seen it and, I'm sorry it's just too plain. Try varying textures, work on you differential shading and but a bit more detail to the geometry and it might be at least 50% better IMO.
This really keeps the migraines away from long hours of texturing.
I've probably only seen about half of these. Some were bad. Some were great. I'm glad they've all been collected together. It would have been a shame if they were lost.
Never thought I'd play rugby. Fun maps.
When I first played Paradise Lost in 2007, there were only 3 maps, but they shared a distinctive look and feel. The pack slowly grew in size and the new maps were equally impressive. However, it feels like there was a definite style change sometime in 2009. The newer maps all feel very similar, boxy, and use the same bland grey and red texturing. There are so many maps now it's hard to even remember what they look like by name, and picking one at random is no longer sure to be a good game. It seems like ever since Power Drive you've been doing something different, and although the newer maps certainly aren't bad, I wish you had spun them off into a separate pack.
It just doesn't feel the same having the order mixed up, and there are so many maps it's almost impossible to finish in a single sitting. I also miss the terminal levels bookending KTAII.
Otherwise, there are some great new maps in this pack, and the co-op bug fixes are appreciated. A+++ WILL HOST AGAIN.
Great job with this script. Every once in a while life calls for some extra rockets, but most of the time the people making the maps put down all this superfluous SMG ammo and Fusion pistols.