Simply put, if you are running OpenGL in Aleph One, you need this pack. Each and every weapon (aside from the fists) has been refreshed and made to look crisp while staying true to the originals. Marathon 2 and Infinity now look nearly perfect even on very large displays.
If you're a fan of such applications as the Apache web server, OS/2, CDDA, electrostatic speaker, and the metric system, you already know what open-source software can do to kick-start a revolution. MapDamager takes everything so much farther, it pushes the envelope unlike any other Web 2.1 AJAX platform API out there.
For starters, some people have been too kind in reviewing other map-changing scripts (something about VISUAL CODE seems to make the proletariat wet its panties). Let me tell you, brothers, that the only good map is a Damaged map.
W'rkncacnter cooks up his super-special byte-coded chocolate chip pancakes with a few simple commands that leave me as breathless as a spring sapling on a sunny joyride through the Bubbling Creek just outside Fort Bend, Georgia. Within moments of init() we see things no one has had the balls to show us before.
YOU LIKED JUICEREPORTE? YOU LIKED RUBICON? YOU LIKED ME? YOU WILL LIKE THIS PLEASE DOWNLOAD OH GOD!!!
Destiny!
Thanks for putting the effort in to create actual flags. Appreciate it.
I think it is really cool, and makes the graphics similar to the graphics for Marathon 2 on xbox. However, I'm not seeing any ricochet. In the picture above, it isn't the bullets ricocheting, but the shells coming out of the gun! Other than that, it's great.I don't know if there is one, but how about an ALIEN enhancement pack? I would like to the see the Bob's in HD!
I LOVE THIS SCRIPT IT IS SO FUN
I don't know if the fault is mine, but running this script solo does not appear to work. It comes with no readme, so I am unable to tell if I am using it incorrectly. I hesitate to host it in netplay as it would likely piss off my joiners.
Upon spawning, I appear to be under the level itself in some sort of hot-pink psychedelic Marathon acid trip with weapons floating overhead and nonsense appearing on the overhead map. Health drains slowly until death. Admittedly this was cool for the first few goes, but it's not what the script is intended to do.
I realize that I may have been trolled, but perhaps there is actually something wrong with the script. Hell, who knows.
Edit: It occurs to me that the script technically does as advertised; MapDamager does in fact damage maps. Also, I no longer doubt that I was trolled hook, line, and sinker. Bravo, W'rk.
It taught me how to write Lua. I went on to make many crappy scripts. Thanks.
I first reviewed 1.0.0... and since then, more maps have been added, but the overall quality has not improved much, so to me this pack still remains a 4.
Ascent still remains my favorite map. Of the new maps (since 1.0), though, Leek Hills is the most visually impressive -- Slave definitely shows a mastery of the Water textures in some of these maps.
Most of the new maps are good enough to keep me wanting more (except for Sky Saw, no more of that), and the quality of the pack overall is certainly rising. With a little more care, and a bit more diversity, this pack would be true quality.
This is a pack that shows promise, but needs a lot of work and refinement. There are a couple maps that are almost there, and are certainly playable, but overall a lot of work needs to be done.
Common problems include: - Too much diversity in weapon choices, which leads to not enough ammo or guns for any of them and too many useless ones. - Lighting is generally flat (except for Imperial Uranus); more contrast is needed overall. - Texturing needs work but is decent. - A noticeable penchant for big, empty rooms -- which is ok, but boring. These need to be spiced up. - Deceptive level size markers (Imperial Uranus is much smaller than Docking Bay 4).
Some specific level notes: - The 1x recharger on Avoiding the Light is unnecessary. - Waterloo Carnage is probably my favorite, but it needs at least 3x as much ammo. - Imperial Uranus is also good, it just needs more gun spawns. The extra textures are unnecessary and don't mesh well.
Waterloo Carnage and Imperial Uranus especially show growth, and they could form the beginnings of a solid, high-quality pack.
Great map for KOTH or LMOTH, but hard to find people willing to play it.
dude, you kick ass. the jump works really well, and the sounds are great! I'd only use it in multiplayer though. but still. kickass.
Here it is: sweeeeeeet.
People, stop giving this joke reviews. One Way 2 is a nice map, but it's just not cut out for multiplayer. There's dead ends everywhere and the middle is a suicide trap. Not what I'd want to host, but nice idea. :P
but I know where it came from: Forge House. http://www.nextforcesw.com/marathon/
holy crap
marathon just gets better and better
I can't really complain about this. What it purports to do, it does well, and though I feel that it's sort of boring, it's how it's supposed to be. 5/5 and respect.
This is a must have for any mapper or scenario designer. It should be really easy to get started if you're familiar with Forge's Visual mode and it has a couple of great improvements over Forge.
I've made a lot of maps in the past that are close to the 1024 poly limit and it takes a lot of time to texture these maps in Forge because of it's limits and crashes. This makes it so much easier, kudos to Treellama and Irons for this gem!
The map has couple dead ends but it's an improvement over Sewage Eviloution.
I'm quite astounded by how many of Forge's visual mode features have been packed into this script. Very clever of Jon and Greg to have pulled this off using A1. I find its a very convenient tool, able to mostly replace the Forge visual mode. With me using entirely PC's, its nice not having to crack open my ancient G3 laptop and struggle with forge's annoying visual mode limitations. Still, if you're making a fairly complex map, you'll still have to revert to forge for certain visual edits. Controls are not particularly user friendly. (completely understandable since this is all done with Alephone). You select certain editing modes by pressing keys such as mic, map, or action key. You then click or hit the switch weapon keys to perform various actions. As mentioned before, the HUD really helps here. I�m sure is possible to improve upon these inconveniences in future iterations. Aside from the mostly minor usability nuisances, this is a very effective and powerful tool.
Very useful. It has allowed me to make many texture fixes to maps without having to worry about any crashes due to the "Too Many Transparent Edges" error.