Nice work
It adds so much to the story!
lol
This level is perfect. Peak Marathon. Light combat with enemies because the map is the primary antagonist.
Needed more of this.
This level is everything "Charon Doesn't Make Change" should have been.
This scenario is so interesting and the maps look great using mechanics like stealth to spice things up.
Then the game gets ruined because you can't find the uplink chip to progress.
If the developer of this scenario is still alive they should go in, give the terminals some much needed brevity, and provide some maps to the uplink chips that this scenario relies heavily upon.
This makes old scenarios playable because while the occasional scenario will have interesting maps the vast majority are ass when it comes to conveying what you're supposed to do.
I just got finished playing through Marathon Dissent and I definitely could have used this plugin to find the one chip, in the one closet, in the one room, mentioned in the one sentence, in the one terminal, hidden in a hopelessly cluttered map screen and glaciers of terminal text.
I really enjoyed the look and feel of these maps. They are impressive in size and detail and the story is well-written, even if predictable.
Here are some minor observations though:
1) The scenario doesn't seem to be balanced for Total Carnage, as there were many moments when I had completely ran out of ammo, I had to bump the difficulty down a notch to make it bearable.
2) There seem to be some minor visual glitches and issues in some parts, I don't know if it's because of the conversion or original bugs of the scenario itself. I haven't played with any plugins, and I used the OpenGL rendering.
Almost all of them seem to be present in Deep Doodoo, where certain walls display what Doom players refer to as a "halls of mirrors" effect, quoting the Doom wiki: "a shimmering mass is visible in the empty space outside, composed of parts of previous frames of animation".
The airlock that connects the normal and underwater sections also suffers from this, in fact it's acting in reverse from what I can tell, since the room gets flooded when the underwater section is closed and becomes breathing-friendly when the door leading to the flooded reservoir is open (which is both taller than the airlock and filled to the top with water).
Another issue for me was that during the first playthrough, I got softlocked on Aquae Perturbae. I think I grabbed an uplink chip earlier than the game would've wanted me to, because no matter what I did, I couldn't place it in one of the slots, no access hatch was opened and I couldn't progress, this was aggravated by the fact there's no spoiler guide available, so I kept wandering for about an hour before I loaded an earlier save and was able to finish the level. Aquae Perturbae also sometimes crashed the game, but it seems to have only happened when the level got bugged.
So both of these levels seem to have some issues. I haven't noticed anything else so far, but I just played it once, so it's possible I might miss some other bugs or glitches.
Edit: found one more bug, on The Gauntlet reloading the fusion pistol is broken, your ammo gets set to 1 shot after reloading.
This scenario has so many mapping tricks but it does a piss poor job of conveying where you're supposed to be going and what you're supposed to be doing.
"Oooh, that's a cool lighting trick." "Where do I go now?" "What am I supposed to do?"
Awful. Having no idea where to go next is the kiss of death for any scenario.
3 levels, I really like the mapping style. The third level is the very best and is a great take on human environments.
This scenario has a particular section that makes BoB's formidable due to very thoughtful enemy placement where in which you can't always see where you're being shot from.
I've never played a scenario that had me spraying the assault rifle wildly in the general direction muzzle flashes and fusion bolts.
It could have used two more terminals to explain that the tan colored Vac-Bobs are on your side.
Most of all, at no point during the scenario was I ever confused as to what I should be doing or where to go.
waaaaaaaaaaaaaah
Hey, thank you for editing this. I last used my copy with an old Aleph One, so I didn't know that it doesn't run with newer builds. Or, maybe when I changed the indentation for my upload, I made some mistakes; that is more likely…
Either way, thank you!
This is a truly glorious day.
...see the version of the file here, where I corrected the errors in the MML: http://simplici7y.com/items/marathon-red-addenda-fixed
I also removed the red fog, since fog was not a feature of Infinity and thus RED did not have it.
It's true.
I ha to rip off Wacky Jacks while meeting my negative review quota to make a point.
Despite what I said earlier about the gritty pixels, these are more poster-worthy.
Make things make no sense.
It's good, but nothing beats gritty cult pixels.
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Keep things out of the way. Thanks!
It might be good, but do you think I'm going to admit that NOW?!