This is the public beta of an ongoing solo scenario project. So far, seventeen levels have been made, containing twelve full solo levels and a net map. Enjoy.
Contained are all the scenario files, along with music. Included is the Total Weapon Enhancement Pack as standard, with altered alien weapon DDSs. Latest Aleph One is required. Operates stand-alone.
Please can you review it? This is a beta after all, and it'll be greatly appreciated for future reference. ß)
I was going to save up all the new additions for the 2.0 release. But hey. It's Christmas. ;)
1.10 - XBLA HUD added - Goran's Hi-Res Landscape Plugin added (modified) - Terminal glitch on Words Which I Command and Jjaro Jjaro Evolution fixed - Textural oversights on Lapsus Linguae, Vae Victis and Command fixed
1.9 - Two new full solo levels - Gameplay enhancement on all main solo levels (generally more difficult rather than easier) - 3x Canister DDS made blue rather than purple (oops) - Expanded texture files - Music files heartily expanded - Loads of smaller fixes - All teleportation errors fixed
I AM NOT THE AUTHOR OF THIS SOFTWARE
I notice that the version of Marathon: Freedom on Simplici7y is actually out of date. CubicCircle released a 047 version some time after the 036 version (the one on S7 now), but it seems that isn't available here anymore.
I am uploading this for posterity.
Marathon Freedom v047 by CubicCircle.
Application is available in MacOSX only, since, well, that's the only version I have.
Improvements since 036- two new levels and a World Arena: three new tracks. Tears of K'lia architecture slightly modified.
This is my second map pack, this time veering away from maps based on natural environments; also using a custom shapes file. Be sure to use it.
After a long hiatus, Red Dragonfly is finally finished. Enjoy everyone!
Please be sure to use the custom shapes file provided.
0.21: Wrong shapes file attached before. Fixed.
Physics alterations? Most impressive.
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.
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.
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.
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.
The architecture, textures, and weapons placement is now far more pleasing. Differential shading is still lacking but it's definitely there. Detailing is impressive (if somewhat isolated, and in many cases, only on the ceiling). This is all good to see, and I hope you continue on this tangent.
However, the detail is precisely where this map loses a 3-star rating. You say the flow is 'good', but actually, it will flow like treacle, despite the fact that it's not for conventional reasons. Go into the corners of the map, and press the '?' key. An FPS counter will appear. Whenever it begins to fall below 30fps, consider that when a group of people are playing on it, the lag will be multiplied exponentially and the map will- unfortunately- be totally unplayable. The Aleph One engine can only handle so many lines crossing the player's view, and when internet lag is taken into the equation, the map loses credibility.
It's good to see zealous detail, but overzealous detail, in effect, is just as bad as an empty map.
I'd be interested to see what you could come up with for solo mapping, since over-detailing is much less of a problem there (but still keep an eye on the FPS counter).
Treellama has graciously pointed out to me (I am indeed last person in existence who reviews your damn maps with a degree of professionalism- bar Etan- and frankly I'm not surprised) that you are indeed AN1Guitarman. Dugit's brain is easily confused. Please avoid changing your name in the future, and if you do decide to, at least spell 'crap' with two letter 'p's, not three. Douchebag.
Anyway. To the map. To be honest, if you're not going to actually take in viable advice on how to make maps even mediocre and playable, never mind Marius-worthy, why should I be bothered to supply it anymore? There has been no visible application of any previous advice. The architecture and texturing is just so uninspired. The flow is average, bordering poor. The ambiance is choppy. Make smooth transitions between each ambient sound zone. The weapon placement (again) is all in bunches. For fuck sake, stop doing that. And that stupid pit with the recharge canisters.
The name. Just so uninspired.
If you want some idea of how to make a good map, by all means, play packs like Paradise Lost and Sovereignty and try to emulate their successes with your own style, then perhaps you can work to something unique.
Please, if you are going to continue making netmaps, at least have the courtesy to try to implement the advice you've been given. Advice tends to help better the person it's directed towards. If you happen to release one more AN1-brand shit map, I will not review it. I just don't care anymore.
Not only are the maps playable and excellently laid out, the flow is without flaw and the lighting, if I'm not mistaken, has been redone to proper aesthetic standard, which is a neat touch.
Toolator, by far, is the funnest map of the two.
Although the map was very small, and weapons were a little hard to come by, the map, in my view, was actually very nicely done. There was some good differential shading here and there, and the ammunition supply was amiable.
There were one or two untextured (0-light-type water rock texture where it's supposed to be yellow Jjaro texture) surfaces, and the central structure was an irritating headbanger.
That said, the map didn't have any serious problems or any obvious lack of effort. I never give a map that shows effort less than a 3, so here we are. Note: '[XS]' is a slight understatement.
This is the single greatest thing made by anyone EVER.
The master plugin will be arriving soon, I suppose? :)
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.
All the prior reviews really capture most of what I have to say about this net pack. However, I do feel that the shapes patch on Haberman Hoedown is dangerously unnecessary. The recharger just doesn't look like a recharger, more a switch. I applaud you for using a shapes patch, though. Also, the two 1x rechargers on The Up-And-Out just seemed ridiculously unnecessary.
However, I would've given this pack a 3.5 (had I been able to) if not for the map Shower of Quanta. If one reading this review would take the time to play the Apotheosis netmap Call It Death? I mean, they do look awfully similar, now don't they? I guess the fact that you've revamped and added to it is a saving grace.
In short: good. Nice and classic (it seems that people like that sort of thing now, and I even tend to agree), but not good when it comes to plagiarism. The rest of the pack is amiable and I applaud you for putting such effort in.
Although there was an odd line-skip problem with Depo7, and Bi7umen had an invincibility and an infravision powerup (although the latter may be acceptable), the pack itself was actually very well made and blissfully simple.
I applaud you greatly for actually using entire M2 textures on Spiroche7e. Nice one.
I tried the script, and I'm going to tell it how it is. No malicious spikes or prods specifically designed to 'undermine' with a malice of forethought. Just facts, basically ignoring the reasons given in the unnecessary readme.
The functions were too lacking to actually be enjoyable, namely the function of most games. I mean, the 'confirmation that you could have another clip (but aren't getting one because I hate you)', the 'rage kill myself' and the 'waste my time' functions are a bit free-radical and maybe should be combined with other real cheats to serve a good purpo... oh. Wait.
Anyway, at least you showed some kind of enthusiasm and put in some kind of effort into this little item and that deserves a pinch of 'meh', anyway. Keep trying with content creation and don't be such an arse about it.
Although I can't escape finding similarities between Space and Moon, I also can't escape the effort put into these and how well they complement the other hi-res sets. Well done.
It's a novel but very 'classic' idea (but there's nothing particularly wrong with that). It was rather cramped (any more than 4 players would be pushing it). The differential shading was all over the place in the corridors, and the lack of maneuvering room in said corridors (coupled with the fact that the central arena would be a deathtrap) wasn't a boon. Survival on this map was difficult concerning the lack of room. The water tunnel was a little pointless. The big blue wall was a bit of an eyesore.
But apart from all of that, it's competently made and a good effort. Nice one.
Although the map itself has a few flaws (namely compiler bolts are insanely difficult to get away from in the main area), and the texturing was mediocre, it's a good job and I'm still playing it.
N.B.: Try this in other scenarios, or using custom physics. ;)
Although the map certainly isn't polished, it has all the fundamentals laid down for a polished net map. The texturing was adequate, and the architecture was neither lacking nor superfluous. A few protips: there are a few spots where the textures haven't aligned properly. Try going over the map one more time in VML to sort them out. Also, try not to make liquid heights the same as their border polygons, try making it a little lower to avoid that unpleasant scratchy-edge effect.
Agreeing with W'rk all the way. I wouldn't be lying if I said this could rival Paradise Lost if you continue with it. :)
The maps, to be honest, were glitchy, badly textured and there was little or no differential shading. The battles, in places, were fun, but they were badly outweighed by the map itself.
It's obvious you don't care what people think, since you keep uploading these stupid things. If these were for testing for something greater, then sure, maybe, but I'd rather play something worth playing, or testing something needing testing.
Very, very classic architecture and battles. I would've given it a five in 1995, but this is 2010. Sorry there.
A bit classic, but nice stuff. As far as I played, architecture, shading and texturing were fine, and the nice touches of nostalgia were a nice touch.
I liked your use of lighting in some areas, but the texturing was a little bland (it may just be me). Also, I noticed that in the more difficult places (centre of the arena, on the pedistles), you place fusion pistols and ammo. Why?
1) Texturing. I found two untextured, glaring surfaces on the first quick try.
2) Weapons. Not enough on TC.
3) Detail and Variety. Very little differential shading and detail.
Goodish first try, though.
This really keeps the migraines away from long hours of texturing.
This net map far exceeds expectations. The aesthetics, architecture and texturing are near perfect, and there are plenty of weapons and places for a good fight. The one and only problem is that the map is very cramped; I found that the shotgun and SPNKR became too powerful in such a cramped map. Nevertheless, a brilliant first net map. I can't wait for the map pack.
The flow is going to have monumental problems. There was a dead end of note in the bottom left; a large portion of the map is just one long corridor. Also, the texturing is very bland, and instead of putting a liquid texture to the floor, I think it might be a little more seeming to actually give them a liquid. Also, the map seems very flat, and too cramped. Open things up, and try to limit your hallways.
This is excellent! So much fun!
I like it. It really solves the problem of people staying dead, and when you nearly killed someone. I agree with Jackal- it'd be cool if a lower-tier kill was more points-worthy than a rocket or napalm kill.
I've always had an affinity with water-based levels, so I love the idea of exploring this place. Very well done. Also, I like the nods towards Trilogy levels, especially the thoth levels, and other architecture from My Private Thermopylae. The only quibble is a lack of varied texturing, but that's easily fixed.
All the maps here are awesome, although I did encounter some problems with Ill Descent that I didn't encounter with the original. The snow is larger and falls in sheets rather than at random, and the F'lickta color tables are now dark red and some weird brown, as opposed to light orange and green.
Although the map itself is good, the "reference points" don't actually cast light, and in that, they seem unusual. Furthermore, it's generally irritating that I keep falling off the level.
Good gameplay with the Rugby.lua script. Love it.
Nice touch with the F'lickta throwing snowballs.
I like the map, and all small touches. Thanks for making all the lava floors teleport; if they didn't the map would suck. I like the fact you've included the weird inaccessible platform polygon in the map (the one with the "?" notation).