For those of you who want to spruce up the scenery without having to look at those heinous XBLA Monsters, here's a Plugin that will just change the look of the scenery items to be higher-resolution.
NOTE: This plugin should work with Infinity, but will not modify the Jjaro scenery.
Replaces Water, Sewage, Lava, and Pfhor scenery items with higher-resolution versions.
This shapes, sounds, and physics pack is designed to make the play of Marathon Infinity more realistic. In future, I may modify even more of the game's workings, such as monster movement speeds or attack speeds.
NOTE: This physics model is not designed for multiplayer use; it would make the weapons incredibly overpowered and many maps almost unplayable.
A comprehensive list of changes can be found in the Read-me file.
This physics package changes monster behavior so that many of the enemies will begin fighting each-other. Robotic characters (Drones, Juggernauts, and A-Bobs) will attack just about everything.
Added another version of the main physics file, called 'RAMBO'.
See the ReadMe file for more information.
This thing works like a charm, and with the latest updates in 1.1 and 1.2, you can fairly quickly construct vast circular areas that wouldn't be altogether out of place in a scenario like Rubicon. Anyone who uses Weland to make their maps (and if you're not, you seriously should) should download this and start messing with it.
The texturing is the worst element of this map. Things are barely textured beyond a pave, and there is absolutely no light other than fully bright. Those need a lot of effort put into before they start working. Also, doors rarely work well in multiplayer, much less big ones that can easily be confused for a wall. Once you know they're doors, it comes natural, but until then, you'll be wandering around using up what little ammo and such is in that room looking for a way to get to the area in the screenshots... and probably not living. If those were just open all the way, all the time, you'd be in a much better position.
Nevertheless, for 2-3 players (4 would be too much, I think) I would assume Total Carnage to ensue. The small nature of the map means your chances of surviving the first few seconds are slim, but they are helped by the many 2x powerups around the map (along with the 3x powerups at the north and south ends of the map). So even if you get nailed in the rear with a SPNKr Rocket, you may just be able to nab that little yellow can of life just ahead of you.
All in all, an interesting concept, but it needs a lot more polish before you can consider it done.
Competes with Rubicon X for top place. The great thing about Phoenix is it's a reasonable length, not some tedious thing you have to spend a year playing on-and-off like Rubicon. The enemies are aggressive, and even Kindergarten is no cake-walk. The arsenal is innovative, intuitive, and fun to use. Truly amazing work.
First encountered this map in my short time on networked play, and had excellent fun working with the other players to keep back the hordes of Enforcers, Fighters, and especially those annoying Compilers (good thing for invisibility, eh?) Got shot in the back a few times, but hey, what's a rocket in the rear among friends? ;)
...and hard. The white-bloods are pretty tough to fight, even on Kindergarten. Still, that difficulty makes some of the levels really good. 'The Rise and Fall of Dugit' is awesome, as is 'The Asphodel Meadows'. However, I would note that Aeon has some major and some minor flaws. For instance, the first Green Trooper on Lapsis Linguae is insanely aggressive, to the point where I was listening to bullets clinging around my head while saying to myself 'What is going on here?' Still, at least he isn't too hard to kill. You just need to get your grenade to land at his feet. Furthermore, vacuum levels (aka 'Words Which I Command' are never fun. G4 Sunbathing was the rare exception, and Acme Station was just plain rough. In sum, don't do vacuum levels unless you know how to really make them fun. To top things off, you really need a pattern buffer at the start of 'Blaze'. Even so, Aeon is very fun to play. This scenario should easily get 5 stars once some of the issues are tweaked.
Actually, pretty good. Sure felt like PiD (aside from the lack of talking dead guys and some other minute details). Oh, and that M-79 is nasty: "Oh look, some Headless. Now let's see what this-- BOOM! Ugh, there goes my triple health." ;)
Seriously, nice battles. Loads of fun on Kindergarten (yes, I'm a Spazeroid) and probably up there with Emerald City Citizens and Paratroopers (both from KTA). Still, Ryoko is right about differential shading. Often, it's difficult to gage what's the floor and what's a wall. However, this map does make up for it a bit by having a nice variety in textures. Great architecture, by the way. Keep it up!
Short, sweet, simple. That's all I need to say about these maps, aside from that they are carnage-filled and loads of fun even on lower difficulties.
Anticitizen One is an awesome map. Plenty of ammo and weapons, nice open spaces, and easy to learn the ins and outs of. Zora's Domain is also pretty good. Again, plenty of weapons and ammo, open areas, and fairly easy to learn. Those two maps even by themselves warrant this pack five stars.
I almost never play Infinity without the TTEP. It really makes the textures pop out at you and gives the game detail it never had in it's original form. Truly, and without a doubt, an excellent plugin for Infinity.
...how useful a lua script can be. I use Weland to make maps, and it doesn't have a built-in Visual Mode like Forge does, so I have to use this. Granted, it has cons, but you barely even notice them. All in all, wonderful.