A fusion pistol physics for those who like playing on BROWN, or rounds with the Fusionize script. Basically makes it stronger, dare I say crazy. :P
The primary fire is the usual major/overload bolt, and the secondary fire shoots the major dispersal bolt. Basically the damage amount is the same, however it also has splash damage, so be careful with distance.
Admittedly this idea is not completely originally mine. It's very similar to how the fusion pistol operates in the 9 Minutes 37 Seconds scenario.
While I can't stop you from using it as such, it's not intended for games that don't only have the fusion pistol, so keep that in mind.
SL Maps is a net pack for infinity consisting of levels from Infinity, M2, and others that have been modified, usually for additions or better flow, or remade.
The levels listed below in this pack come from Quick Six and were originally created by Treellama.
Age of Aquarius. Incontinental Divide.
You're Gonna Die Big Time: Added a new room near the stairway which connects both sides of the upper level, and also serves as a spawn point.
Flight Of The Toolator (both versions): Straightened out the ceiling lights for the outer halls.
Already played three runs on it, and I loved every single one so far. This gives a level of variation to the game which has never been used before, and it's awesome.
Even when you do more plays, the different classes make you consider different techniques to try so that it's never just the same thing all the time, and that kind of variation in the gameplay is a lot of fun.
A lot of the monsters are tougher too. But not in a bad way, and it really considers you to try your spells a lot of times instead of always just the weapons. You will need to use some extra keys, but it's real easy and quick to learn.
Give this a play. You won't be disappointed.
This update definitely addresses many of the issues I had experienced in the previous release. Admittedly, the second time playing a game tends to be easier than the first because you're now more familiar with it and know more where to go. But this time there was a much better amount of ammo for the fighting. The challenge was still there, but it was MUCH more manageable this time to fight what you had to. I also took advantage of the exploding barrels especially if there were any Hunters nearby.
There weren't any instances being like "Well what the heck do I use now?? There's nothing left!" (Especially on All Things Uncertain). I'm really thankful that you chose to not have the last level make you lose all your stuff anymore, that was really infuriating last time. Said level still being a vacuum is still kind of annoying, but I didn't die once from running out of oxygen, so I guess I can't complain all that much. The race up the stairs was still tough, but more manageable.
Everything had much more of a balanced feel to it, and that helps gameplay tremendously. The updated sound effects especially for the power-ups and the grenade detonations are a lot better.
Maybe the only thing that still sounds "off" is when the Troopers fire the grenades. It doesn't sound much like a firing sounds but more like a "release of steam" for lack of a better term. The sound also I think sounds too much like part of The Great Fen's soundtrack (which is already known that I dislike a lot) and it kind of makes me look around because I think something is being fired at me. I guess if the track is to stay, I can just shut the music off during that level if I play the scenario again.
I would say that in All Things Uncertain, the starting area needs to be looked at more. When you rise out of the pit, and you move away from the Enforcer about to fire on you, he goes inactive, so then the two things that teleport in to help you, just teleport out immediately instead, and you don't really have anything to take him out. While the level itself is MUCH better compared to the previous version, I would still say it could use maybe just a "tad" more ammo only because of those fast scythe-wielding (whatever they're called) monsters that are used in it, and the one that drops in near the end where there's that Enforcer waiting by the terminal I feel is a bit of a cheap shot.
This is more of a personal opinion, but I still wish there were more 2X rechargers, instead of just that one on the second to last level. Admittedly I'm not as hard about that as I was last time, since ammo amounts and cheap monster spawns were taken care of now and really changed the gameplay, but I still feel for some of the scenario's mid to later levels, I really feel the player deserves them. Not all rechargers of course, but some here and there.
But overall, this was definitely an improvement over the previous release, and I had a much more positive time playing it.
I first played the original version (or at least close to it) of this scenario back around 2005 or 2006. Of course I didn't understand the story at all. I guess that can happen when you're an impatient teenager, but I remember really liking that I was playing a new Marathon scenario, and it was really fun to check out. I finished it with the sense of "That was interesting....but what just happened?", but to be fair, that's pretty much how Infinity was for me, for the longest time too.
Didn't really play it again for a long time until either last year or early this year when I was told to check out 1.2.1 which was the newest at the time, and I was totally amazed by it. How advanced and updated the levels, and just so many other things looked, and some things I actually did remember from that first version looked a lot better and let's say "more alive" afterwards. You could really see just how much work was put into this.
When the 1.3 previews rolled around. I decided to check them out because I'm the kind of guy who is always interested in seeing how something has changed from last time. While I know 4 previews can be a bit much, each one brought something new to the table, and I loved it. The new usage of color just about everywhere compared to 1.2.1 really stood out to me, as well as the updated monsters, and updated landscapes. The work done on those was phenomenal. I also like how some parts of some levels where in 1.2.1 I would be like "It would be cool if you could get in there." Then low and behold, 1.3 does just that. The usage of tracks switching up for a lot of the levels was a fantastic idea to give some variety.
The use of sounds in general are put to VERY good use for all of the levels, and especially for making all platforms ambient, which plenty know I talk about. Being the sound freak that I am, that was one of the first things I noticed from 1.2.1 when I watched some of the demo videos, and I was so glad to hear it.
I am glad that some terminals were broken up in to different ones too because while reading can be nice, just one LONG terminal can be a bit tiring, and I'm glad that was taken care of. I'll admit, I do miss the ability to get a boatload of fusion ammo on that one level, but that did not really affect my play too much for Preview 4. In fact, it was actually more fun to use some of the other weapons for a change. On that note, it's nice that on TC, there's plenty of ammo. I know, some will say it's excessive, but still, the fact that you actually HAVE it is nice. This is where some other scenarios really miss their mark; there's no carnage because there's nothing to fight with! Fists? Sure, good luck with that, and while this has nothing to do with Eternal specifically, please, DON'T enforce ammo limits on TC players. That never should have become a thing.
Side note, I love how The Midpoint of Somewhere came to be. I always found that level cool, and was really happy to see it become something with combat, and a lot more involved. Fantastic addition. Honestly, all the additions from Preview 3 to Preview 4 are good ones.
I'm definitely understanding the story a lot more than I used to. Do I now fully understand it? Nope :P but maybe that's part of the enjoyment. Each time I play it, I hope to understand more, like I did with Infinity.
It's awesome how far this scenario has come since the mid 2000s, and the work put into it since then really shows. A fantastic job all around.
May contain spoilers
After playing the original scenario earlier this year, I was pretty glad to give this a try once I heard of its release. I would say for the first two levels, it started out pretty strong, from then on though? I’d say that’s where the annoyances began. In my opinion, I feel like this scenario has the same problem that some others had too; it wasn’t tested much on Total Carnage, and this review reflects that difficulty.
For a majority of the scenario, it really feels like ammo is severely lacking. There are just too many instances where you’re trying to fight against a tough group of monsters, and you keep running out. I get it, it’s Total Carnage, it’s supposed to be a challenging difficulty. But there’s a difference between challenging, and annoying. I know some people have argued that you shouldn’t just have an insane boatload of ammo, and to a point, I understand where they are coming from. But at the same time, it’s not exactly carnage if you can’t fire much of your weapons because there’s no ammo for them! Especially if you are gonna have many instances of a large (more like insane in some instances) groups of Troopers or Hunters coming at you, you seriously need to consider giving more than it currently does. In All Things Uncertain, I literally just had to run to the end the best I could because I had next to nothing left to fight the insane amount of Troopers and Enforcers that were appearing, and attempting to would be fruitless. Kind of like Irons said, sometimes secrets were a necessity if you wanted to have a fighting chance, if that, in some areas. Some of these instances made me consider quitting the scenario without finishing it. But I kept at it because the review wouldn’t be very fair/accurate if I took that route.
And on that point, seriously, make some of the rechargers 2X. Not right at the beginning of course, but later on like most of the Marathon levels do. I know there’s canisters and such, but again, for how many groups of monsters some of these levels seem get, you should really consider giving a little more for the player to actually be able to stay alive.
Another thing Irons had mentioned was the sounds. While they weren’t bad by any means, they just seem to...I guess blend in too well and not stand out much. Like he said, it’s kind of hard to tell what’s going on in the environments. I also think the sounds for picking up a power up should be different from ammo, but maybe I’m just used to that. The sounds for the grenade detonations though just seems.....really off.
In a lot of the levels, the whole thing of all these hexagonal polygons for a majority of said levels seems cool at first, but it gets overused and pretty old very fast. I was hoping to see more variety in regards to that, but at least not all levels are like that. Once you get past The Salt Pile, this is where the scenario starts to pick up I think, but of course by that point, you’re a majority of the way through. The amount of ammo and such feels way more appropriate. But I gotta say, making the last level have you lose all your items, and the insane amount of monsters that appear on the stairs while you’re trying to beat the rising lava? Just no. Especially with how far back you have to go if you die, unless there was some pattern buffer I missed, which I don’t think I did.
Some other things here which have no effect on my rating. The soundtrack for The Great Fen? Horribly annoying. I’d really consider changing that. The sounds for what would be S’pht Doors I’m pretty sure are backwards, but that’s probably because of that whole thing with the 8 bit and 16 bit sounds. Simple fix anyway. Some platforms that should be ambient, aren’t. But that’s just a pet peeve of mine, and I know some can be easily missed. And some delays for some platforms are WAY too short. As soon as it stops, you have like less than a second to get off before it goes down again. I’m assuming that was done to allow the player to get on it since the engine sometimes will make the platform go up before the player fully gets on if it is not level with the floor. If I’m honest, I know it’s done for aesthetic purposes, but I really would just have platforms be level with the floor when down so that problem does not happen, and you can have a more reasonable delay.
All that being said, I will certainly give credit where credit is due. The smoother animations on the monsters is very impressive. Definitely the smoothest I have seen for this engine, especially for the Juggernauts when they go from their normal to dying animation. That really caught my eye. Most of the spaceship/space station levels are absolutely beautifully designed. In fact one of them is in the third image of this submission, and I really enjoyed that level. And for Sky Burial? Wow…..that really impressed me. For those familiar with Marathon, it’s easy to see what was done here for the space walking and such, but it really looks, feels, sounds, and plays like it is a damaged ship open to space. For someone who generally heavily dislikes vacuum levels, this is probably the best one I have ever seen. Admittedly that could also be because your oxygen level goes down at a reasonable pace, and you can easily refill when you need to. Too bad Acme Station wasn’t as nice in that regard.
If I were to rate this based on my overall enjoyability? It would have to be a 2 or a 2.5 (if that was possible for S7), but I am giving it a 3 because I know a lot of work went into this scenario, and I want to respect that. Sadly, I can’t say I finished this scenario on a positive note, but that’s just my experience. I’m not gonna say don’t play this, because it deserves a shot.
The issue I was having seemed to be related to the current Aleph One version at the time (1.4).
Tried said levels again with the Aleph One 1.5 release candidate, and they work fine now!
Overall, definitely a very good scenario for the M1 environment.
Necessary mission-finishing switches on Have Gun, Will Travel, and the last level do not respond at all. Because of this, the levels cannot be completed. Very disappointing.
See, you can easily fix this problem if you would just stop accidentally leaving the water running! Then the maps wouldn't flood, and you'd use less water in general. Win/Win!
The round I tried this one wasn't all that bad. I'm not sure if I would host it myself, but if someone else was? Yeah I'd be willing to play a couple of rounds of it in one session.
Might not be my favorite thing, but it deserves a high rating for the work you put into it.
Just ran solo through some of the stock network levels just to see what some things would look like, and it did certainly give me a chuckle. I will say, the landscapes certainly look pretty damn good.
No I couldn't.
The test runs we did were a lot of fun, even though we had more players than some maps were meant for, haha. Channel Z definitely reminds me of Mucking About and Master Slave from Red Spectrum. TRON was really a unique and fun experience. Just takes a little getting used to as sometimes the plain-colored walls can be a litte confusing in terms of where you are and some movement, but then again, we had 5 players on there during one of the test runs.
Pretty awesome work on Phantom Power with the precipitation and wind volume effects, I had no idea the precipitation got stronger the first time I played it, as well as the fog getting darker, but that's because I didn't have fog on the first time until I did a solo run. Sorry. :P
The other new maps are fun too.
I'm not really sure what was tried here (yes I read the description), but it just does not work out.
Having a level with just almost all platforms (especially if you land on one while it is going down) I don't find enjoyable, and doesn't add anything to the game. Some of these levels have total dead ends, which are very annoying. Having one huge open area doesn't work either because you pretty much have no way to take cover from bullets, and some of these are just too large in general. Also, DON'T have a player spawn that is any starting height other than 0.00, as it's very annoying when you cannot move immediately after respawning. For a game as fast-paced as this, those 1 to 2 seconds are very significant.
Captain Jteg kind of works out if you want to have one different round, but that's about it. Other than that, I don't enjoy this pack.
The issue though is that it sounds a bit TOO atmospheric. A lot of the notes have too much of a cross-fade that it sounds a bit disorganized, for lack of a better term. I'm not really a fan of rearranged percussion either (particularly on New Pacific Reprise).
I will say, this rendition of said track does get the notes much better than other remakes I have heard, but overall, it is just very tough to beat the original Quicktime ones.
This is more Yuge than my washing machine videos!
These are the best okay maps I have ever seen!
Such worthless netmaps, right? :P
Getaway UK kind of reminds me of Myst Island, and its design is very clever. Cabron Dating I still feel would be better without the SSM, but it doesn't make it a bad level by any means, and Blue Comet is a very good little dueling map, 3 works great too.
All others are your usual good fun levels for some standard combat, and Damage game type as well! Argus Array is clearly The Final Frontier. Hehe.
JUICEMAN may still sue for JUICE infringement!
50% Of the time!
And now for the serious part! :P
Overall, the majority of these maps are pretty decent for Small sized rounds, I'd say 4 at most. I've had some fun ones in them before! The biggest issue is that majority in the pack feel so similar, particularly in size.
Yes I know, they're 7-polygon maps. But even so, even with that amount I have certainly seen some attempts to make them have some difference with each level. Then again, maybe I expect too much. :P
Finis Operis is the most confusing. Is it a legit suicide map, or is there some trick to it?? Even it being an irons map, I am totally confused by it!! You're killing me, Smalls!
Worked pretty well for the 4-player game we had a few days ago. It's good that you fixed that "stuck" corner, reduced the platform delay times, and added more weapons to the lower areas, still a few things though. I would really consider removing the Jjaro textures, as they really don't fit well with sets other than its own. The short hallway with the dead end, across from the teleporter seems rather pointless and may only encourage camping, or be an annoying trap for others. I would also consider either moving the invisibility or make it spawn in more than just that ledge, since that may also encourage a possible camping point.
It's actually kinda nice being able to check out some levels without worrying about any hits.
I haven't tried it with others yet, but did some tests. I'm a huge purist when it comes to physics, but I will say that this is probably a very good attempt at trying to not change the whole game itself. The main issue I have is the SMG. The change for that is just WAY too much, and several levels use that weapon, so I don't think that would work out very well for a majority of players, so I would reconsider that. I honestly may end up just staying with standard physics, but you're not to blame for that, it's just me.
Great work, brillster! Did a solo run through the two new maps and looks like it will be fun, great work on the sounds too!
The hill adjustment on The Pharos was the best thing you did. That level is very fun now with KOTH.
Liking these new additions, Wind! I also do like the SSM-free ones that you have for the smaller levels.
I know you like using multiple sets and I can say that your use of them has definitely improved. I'm glad you're keeping the Jjaro and Pfhor sets to themselves now as, in my opinion, they really just don't go well with other sets.
But, in general, great stuff.
Though, the only thing that seems off with this update is the brightness of them. They seem a bit too bright compared to the older ones. Just a heads up.
Had a 4-player round going last night. Lots of carnage and fun!
Maybe a 2.5
The round we played on it wasnt all that bad, but some of the problems I felt were that, as mentioned before, it did have that cramped feeling to it and ammo was rather scarce. I really don't think it is a good idea to have a 2X recharger right on the hill, but I already gave my explanation for that.
A maximum of 4 players may do okay, but more than that, I don't think will work very well.
Not sure why it took me so long to review this.
Lots of good games on these maps, great job as always.
Had the chance to host some rounds on the maps last night, and it was nothing but positive!
Great flow, no tight spaces and plenty of ammo!
You do not disappoint, Wind.
Working great on the betas with no error messages, Nice Work!
Played only a few games on this map pack but has been very fun!
A couple of the maps though, particularly Lobes and Pfhishes, could use more ammo (unless that was done for a reason), but overall, definitely worth playing.
Been playing these maps for quite a while and do enjoy them! The sounds could be a little better, but overall, worth playing!