Marathon 1 Redux

Discuss and unveil current Marathon projects.

Marathon 1 Redux

Post Jan 6th '18, 23:53

A project to give Marathon 1 a facelift, incorporating the new features of Aleph One to flesh out and add realism to the Marathon's architecture.

Currently in the alpha stage, with two levels demonstrating ideas I'd like to incorporate. I was going to hold off announcing until I had things a bit more polished and stand-alone rather than requiring M1A1, but given the interest in the topic here and on the Story Forum I decided the time is now. It is playable, but buggy, and by no means feature-compete- it's basically just a concept demo at this point.

http://simplici7y.com/items/marathon-1-redux

BiggerGunsNearby_0010.png
The beginning reimagined as a warehouse


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An alien weapon for use in liquid environments


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New terminal messages


BiggerGunsNearby_0015.png
External vistas


Thanks to Flippant Sol for his XBR monsters. I haven't implemented them, but have used the artwork for some temporary weapon sprites.

Of course this will eventually include (if permission is granted to bundle) the new high-res plugins that have come out in the past several months. However, because this project required the creation of a whole new shapes file, most existing plugins will have to be adapted- but, I believe it will be well worth it!

I'm happy to slowly plug away at this project on my own, but I'd love to have help and input from the community to make this a faithful and worthy facelift/expansion. Help in any areas is welcome! Want to revamp an M1 level? Stay tuned for release 0.0.2a to include item names for Weland! Want to redraw a chapter screen? Go for it! Got story ideas? PM me!
Last edited by ravenshining on Jan 17th '18, 02:52, edited 5 times in total.
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ravenshining

Post Jan 7th '18, 00:56

Hmm, interesting stuff. And these are original map designs, yes? This will be worth it.
I don't want you to lose hope, but I think this would work better as an extension of Marathon 1's story, rather than treading on old ground. Make interwoven levels into the original game to improve the pacing and storytelling, maybe a Mirata level and a final cryogenic ceremonial level. This isn't to say that pointless levels like Colony and Neither need remakes, they disparately do. Don;t bother with pfhor levels, unless you plan on making your own, in which, I would love to watch you brainstorm some ideas and concepts for one.

I have very little experience with linux besides using Bash, But I assume you can just run Shapefusion from within wine?
Are you saying you need an executable of ShapeFusion, if so, here is the zip file for windows: https://sourceforge.net/projects/shapef ... urce=files

How'd you get M1 te- oh, you're using the hd packs for M1 inside of the M2/Minf engine, I might advise against this because in the future, we might want to make a repackaged version of M1's textures for M2 and your textures would be scrambled.

So recap:
-Don't fix what ain't broken
-Don't let anyone stop you
-Don't spoil everything
-Don't do it all in an inefficacious work environment
Flippant Sol

Post Jan 7th '18, 03:50

Yes, novelty is important, and the plan is for this to have a branching storyline, as the authors originallly intended. So, if you play a certain way, it will go as the original, but depending on your choices or performance, you may have to stop the bomb in engineering, fight the Pfhor on the colony moon (There is a fifth wall collection for this), have easier/harder versions of levels, see whether or not the colonists survive and whether you wind up in the hands or Durandal or Tycho. And yes, I agree that the Pfhor levels are already quite excellent and I don't plan with messing with those more than necessary.

Many of the Marathon levels suffer from not being a believable space, and I think this was particularly evident on Bigger Guns Nearby, which is why I've chosen it at my first demo level. The original layout feels very arbitrary and game-y, so I've taken it, and while remaining faithful to the basic layout have expanded on it to make it feel more like a place that has an actual in-universe function.

Wine is not something I've learned how to use yet.

Currently this is running as a map/shapes/sounds under M1A1, and so the M1A1 HD walls mostly work. As it becomes more complete it will have to migrate out of M1A1, shucking off a lot of the weird M1A1 scripting that is currently causing problems. I'm not sure what you mean about the scrambling of textures.

I'm seriously grateful for Vasara, which has massively streamlined my mapmaking workflow. What skepticisms I had a few days ago have been put to rest, and it's enabled me to abandon Forge and do everything architectural natively, rather than bouncing in and out of the VM.
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ravenshining

Post Jan 7th '18, 04:54

Release hereby pushed back to Monday on account of my home internet connection apparently being incapable of reliably uploading a 17 MB zip file. I'll have to stick it on a flash drive and take it to the library to upload via broadband.
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ravenshining

Post Jan 9th '18, 00:13

Simplicity download is up! I managed to cram in some vacuum features yesterday and pile them into a copy of G4 Sunbathing I was messing with back in July, so there are not one but two levels (no new architecture in G4 yet). It's not much at this point, but let me know what y'all think!
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ravenshining

Post Jan 9th '18, 01:44

Looks promising thus far! The map definitely feels more cohesive than the original.

Something I noticed is that some bits of scenery (the cube thing and cylinder) constantly rotate/flip. Was that intentional?
welcome to the scene of the crash
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General-RADIX

Post Jan 9th '18, 06:31

Thanks! No, that's definitely not intentional. I need to run the 1-10 twiddler on the shapesfile.
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ravenshining

Post Jan 14th '18, 13:54

It's been a massively productive week, but due to the Birthday of Martin Luther King Jr., upload of version 0.0.2a will be delayed until Tuesday.

The biggest change and main focus of my efforts this week is that M1R will now be it's own, stand-alone scenario- no need for M1A1! Lots of little things have been updated in the process of writing the scripts necessary for this move, as well as updates to the Images file.

For an audio treat, I have obtained permission from Craig Hardgrove to use his music as the soundtrack. In addition to level music, the M1 startup sound behaviour is restored, and music will play after it's conclusion (or after a delay if you impatiently click through the startup)

Scenery should now be 100% functional. Hitboxes are correct, lots of things are breakable including jjaro lamps and railings, and there are no unwanted animations.

Juggernaut sprite updated with new missle-launching animation and some glowing engine bits. Fixes to the shock staff, alien weapon, SMG, trooper. Lots and lots of cruft cleared out of the shapesfile. My own Tau Ceti starscape is now included and rewitten to work with this.

G4Sunbathing_0015.png


Minor geometry updates to BGN: altering the path, live macerators, lighting and texturing fixes/improvements. More new terminal images. Items fixed on G4 - no more extravision and SPNKRs. Fixed issue with persistent explosions, defined more vacuum sounds.

Probably other minor changes not listed. Thanks to treelama for gently guiding me to getting ShapesFusion running! If you're reading this and haven't checked your PMs, I'd like your permission to include altered Glade files so others can help build maps for this project if they so desire. Failing that, I'll include a text file with the name lists absent code.
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ravenshining

Post Jan 15th '18, 02:35

Looking forward to it! ^^

(Psst--what say about those ideas I shared with you over PM?)
welcome to the scene of the crash
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General-RADIX

Post Jan 15th '18, 04:01

I don't think I'll be going with your story. And as much as I'd like to do more about MIDA, I'm concerned there may be copyright issues now that MIDA lore has found its way into Destiny.

I'm not going to make Leela blue - all three AIs will be green as long as they are human-made Marathon AIs. I'll consider the idea of using red text for Tycho, but only post-reanimation, and I'd like to hear more people's opinion. If I do use blue text, it will be representing the player's suit systems as it does in M2.

And finally I will not confirm or deny the involvement of colony AIs at this early stage. I may make a separate spoilers thread for the community to bounce around story ideas, but right now I'm focusing on the basics.
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ravenshining

Post Jan 15th '18, 05:35

ravenshining wrote:And as much as I'd like to do more about MIDA, I'm concerned there may be copyright issues now that MIDA lore has found its way into Destiny.


Would there really be that much of a problem? They're both Bungie titles (I don't think Activision has that much say in Destiny's story) and that MIDA-related info is explicitly coming from an alternate timeline, presumably the main Marathon one.
welcome to the scene of the crash
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General-RADIX

Post Jan 15th '18, 11:23

ravenshining wrote: I'll consider the idea of using red text for Tycho, but only post-reanimation, and I'd like to hear more people's opinion. If I do use blue text, it will be representing the player's suit systems as it does in M2.

I think Tycho using red text post-rampancy would be a good touch, as he actually does use red text in M2 (and M3, but in M3 he uses the Pfhor insignia, not the classic Marathon icon)
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Flowers

Post Jan 15th '18, 21:09

Flowers wrote:I think Tycho using red text post-rampancy would be a good touch, as he actually does use red text in M2 (and M3, but in M3 he uses the Pfhor insignia, not the classic Marathon icon)


Noted!

General-RADIX wrote:Would there really be that much of a problem? They're both Bungie titles (I don't think Activision has that much say in Destiny's story) and that MIDA-related info is explicitly coming from an alternate timeline, presumably the main Marathon one.


Bungie has released Marathon for us to play with, they haven't released Destiny. I could do something, maybe even incorporate an element of your suggestion, but I want to make sure I don't use anything Destiny introduced - ie no MIDA multi tool references.

On the other hand, MIDA is a great excuse to make secret weapon caches, and I may have story reasons for them, too. With a branching storyline, I'll want to make it possible to save all the BOBs on The Rose and Bob-b-q, and so having the player go in better-armed IF they have been observant enough to search out MIDA caches could be one way of making that work (the other way, which I usually hack in for my solo playthroughs, is to arm the BOBs)

While I may not use the whole staring-at-the-wall thing, having MIDA graffiti could be a nice touch.
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ravenshining

Post Jan 16th '18, 12:14

I see!

Yannow, that gets me wondering: in the route(s) where you're able to save more people, does MIDA start getting really annoyed that someone keeps pilfering their ammo? Prolly too early in development to consider extra level(s) where they hunt down the SO, but maybe it'd lead to a couple foreshadow-y terminals where someone's like "who keeps breaking into our storage areas, goddammit" Which the SO should find odd, because those areas aren't the ones designated for the security team.
welcome to the scene of the crash
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General-RADIX

Post Jan 17th '18, 02:45

Relase 0.0.2a delayed due to staff shortages at our local library. I'll try to get it up Friday.

Meanwhile, General Tacticus has kindly granted permission to bundle his 3D scenery and HD weapons in, and I've been working to get those MML'd to work. So far I've got his scenery, items, and effects working, but I'm having difficulty with the weapons-in-hand showing up really tiny.
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ravenshining


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