Marathon 1 Redux

Discuss and unveil current Marathon projects.

player light setting - If there are no light sources, at what distance should things appear black?

light="0" -- In the dark you shan't be able to see your fist in front of your face.
0
No votes
light="0.1" - you can see your weapons and walls/monsters you're right up against
5
56%
light="0.2" - current setting on 0.0.13-alpha, you can only see about 1 WU
0
No votes
light="0.3" - current setting on git, you can see for about 2 WU.
1
11%
light="0.4" - you can see about 3 WU, most things are visible
0
No votes
light="0.5" - original setting, you can see for about 4 WU, only very large areas are black
3
33%
 
Total votes : 9

Re: Marathon 1 Redux

Post Nov 27th '19, 05:46

Thanks for testing it out! Yes, I noticed a huge cluster can form in the northeast corner of the ringing hallway, but I've been able to get through without harming anyone. I've been considering tightening things up in a few places, by going to 1 WU wide, 2 polygon wide corridors, but mainly for upper levels and some short connecting bits. The 1.5 WU hallways are easy to do and guarantee passage, but don't always look good.

Any thoughts on the security folks, armed with flamethrower, bouncy grenades, and shotguns? I think I ought to lower their vitality a bit. The shotgun guy is waaaay powerful if you can keep him alive, and I couldn't place more than 1 without seriously messing up the balance, but I really wanted to put something behind Durandal's "'cause I've got a shotgun, and you ain't got one."
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ravenshining
Hawai'i

Post Apr 20th '20, 02:06

I'm just curious if this topic is still active or what.
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Coraxus
DryDock Station orbiting over Sov. Latifundia

Post Apr 23rd '20, 12:49

If people were interested in collaborating on this I'd pick it back up, but of the two serious people I thought would, one seems uninterested and the other is just being a jerk... and, the Marathon discord is basically just a troll server, so I've been working on a different open-source game lately.
User avatar

ravenshining
Hawai'i

Post May 5th '20, 19:34

ravenshining wrote:If people were interested in collaborating on this I'd pick it back up, but of the two serious people I thought would, one seems uninterested and the other is just being a jerk... and, the Marathon discord is basically just a troll server, so I've been working on a different open-source game lately.


Sorry to hear about that. I'll happily give the most recent map a playthrough and record what I see if you like. I've got plenty time now to do it since I beat Tempus Irae recently. I'd snuck a peek at some of the levels via the level select command and they look impressive. The
Spoiler:
fog to explain the vacuum on FIREX5 you'd told me about
is implemented now, and there's also
Spoiler:
a new epilogue level taking place by Durandal's core and the bridge from Eternal X as well.


Now I intend to see them all in full, though my mileage may vary as I'll be aiming for
Spoiler:
the success messages
on the two escort quests.

Minor Edit from preview: Hmm, I forgot that the Pfhorums' spoiler tag functions differently to that of Steam.

EDIT: Just editing my reply to let you know that I've made it as far as couch fishing at time of writing and I like all that I see so far, like with when I looked at one of the older alphas. The only critiques I have at the moment are minor (and one is just a plugin thing anyway so it doesn't count) plus I still bear in mind it's also still an alpha at the moment.
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Lion O Cyborg
UK (which is IN EUROPE!)

Post May 7th '20, 05:25

Hey - new member here and I can't quite quantify for sure just yet how much value my opinions and knowledge have, BUT...I'll happily give whatever you're working on a serious playthrough and provide feedback based on my original memories of the game.

See my intro post for some context, but the original Marathon (and then 2/Infinity) were huge influences on my childhood and I absolutely consumed everything I could about them on pre-PowerPC Mac. IIRC my computer was a Quadra 68040 and my brother had a better, first-gen PowerPC, but we both made maps/custom physics mods/scripts and really broke the game engine down.

The storytelling and framework this game provided is still the gold-standard for shooters and it's criminal to me that there's not more appreciation for it. Reworking it to be playable with a modern look/feel is a noble pursuit and god-willing (AI-willing?) I'll help you where I can.

Let me know what would be of most value to you right now and I'll try to get to it as soon as I can. Just to be clear it's been decades since I gave any of these titles a run, but I have no doubt that once I'm back in action and slapping some blue Pfhor in the face it'll come back to me.
ItsMyPfhorte

Post May 27th '20, 07:01

Oh hey, sorry, I hadn't checked here in a few weeks. I'm honestly not sure where I'm at right now, but best familiarise yoursself with the new toolchain - weland, shapefusion, etc., or not if you want to write or illustrate. I'd love to have some mapping help for the colony missions, illustrations for the new terms, HUD scripting, what have you. I'll PM you a better way to get in touch.
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ravenshining
Hawai'i

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