Posted: Feb 4th '09, 09:00
Marathon : Freedom chapter one released.
I have uploaded a Windows and an OS X version to Simplici7y. If people feel they do not belong there, I will remove them.
Download, play, comment.
I don't feel like explaining this. Here you can geddit, anyway:
http://www.mediafire.com/?sharekey=a86a474...be6ba49b5870170
Here's the trailer. It took me the whole ******* day to get it up there, I had to recompress, reformat and mess around with it so much to get it to work. It took longer time to make it work on YouTube than to MAKE IT to begin with. I'm sorry if it's a bit impossible to make out what's going on.
http://www.youtube.com/watch?v=B_ris6Pe5Gs
M1
Juggernaut
Looker
Hunter
Marine
Trooper
Fighter
MADD
Hulk
BoB
Enforcer
Wasp
Compiler
M2/?
Juggernaut
Tick
Hunter
Marine
Trooper
Fighter
Defender
Yeti
BoB
VacBoB
Enforcer
Drone
Compiler
Cyborg
Gameplay changes F.A.Q. - things that differ from Marathon
Energy Rechargers - No difference, except that only character with Shields, such as Compilers, Defenders and special Marines, may use them, and only to their Shield's maximum capacity. Hence, having a 2x Shield will only use 2/3 or a 3x recharger. Shields absorb damage like a health bar.
Terminals - No real change. Displayed as a small on screen window. No pictures.
Pattern Buffers - Ah, now here's where things might get confusing. Pattern Buffers no longer saves progress, instead, they offer a change to respawn without losing a life. This is useful when you can only carry one weapon. Detours to a Pattern Buffer will allow you the right tools for the job, even changing class completely. It's about as logical as the original function, so don't start
Health - Health is no longer displayed as a bar, since that no longer applies. The number of shots required for a kill is calculated through other algorithms than simple Health - Damage. Rest assured though, most weapons are QUITE effective, even the weakest.
Doors - Some doors open automatically upon approach. Should they close, just hang on and it will buzz you through in the next cycle. Other doors require button toggling, power restoration, or a simple Action key press.
Force fields - Don't touch these. Seriously! You'll be sorry! Make SURE they are inactive before crossing them. It is easy to tell since they are no longer visible. How does a force field look? You'll figure it out.
Force Fields come in a variety of flavors. They can stun, burn, explode, electrocute, disintegrate or do pretty much anything to you. Color is key for determining type. Maybe, with high enough resistance, you could pass through? I wouldn't recommend it.
Shotguns - Most shotguns have limited range. VERY limited range. That means that you have to be close enough to hit, but you'll do whopping damage. The beloved WSTE-M5 finally revolves in your hand. Yup. I programmed it. A whole script just for the WSTM's rotation.
Disintegration damage - The Rubicon Enforcer's rifle, which I call the "Skeaarnen Rifle" (try to guess why), does disintegration damage. It is basically a very nasty sniper weapon. A single shot is usually enough. I couldn't replicate the actual disintegration effect from Rubicon, so instead, victims erupt in a cloud of plasma fire, vaporized. All that's left of the hapless sucker is a pile of florescent goo...
Height - There is little to no height. All levels are flat, due to the perspective. Ever tried to aim vertically with an orthographic camera diagonally mounted behind you? It's close to impossible. So it had to go. At least that simplifies AI programming.
FPS hack - There is an unconfirmed rumor of an FPS hack which lets you play the game in first person mode. The game was never designed to be played this way, and it doesn't look very good. It's hella scary, though. Those fighters rush you pretty fast from around tight corners. Uh, I've heard.
Strafing - Strafing is not supported. Remember why PiD was so scary?
Ammo - Ammo is infinite. But reload times may be longer to compensate. Except for grenades. You run out of those.
Manual reload - is supported. No need to waste that clip. But with infinite ammo, maybe you will anyway.
Story - Not so much. Each level is selectable from the main menu. You play that scenario and then you are returned to the main menu.
Each level so far is based somewhere in the original trilogy's story arc. You can play and revisit your favorite battles over and over, any way you like. Well, any way supported.
SMAWs - Wasn't gonna include them. Didn't make sense with the one-weapon-limitation. Thanks to the Pattern Buffer Redesign system, I might start bringing them in.
I have uploaded a Windows and an OS X version to Simplici7y. If people feel they do not belong there, I will remove them.
Download, play, comment.
I don't feel like explaining this. Here you can geddit, anyway:
http://www.mediafire.com/?sharekey=a86a474...be6ba49b5870170
Here's the trailer. It took me the whole ******* day to get it up there, I had to recompress, reformat and mess around with it so much to get it to work. It took longer time to make it work on YouTube than to MAKE IT to begin with. I'm sorry if it's a bit impossible to make out what's going on.
http://www.youtube.com/watch?v=B_ris6Pe5Gs
M1
Juggernaut
Looker
Hunter
Marine
Trooper
Fighter
MADD
Hulk
BoB
Enforcer
Wasp
Compiler
M2/?
Juggernaut
Tick
Hunter
Marine
Trooper
Fighter
Defender
Yeti
BoB
VacBoB
Enforcer
Drone
Compiler
Cyborg
Gameplay changes F.A.Q. - things that differ from Marathon
Energy Rechargers - No difference, except that only character with Shields, such as Compilers, Defenders and special Marines, may use them, and only to their Shield's maximum capacity. Hence, having a 2x Shield will only use 2/3 or a 3x recharger. Shields absorb damage like a health bar.
Terminals - No real change. Displayed as a small on screen window. No pictures.
Pattern Buffers - Ah, now here's where things might get confusing. Pattern Buffers no longer saves progress, instead, they offer a change to respawn without losing a life. This is useful when you can only carry one weapon. Detours to a Pattern Buffer will allow you the right tools for the job, even changing class completely. It's about as logical as the original function, so don't start
![default :P](./images/smilies/tongue.gif)
Health - Health is no longer displayed as a bar, since that no longer applies. The number of shots required for a kill is calculated through other algorithms than simple Health - Damage. Rest assured though, most weapons are QUITE effective, even the weakest.
Doors - Some doors open automatically upon approach. Should they close, just hang on and it will buzz you through in the next cycle. Other doors require button toggling, power restoration, or a simple Action key press.
Force fields - Don't touch these. Seriously! You'll be sorry! Make SURE they are inactive before crossing them. It is easy to tell since they are no longer visible. How does a force field look? You'll figure it out.
Force Fields come in a variety of flavors. They can stun, burn, explode, electrocute, disintegrate or do pretty much anything to you. Color is key for determining type. Maybe, with high enough resistance, you could pass through? I wouldn't recommend it.
Shotguns - Most shotguns have limited range. VERY limited range. That means that you have to be close enough to hit, but you'll do whopping damage. The beloved WSTE-M5 finally revolves in your hand. Yup. I programmed it. A whole script just for the WSTM's rotation.
Disintegration damage - The Rubicon Enforcer's rifle, which I call the "Skeaarnen Rifle" (try to guess why), does disintegration damage. It is basically a very nasty sniper weapon. A single shot is usually enough. I couldn't replicate the actual disintegration effect from Rubicon, so instead, victims erupt in a cloud of plasma fire, vaporized. All that's left of the hapless sucker is a pile of florescent goo...
Height - There is little to no height. All levels are flat, due to the perspective. Ever tried to aim vertically with an orthographic camera diagonally mounted behind you? It's close to impossible. So it had to go. At least that simplifies AI programming.
FPS hack - There is an unconfirmed rumor of an FPS hack which lets you play the game in first person mode. The game was never designed to be played this way, and it doesn't look very good. It's hella scary, though. Those fighters rush you pretty fast from around tight corners. Uh, I've heard.
Strafing - Strafing is not supported. Remember why PiD was so scary?
Ammo - Ammo is infinite. But reload times may be longer to compensate. Except for grenades. You run out of those.
Manual reload - is supported. No need to waste that clip. But with infinite ammo, maybe you will anyway.
Story - Not so much. Each level is selectable from the main menu. You play that scenario and then you are returned to the main menu.
Each level so far is based somewhere in the original trilogy's story arc. You can play and revisit your favorite battles over and over, any way you like. Well, any way supported.
SMAWs - Wasn't gonna include them. Didn't make sense with the one-weapon-limitation. Thanks to the Pattern Buffer Redesign system, I might start bringing them in.