/-/S'pht-Translator-Active/-/ |
Re: Tour of Duty: Where Some Rarely Go | ||
Posted By: Martin | Date: 3/23/14 11:05 a.m. | |
In Response To: Tour of Duty: Where Some Rarely Go (VikingBoyBilly) : The track I have chosen for this map is Norach from the Lh'owon album , and
I still don't feel the need for music in Marathon. I didn't have hardware that could play the music of M1 at the time, and was pleased enough to not have to worry with the later games. Especially with their ambient sounds, and the need to hear alien sounds, and the oft desolate and/or downright spooky atmosphere, I just don't feel the need. My interaction with music has actually become quite interesting in general - I'll have my headphones on all day at work because I can't work in silence; I'll take long walks and listen; I'll enjoy it in games where it is on by default, but I don't tend to just listen anymore, and if working from home, don't feel the need to put it on. Anyway, in the current case, I think it is just like the comment here about enjoying the screenshot-heavy approach to the writeup - I just see things differently ... as you might have noticed. Partly in homage to the methodology of Marathon itself, I prefer to get things done here by way of much text, and the occasionally helpful (or misleading) map image or random picture :). It comes down to style, sure, but just so you know, you will all probably continue to have to wade through my essays - ironic as I always sucked at essays, I guess when you are passionate about the content.... : A pfhor water treatment facility rings a bell from our past. Or is it our
Interesting point - I never actually made the connection here to Waterloo Waterpark, and always found our exit from this timeline a bit odd, I mean there are key differences and advantages to us going forward - the work we did in orbit - but somehow we feel things just won't work out. : In any case, that description of a marshy swamp area brings my senses to a
Uhh, I've never played any of those, and I've never quite been able to conjure an image of the marshes from what we see courtesy of the Marathon engine, myself :(. I like the picture you form there though - to me the waterways we fight around have always felt more mechanical/functional in nature, I guess due to the still metallic look to a lot of our surroundings. : Actually, instead of all that, what we really hear is lots of wind and
Ahh the next map, mmm. : There are some f'lickta swimming around in the slime, and we need to take a
Interesting to note the new spelling of F'lckta in Durandal's terminal - good to have a source of the way I have always wanted to spell it! More interesting is that S'pht. On TC all of those that we encounter are major pains in the ass (I am an ass indeed....), but once we realise where they actually spawn, things get much easier - for the longest time I would just make a run for it in that initial area; it is hard to spot those damned Invisible Compilers! And they shoot yellow bolts regardless of difficulty level, suggesting that there might actually be a more frightening version somewhere?? I also never realised they shot at Pfhor. I just always assumed I was the target.... : The status bar has changed it's size since I changed the display settings.
Indeed, why do you not play with the overlaid HUD? I really enjoy the extra vertical that gives us on the game window. : Martin forgot this terminal in uploads to the Tour of Duty folder on
As I responded to your email, despite its seemingly obvious position, it's not on PS's map, and I'm not sure I had ever read it before! Curiouser. (You saw that coming right ;)?) : Disappearing s'pht compilers? A missing pfhor? Oh my! I wonder if these
Unlike those holes later on - where there's nothing in there but ghosts.... : In this corridor is a mystery button that is inactive. Yep, no idea on that one :(. Curiouser. : Inside the building we knock some more heads and find a new item, the S'pht
It's only a shame we don't have to find a S'pht key ring first. There must be a sitcom style comic like the one you posted, somewhere, with S'pht talking about losing their card keys.... À la Seinfeld - Are these my keys? Whose keys are these? One of my favourite epis. : Uhh... do we happen to be the cause of that untimely demise? Hmmm, I'm gonna go with ... maybe? : If we go for a swim in the southwest area of the map, we'll find a small
Interesting, I guess I did know about that teleporter, but I've just never gone that way in a normal playthrough. I like that little door puzzle, but it does make one think there just isn't a way in there ... of course, that's what the best puzzles should do :). : What are these s'phts doing here? Are they prisoners? Pushing the buttons by
Possibly the invisible ones are messed up experiments that St'ngr let out / lost track of / lost in teleport (translation)? I blame him anyway - hate those guys. : And I do mean FULL map. This and the next level is another two-parter, like
And from Hamish's post, these were the first levels developed for Infinity! Amazing that they had such large ambitions from the get-go. It would be cool to see the extended terminals. I've said it before, but I love these joined levels. : But actually, there is a way out. The other two lifts are death
Again, I'd never made the connection to THIS. Glad to see this included :). : A lift lowers us down to a hallway full of fighters and some more of those
Indeed - one each in a pair of alcoves on the way down, best to jump in there and kill them and leave the lift to descend on its own. Then one more down below, in another alcove up to the right - typically the most dangerous of all to the unprepared; it's a good thing we don't have more of these ridiculously fast-firing guys. If the grey ones on the dream levels were like that, oh God *shudder*. : Is this how the s'pht reproduce as well? I'm trying to imagine baby s'pht
Okay, yep, I've never tried to imagine that before ... now not sure I can unimagine it. : One last thing. The terminal was written by S'tngr and got cut off
Good point - I hadn't fully connected that he wrote both this one and the one about the compilers. I think he might have locked himself out of his prison area :( - forgot his card key? : At the top of the stairs we'll find a window overlooking a wide outdoor area
Interesting - is there no "cheat" style message on that one on this level? I don't see on the Story page. : We can't reach it, but there is another terminal in our immediate room next
What I do see on the Story page is another terminal message that I (we!) missed:
(Sorry for the ugliness - OneDrive - but that extra width makes the reply strings do sensible line-endings, so it is all for the best. Click the image for normal size.) A "not-quite-done" message from Durandal, although much less angry, more informative, and actually worried than we are used to from him. Much more in character is the "not-quite-done" message on the next level, and this when it seems a lot of people had issues finding those panels to destroy :D. This one is also the first sign we get of problems on the way in the form of lots of Pfhor ships. So, how do we see this message? What is the actual victory condition here? Which terminals do we have to read?
|
|
Replies: |
|
Problems? Suggestions? Comments? Email maintainer@bungie.org Marathon's Story Forum is maintained with WebBBS 5.12. |