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Re: Marathon 1 Redux
Posted By: Shining RavenDate: 2/4/19 9:16 p.m.

In Response To: Re: Pathways into Darkness Tour of Duty: Final Cha (Lion O Cyborg)

: Nice. I've been playing the alpha and I've been enjoying it a lot. There's
: quite a few things in it that I've noticed and quite a few I like a lot:

Thank you! This has been the longest good review I think I've ever gotten, it's certainly encouraging to hear.

: Proper liquids coming back, new architecture, great new sprites for
: weapons, being able to use more alien weapons and powerups appearing more

Thanks go to General Tacticus for the weapon sprites! The very first alphas just had a scaled up Pfhor sprite combined with a fist for the staff, and the SMG with the big sight lopped off for the trooper gun.

: often, though I don't know what the little round things among the active
: camo by the Juggernaut in G4 Sunbathing are, nor what the green, larger
: camo armour abilities are meant to be, especially as you can't seem to
: pick them up.

The little grey things you can pick up are Trooper gun magazines, you'll see dead troopers drop them later in the game. The green orbs are not explainable, presumably the Pfhor had some reason to unload them there, but you aren't told what - however, from a gameplay perspective, they prevent the player from darting under the juggernaut and stealing the goods too easily.

: Grenade jumping is a bit weird: sometimes it works similar to M1 Classic,
: sometimes not. It is possible to grenade climb to the Gherrit white
: terminal but it's harder than in classic, unlike M1A1 where it couldn't be

As with M1A1, that's an engine limitation. Since around the time A1 started to be able to read M1 maps, alternate code was added for physics tagged to allow grenade climbing, and more recently Treelama and others have added editor support so you can make an M∞ map run that code without using a hex editor, but as you can see A1 still has a ways to go before it can perfectly replicate M1 behaviour.

Since you *can* reach Gherrit White without modification of the map, which is pretty much the gold standard of grenade climbing, I've considered the slight increase in difficulty a minor issue. Also, you can to some degree use the shock staff to pole-vault, although not as ludicrously now as in earlier alphas.

: which are a bit different to Eternal's ones. The terminals now also have
: extra text and images added to them from all three AIs, with some blank or
: garbage ones that you find S'pht hacking definitely belonging to Tycho or
: Durandal. Tycho now gets more screentime. :)

Maybe a little, but remember those maze terminals on Arrival in the original are listed simply as "Engineering" terminals, and Tycho *is* the Engineering AI...

: The new terminals with audio log transcripts and anime style portraits of
: Bobs of both genders (drawn by General Radix?) are really cool and remind
: me of Strife: https://youtu.be/oPrU7LSqiX0?t=225 It's just missing the
: voice acting, though that would be tricky without the right recording
: setup.

While I appreciate what Radix has done, those terminals are rather divisive. I happen to have a green flightsuit and plan on doing a photoshoot at some point, although I'll need to find a man to wear it for the Cool Fusion term.

: I was wondering how the vacuum rooms are done?They work like normal vacuum
: levels but they don't take up the whole map, sound still works normally I
: think, and non vacuum guns like the MA-75 still work.

: The nitpicks there don't matter as I'm really happy to have those features
: and wonder how they were made. Were they LUA or MML scripts?

The hangar bay on Arrival and the vacuum chamber on Cool Fusion were accomplished by the use of flying invisible long-range oxygen ticks! I even used special physics for the exposed fighters to prevent them from berserking on them.

However, the ticks are not destined to fly much longer, as you'll see in the next beta of Eternal which will contain a vacuum lua script I've written for the new spacewalk on The Philosophy of Time Travel. Now that I know how write Lua scripts, largely thanks to the tutelage of Wrkncacnter, the poor ticks will be freed from the pain of their obsolescence in future releases.

The closet on G4 that contains a trapped Fighter who explodes when you open the door as you hear the wind escaping from the room was accomplished simply by setting the fighter to be kamikaze and weak to everything, and the decompression sound is controlled by a platform-activated light.

: There's also the proper bridge rooms like the sewer under the Defend This
: bridge. How were they achieved in engine? I thought in 5D space polygons,

The section under the bridge is nothing special, I didn't require any 5-D space to do that. The tunnel between the sewer pit and the garbage compactor, on the other hand, does not obey the laws of Euclid.

: The best part is that after going down to normal,I finally managed to save
: enough Bobs in The Rose! It seems to be better balance for that difficulty
: at least so it isn't terrible now. I dread how I'll do at Bob BQ though as
: that is a lot harder overall in the vanilla game, escpeially as Durandal
: now steals your weapons, drains your shield completely and smacks you
: about a bit to give you low health. (i.e. M2/MI rebellion mission)

You do get your weapons back before leaving Blaspheme Quarantine! And remember the BoBs are no longer completely defenseless. You'll find the security detachment much less so.

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Pre-2004 Posts

Replies:

Pathways into Darkness Tour of Duty: Final ChapterLion O Cyborg 1/31/19 11:42 a.m.
     Re: Pathways into Darkness Tour of Duty: Final ChaVikingBoyBilly 2/2/19 4:49 p.m.
           Re: Pathways into Darkness Tour of Duty: Final ChaLion O Cyborg 2/3/19 6:55 a.m.
                 Re: Pathways into Darkness Tour of Duty: Final ChaVikingBoyBilly 2/3/19 6:57 a.m.
                       Re: Pathways into Darkness Tour of Duty: Final ChaLion O Cyborg 2/3/19 7:17 a.m.
                             Re: Pathways into Darkness Tour of Duty: Final ChaShining Raven 2/3/19 10:45 a.m.
                                   Re: Pathways into Darkness Tour of Duty: Final ChaLion O Cyborg 2/4/19 2:49 a.m.
                                         Re: Marathon 1 ReduxShining Raven 2/4/19 9:16 p.m.
                                               Re: Marathon 1 ReduxLion O Cyborg 2/7/19 12:50 p.m.
                                                     Re: Marathon 1 ReduxShining Raven 2/7/19 5:33 p.m.
                                                           Re: Marathon 1 ReduxLion O Cyborg 2/22/19 1:12 p.m.
                                                                 Re: Marathon 1 ReduxShining Raven 2/22/19 2:36 p.m.
                                                                       Re: Marathon 1 ReduxLion O Cyborg 2/22/19 3:17 p.m.
                                                                             Re: Marathon 1 ReduxBob-B-Q 2/23/19 10:31 a.m.
                                                                                   Re: Marathon 1 ReduxLion O Cyborg 2/24/19 3:05 a.m.
                                                                       Re: Marathon 1 ReduxVikingBoyBilly 2/23/19 7:46 a.m.
                                                                             Re: Marathon 1 ReduxShining Raven 2/23/19 11:15 a.m.
                                                                       Re: Marathon 1 ReduxLion O Cyborg 2/24/19 3:59 p.m.
                                                                 Re: Marathon 1 ReduxVikingBoyBilly 2/23/19 7:44 a.m.
                                                                       Re: Marathon 1 ReduxLion O Cyborg 2/24/19 3:04 a.m.
           Re: Pathways into Darkness Tour of Duty: Final Chaxcalibur 2/4/19 3:03 a.m.
                 Re: Pathways into Darkness Tour of Duty: Final ChaLion O Cyborg 2/4/19 3:20 a.m.

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