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Counter Revolutionary

He's done it again... In response to Mark Levin's Coop-Only Level Bypass Demo, Jason has once again extended the scope of the marathon engine with a cool new tool. The enclosed map shows you how to set up a counter that can count events (number of players appearing, number of secret areas, you name it). The attached readme adds a few extremely innovative potential uses for the technique... if you're making a solo scenario, download this and process it. Use the technique... make Marathon better.

Coop-Only Level Bypass Demo

Wow. Mark wanted a way to set up a level such that coop players would be forced to bypass the level, but solo players would have to complete it. He asked for advice on the discussion forums at Marathon Central, but didn't get any answers... When he came up with a solution, it was complicated enough to warrant a writeup, so here it is. It's actually a demo map, showing (and telling, with detailed terminals) exactly how he accomplished the feat. (It's way more complicated than you might think...) The technique's biggest drawback is its resource utilization... 26 platforms used to divert play...

Thing What Kicks Spoiler Guide-updated

Most of the posts on the news group lately has been with folks needing help with this level concerning Marathon Infinity. Nick Lewis along with some help from Gary Simmons has put together a spoiler guide with text and picts that should help you through the level. This is a bin hexed file that you will need to debinhex and unstuff. Once unstuffing is complete drag the whole folder into your browser and use the "open file in browser" command to view the pages...Open up the "Main" folder first to read the first page... Joe Gardner has updated this to be standalone (that is, it no longer reli...

Multiple Message Terminals

Wow. I wrote up a small tutorial to help people create terminals with more than one message in them. The day after I released it, Bo Lindberg sent me mail explaining that I'd taken the hard road, and that there was an easier one. (He also sent along a quick demo map.) I planned to add his info to the tutorial, but backburnered it... Two days later, I got mail from Jason Harper, who explained that your options in this field are nearly unlimited, and sent along a demo map, with a promise of a full tutorial to come. Here it is... and if this technique interests you, you need this file. The ex...

M1 Map GIFs

A nicely done set of GIFs covering all the solo levels in M1. (Yes, it's been done before... but I don't think any of the originals are in the Archives... and these are pretty complete, with secret areas, save terms, and rechargers.) Worth a look if you're working your way through M1 again (or for the first time...)

Task-Sensitive Term Tutorial

A tutorial (with nifty pictures and an example map) showing how to allow multiple messages on a term without tying them to full level goals. That is, if you want to change the message on a term after a particular task is completed, but before all the level tasks are completed, this little guy will show you how. My wife says I wrote it because I was feeling like a cool technique we used a few years ago was unappreciated. I'd rather think it's useful info for the Marathon community.

Guide to Using Unused Sounds Slots

Detailed information on reactivating (or activating, depending on your view) the unused slots available in the M2/Mi Sounds file. This is a great way to add new sounds, without losing what's already there. The doc mentions that you can see the technique being used in "M1->Mi Hunter conversion patch that this doc is bundled with"-while the patch does have these docs bundled, this version is just the docs. If you want the patch, you need to get it from the Alterations section.

M2/Mi Photoshop CLUT

One question that has come up more than most is "How do I get the Marathon CLUT in a form I can use it?" Hamish Sanderson has answered that question, with two files: a Photoshop CLUT file (directly importable), and a PICT containing all the colors in a nice grid, that you can eye-dropper anywhere you need in any painting program. There are also some very useful hints on making Marathon artwork in the readme... if you're doing serious work in Anvil, and having troubles making things look right, get this file. 'Nuff said.

Map Exporter Documentation

Documentation for the Marathon Map Exporter. Contains info on exporting to various 3D games (including a few upcoming ones), and some discussion of the evolution of 3D games. Worthwhile reading for anyone looking beyond the Marathon universe for first-person-shooter games.

Marapose

Another one from the master. A tutorial/base for building Marathon sprites... includes three poser models, a detailed readme, and sample output picts. If you're thinking about creating new humanlike sprites, this is a wonderful place to start.

Elevation Preset Templates

A pretty intriguing idea-all elevations, from -8 WU to 8 WU in 1/8 WU increments have been already specified in the 128 polys already existing in these maps. (There are 5 maps-1 for each texture set.) If you can live with the limitation of 896 polys per level instead of 1024, you can use these as starting points for your own levels, and you'll find you don't need to define elevation levels for each altered poly. Pretty cool... The readme describes a few potential problems (nothing major), and workarounds for these. If you're building levels that don't need really bizarre elevations, these...

The Elements of Map-Making Style

A nice document detailing some dos and don'ts about mapmaking. These are well thought-out... everyone making maps should read them-there's probably something you haven't considered here.

More Textures... How To

A DocMaker file detailing how to add extra textures to a textureset. Quite useful for mapmakers wanting more than the 30-someodd textures Bungie uses... in very simple language.

HAS' Edit Notes

Hamish Sanderson might know more about the down-and-dirty details of color editingfor Marathon than anyone outside Bungie. (He has, after all, done 2+ total conversions...) In an effort to find some external value in the enormous amount of work he put into this stuff, he decided to write out some helpful hints for those folks interested in shape editing for Marathon. Beginner or expert, you should read this... you'll almost certainly find something useful here. (Heck, it's only 35K. Download it twice!)

Forge and Anvil Tips v1

Just another mapmakers insight on the ins and outs of using Forge, etc....This was taken off of the alt.games.marathon news group. There were a couple of items that was news to me so I thought it might help other mapmakers out there...

Hastur's Workshop Examples

All the simple example maps enclosed in this archive, are guides and information on how to make odd and strange new things with the Marathon egine.

Force Fields

Multiple Stop Elevators

Bouncy Wall Fixing

Cast Shadows

Multi Split wall techniques

These are great to help "open your mind" to the ways things can be construed and manipulated to get interesting desired results!

Marathon Hang Time Guide

A comprehensive tutorial concerning many of the "alternate methods" of travel in Marathon. Some of this is very good, and I strongly suggest you download it, if for no other reason then for the films. Some of these give you a detailed "visual account" of the methods the author is trying to explain.

Nardo Spoiler Guide

The Nardo: Tempus Irae Spoiler Guide, compiled by Michael Neylon and members of the Nardo team. Having problems? Your answer's probably here... Also available online.

Animated Objects

This is nothing more then a text file that I picked up on AGM. It was a response from James Hastings Trew to a post asking about the animation of scenery with Norton Disk Editor. I snagged it and decided that if anyone was interested they could grab it too.

Trojan Spoiler Guide

Here it is!! For all of you that has emailed me along with the posts on agm. This has been compiled by Josh, Chris and Hamish Sanderson. This file is put together in open doc format.

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