fileball.whpress.com
1999

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Timeline

Kill the Player (SPN)

A small mazelike map, with an embedded physics model that keeps you on your toes. (It's designed to be played solo-the SPN stands for SIngle Player Network.) You get one magnum (and, if you kill the infrequent vacubob, a fusion pistol), and your job is to kill as many bobs as you can. (There is no end.) Good for target practice... the bodies really pile up. Enough recharge canisters appear that you can keep going as long as you want to.

Nuthouse of Idiosyncrasy

A small level with a pit reached by two long mirrorimage corridors. You got enforcers, you got vacuexplodabobs, you got a jug... you gotta kill 'em all, and still find your co-players. Would be horribly crowded with more than two or three.

Patio De Recreo El Diablo

In the author's words, a "glorified Return to Thunderdome". (That's like saying that the Titanic is a glorified rowboat, but who am I to disagree with an author?) Designed as a "net simulator" (which means it requires the Rockets of Fury Shapes patch to turn bobs into rocket-totin' cowboys), it pits you against a passel of nasty bobs in a gorgeous, fast-moving arena. Look for the additions... some of them are truly spectacular. (There's a texture that probably shouldn't have been used as a landscape texture, but it's really my only gripe.) I found carnage rates to be pretty high playing ag...

The Sons of Ludd

A six-level, action-packed solo scenario. This was released (and announced on alt.games.marathon) last fall, but there wasn't any active archiving going on at the time.

Brief Nardonic Requiems v1.4

Two very good levels from what a great marathon author. The first level Translation into Loyalty, consists of a few mini arenas with the Tempus Pfhor texture set. The second, I Used to Be uses the outdoor enviroment from Tempus. Two very fun levels that can also be played solo. 1.4 update tweaks lighting, textures, and layout to improve gameplay.

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.

Stacked Walkways

A pretty neat demo of two walkways on top of each other. The technique uses scenery items to fake the look of the walkway, so you don't look like you're floating... it seems pretty clear that with a little bit of artistry, the proper scenery items could be created to make the upper walkway look nearly flawless. Also contains an intriguing extension of the author's untextured wall experiments.

A Breakfast Cafe in Vienna, Austria v1.0

A huge, sprawling level, with just about every possible environment. No matter what sort of battlefield you normally prefer, you should be able to find it here...

Level Detector

From the master of cool tricks comes a bizarre, but thought-provoking idea... a mechanism by which you can determine the difficulty level at which someone is playing. The included demo simply has different terminal messages for each difficulty level (kindergarten through total carnage), but you could, in theory, use the technique to decide where to send a player, depending on what level he's playing on. The possibilities are pretty far-ranging...

Not a Good Landing v1.1

A four level solo scenario. Mostly well-built, with nice architecture, and decent gameplay. Play would be better, I think, if it weren't quite so predictable.

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