fileball.whpress.com
July 1999

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Timeline

Dual Sided Force Fields

Force fields have been around since Fm created them in Seige of Nor'Korh, but they've been one-sided (That is, they work from one side, but are passable from the other).

Then Jeff Swartz created dual sided force fields in an award winning map for the Evil Map Making Contest called "FireCracker".

Here, by Michael Watson, is a description (and demo map) showing how to make two-sided forcefields. Nicely done.

The Chickenizer Infinity Project

Three maps, a physics model, and the point of the whole package, a sounds patch. The maps have nice flow, and support a good range of players. (The texture choices sometimes need a bit of work, but...) The physics model is plainly insane, and massively increases the damage you can do with your weapons. (A film of one of the maps is included, so that you can see for yourself what happens.) The sounds patch, though... wow. Mostly digitized (and seriously modified) voices... it ranges from drop-dead funny to seriously surreal. This package is net only... but your local netgroup will enjoy the changes imposed by the various pieces.

Alex First

Two maps. One (Caverns) is dark, twisty, and has lots of explodabobs and MoaHs. Its main point of interest, though, is its creator... Alex Okita is an artist at Bungie West, working on Oni. This was his first Forge map. (The other map in the archive was made by a friend of his, and is a model of the friend's house. Lots of weapons, but in very specific places... take a runthrough before you play this one.)

Pfhactory N'Utopia

By some incredibly lame oversight on my part, this seminal map never made it into the archives. (It's been finished for years...) It's the base for the Infinity maps Aye Mak Sicur, Aie Mak Sicur, Carroll Street Station, You're Wormfood Dude, and who knows what else. It started life as a huge M1 netmap, grew into an M2 netmap, was probably the first 1024 poly Infinity map, and is just one heck of a map. And now it's here. Sorry for the delay.

Lift Test

If you've built complicated elevators (lifts, to those across the pond from us Americans), you've almost certainly run across a Marathon engine limitation which can make it impossible to use the action key to trigger the elevator control (punching or projectiles are all it recognizes). This happens because the active area for a switch comes at some fixed percentage of the floor-to-ceiling height, which may or may not correspond to where you've got a switch. HAS has released a quick demo map showing a rather elegant way around this problem. (If you don't understand my wording of the problem...

No More Teleporters

Jesse Simko, creator of the eagerly awaited Muerte Machine, has uploaded this nice demonstration showing how to remove half of the warping effect which happens when a player changes levels. (He's eliminated the warp out effect from the start level... but not the warp in effect on the end level. He does, however, give some suggestions for diminishing the latter effect.) This should be very useful to anyone creating levels based in universes where teleporting makes little sense (Earthlike scenarios, for example), or to someone who's looking for a way to get around the 1024 poly limit on a si...

Last Survivor of the Nostromo...

The last Marathon map ydnar ever made. It's been sitting on his drive until now... it's not entirely finished, but nearly finished for ydnar is polished like a diamond for human mapmakers. (Well, okay, it could use a little bit of lighting and sound work, and maybe some weapons placement... but it's pretty impressive as it stands.) Enjoy it...

Marathon Calculator

A rather intricate technique that uses the marathon engine as a binary calculator to add two numbers. Its limit is 31 (as the total), and because the actual mechanism is shown, there's a long walk between the calculator and the answer... but it's amazing what you can do when you're free for the summer. (Really, really detailed explanation.) Definitely worth a look if you're curious about how far the engine can be pushed for non-standard tasks.

Trojan: Legacy

Trojan was one of the most ambitious Marathon 1 projects ever done. (In fact, it was one of the most ambitious Marathon projects, period... of any flavor.) The driving force behind that project, Hamish Sanderson, began, two years ago, to bring Trojan to Marathon Infinity...

Pesky Porkchop

Beautiful but large netmap...

Monsters added for solo play.

no sick & twisted physics

nice to look at