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"Does the distance one travels from center make one more free to move?"

"No. Freedom has two parts: potential and resolution; as metaphor has two parts: form and interpretation. Of course, the two are intertwined. Metaphor lines the road to freedom, as symbols and words are the bricks and mortar of meaning. Freedom is being the bricoleur, the mason."

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Marathon: Resurrection Forum

Re: Map Available

Posted By: Wail of Suicide
Date: 2005.9.29.02.41

In Response To: Map Available (Wail of Suicide)

A few more known issues:

-- There's been a consistent weirdness with the door-side wall of 4 Lift Bay, where a portion of the wall just decides not to draw resulting in Hall of Mirrors effect. No idea why this is, may have to delete that BSP brush and remake it.

--Big one: Construction area is still present in the map, meaning quite a few extraneous BSP Brushes and textures loaded. I am definitely going to have to remove this at some point, but right now it doesn't affect play.

: Known issues: -- Map music is currently set to Leela. Not
: sure what the correct music file is, if any, I never
: could get music to work in M1.
: -- Terminal 1. ***Incoming message from Durandal***
: missing line break afterwards.
: -- Invisible Collision hull in deco area behind player
: start does not block bullets.
: -- Monster pathing/behavior in general.
: -- Missing 1 Looker in enemy group after the
: Shot-to-Switch door.
: -- ShieldCharger noise continues playing erroneously.
: -- Bad and buggy ambient sound behavior between blue and
: red room areas (in blue elevator).
: -- Monster pathing/behavior in crusher area.
: -- Glitchy sounds in red room lobby area with elevator.
: -- Poor looker behavior in red room corridor.
: -- Glitchy sound behavior in 3 Perpetual Lift Bay
: (connected to Central 7 Lift Bay).
: -- Timing on lifts in Central 7 Lift Bay needs to be
: fixed, as do lift sounds (volume increase). (Polygon
: count here a tad high?)
: -- In the corridor and room(4 Lift Bay) following the
: Central 7 Lift Bay, enemy placement may need to be
: adjusted away from direct line of sight through the
: corridor, due to AI-Warpzone issues.
: -- Noticed the Right Switch (facing the switches) in the
: 4 Lift Bay was erroneously initially on when I just
: now played through it again. Not sure why (maybe one
: of the lookers exploded and activated it).
: -- Add Ambient sounds and lift mover sounds in 4 Lift
: Bay.
: -- Set triggers in FinalRoom to activate only once.
: -- Adjacent movers in FinalRoom central pillar are buggy,
: need to be fixed.
: -- Windowed storage area in FinalRoom lacks glass, ICH,
: and contents/lighting.

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