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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 #7: Smells Like Napalm

Posted By: Wail of Suicide
Date: 2005.11.20.14.36

In Response To: Re: Map #7: Smells Like Napalm (Tycho)

: That's good news. I also have the texture file with all
: the alien textures in it, I just never got around to
: putting it on FileBall.

:

Okay, good stuff.

Quick question here, do we have an official stance on:

1. Using screenshots of Marathon Map-View maps as a way of indicating objective locations

or

2. Altering terminal text slightly in order to be a little more descriptive?

In "Smells Like Napalm..." the objective is to close two same-looking doors in two same-looking twisty-turny corridor areas. Without an overhead map indicating that these two doors are at opposite ends of the map area, it strikes me as a little bit frustrating to make the player walk around looking for them.

What I'm trying to do is to visually distinguish the areas with colored lighting and so on, and actually in the original M1 overhead map the areas are marked off (I forget as what, but something similar to "Corridor Area XIKFA-91" or whatever"). What I'm going to do is put a sign indicating the name of the location where the doors are, and it might be helpful for Leela to mention "the door located -in Corridor Area XIKFA-91-" rather than "the door located here." Let me know what you think.

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