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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

Humble criticism: Overstated physics?

Posted By: Gromit
Date: 2001.7.28.11.27

Let me start by saying this mod looks really great. In particular, you guys have done a terrific job of updating Marathon's for UT. Please take these criticisms as simple observations, not rants.

The physics seem pretty exaggerated. Firing the MA-75 is nearly paralyzing. The SPNKR knocks its user halfway across a room. Ironically, the TOZT, which had the most recoil of any continuous-fire weapon in Marathon actually seems to have less recoil than the MA-75 (I could be misjudging). Also, grenades seem to knock other players pretty high into the air. Again, I could be wrong.

Not to pit one project against the other, but Marathon|Rampancy (in the most recent version I have played) FEELS just like Marathon, even if the artwork is different. If there is no bad blood between you and the M|R team, you guys really should get together if at all possible, as you would each bring really great stuff to the table (Resurrection artwork/maps + Rampancy physics would be frighteningly like Marathon).

Other issues: Am I wrong in remembering that when you had a single pistol/shotgun in Marathon, either fire button would fire it? I can only fire using my right mouse button, which gets frustrating. Dual pistols/shotguns/fists alternated perfectly in Rampancy (hint, hint).

Jumping is a logical addition, as far as I'm concerned, but what concerns me on the solo levels is that Marathon had special "step" physics that would give you a vertical boost as you approached a ledge, like a sort of invisible ramp. This worked differently from jumping in UT, and when combined with Marathon's amount of air control was really critical for a lot of the much-maligned jump puzzles, and seems to be absent from Resurrection.

Also, don't I recall correctly that players dropped their wielded weapons in Marathon when they died (I might be way off)? Perhaps more importantly, don't I recall that you could pick up a weapon you already have for its ammo? This was really important to the balance of maps like House of Pain, IIRC. Neither seems to happen in Resurrection on Every Man For Himself's default settings.

I wouldn't mind seeing some of the original color coding on the ammo. Red for Assault rifles/shotgun shells, yellow for pistol clips, etc.

And finally, is the HUD scalable? The motion sensor is so small on 1024x768 that I have a tough time reading it.

Again, great work. I really look forward to the introduction of the Pfhor. Please tell me they will be available as multiplayer skins!

Gromit

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