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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: Humble criticism: Overstated physics?

Posted By: Khral
Date: 2001.7.28.12.33

In Response To: Humble criticism: Overstated physics? (Gromit)

: 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).

No offense to the Resurrection team, but the Marathon Rampancy gallery looks pretty sweet. The weapon models are almost exact to the original. I only wish they could be ported to the Resurrection mod, which would probably give it the ultimate Marathon feel to it. It's really tough choosing between the two mods, because both have its strengths and weaknesses. Rampancy's current alpha does not have much of a Marathon look to it, but from what I understand this will change in the next release.

: 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).

Nope, you are not wrong. I have to agree on this one.

: 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.

If I remember correctly Marathon had zero air control. All you could do was turn your view. You really couldn't "swim" in any direction while in the air. Allowing the player to have air control gives it that UT feel to it, which I'd rather not see in 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.

Dropping weapons when a player dies was a netgame option, I believe. Although I'm not positive, you should be able to set this in your ini files if you want the same effect for Resurrection.

Marathon did not allow you to pick up ammo from guns, which is probably why Team Unpfhorgiven disabled it.

: 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.

Agreed. =)

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