: 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.
Realistically, the SPNKR should have zero recoil. Rocket launchers have an open port in the back, which is why the stream of exhaust will jet out the back. The weilder shouldn't even jump back at all.
Yes,we will be changing the AR's recoil.
: 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).
Unlike M|R, we're not trying to EXACTLY dupe Marathon. We're doing what we feel is necessary to enhance gameplay, while retaining all the positive aspects.
: 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).
This is a coding issue. Captain's been having quite a time getting the shotguns to fire correctly.
: 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.
Single-player isn't implemented yet. Don't complain about it. We only care about MP comments, right now.
: 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.
We're improving upon Marathon, here. Having more realistic-looking ammo gives the game the look that we're going for. Ultimately, we want Marathon to be a sci-fi/horror deal. The enemies will be a lot darker and creepier. We don't think that the "colorfulness" of the original game got that feel across appropriately (blue, green and yellow enemies more suited to a bowl of lucky charms). In short, we all liked Evil. ;)
: And finally, is the HUD scalable? The motion sensor is so
: small on 1024x768 that I have a tough time reading it.
Feel lucky that the game is playable at 1024x768 for you. ;)
Honestly, this is the first complaint I've heard regarding HUD size at higher res.
: Again, great work. I really look forward to the
: introduction of the Pfhor. Please tell me they will be
: available as multiplayer skins!
Definitely a possibility.