Marathon Eternal 1.3b #01 The Far Side of Nowhere–#11 To Sleep, Perchance to Dream, 2022-05-13

Marathon Vidmaster Challenge & Occasional Metal
Marathon Vidmaster Challenge & Occasional Metal
1.4 هزار بار بازدید - 2 سال پیش - Eternal 1.3 remains a work
Eternal 1.3 remains a work in progress, but preview 3 is coming soon™; it mostly needs to wait for my remake of “Where Giants Have Fallen”, whose layout is complete (with some 2,025 polygons); all that’s left are polygon heights, monster placement, textures, shading, and scripts.

Chapter one now features numerous changes and additions to both story and characterisation. A brief summary:

0:00 #01 The Far Side of Nowhere (Látus procul núllíus locí)

Don-Martin (original designer, who’s recently rejoined the project) made a few suggestions that I still need to implement, mostly to improve shading and geometry.

2:53 #02 Deja Vu All Over Again

I added tons of ambient sound objects, which really add to this level’s atmosphere. I also redesigned the door texture to resemble Marathon 1’s more; I think that helps this set recapture M1’s look better.

10:54 #03 Septococcal Pfhoryngitis

Don-Martin and I added a ton of stuff to this level since the last video, most of which is secret. It’s necessary to double back after inserting the chip to access one of the secrets. You can’t stop moving; if you do, you’ll get teleported out, so it’s important to kill all the Pfhor in the room before inserting the chip. On the plus side, it’s now possible to kill all the wasps.

I apologise for some sloppy gameplay; to be honest, I was on the phone with a friend for the first half hour, so my concentration wasn’t the greatest.

I yoinked the idea for the blue Compilers from Phoenix. Most scenarios can’t go wrong with making their combat more Phoenix-like.

24:57 #04 Dysmentria

I can’t remember if the revised textures or message from Hathor are new since the last video I posted of this level.

40:54 #05 Sakhmet Rising (failure exit)

Yah-Nosh revised most of Hathor’s message here; I wrote the ending. We’re moving (most of) her original message to “Heart of Fusion”. We hope to make it less obvious who’s telling the truth. I fixed a rendering glitch by splitting up some platforms.

43:45 #06 Remedial Chaos Theory

Added a ton of malfunctioning doors and platforms throughout the level. I forgot to show it here, but you can see part of a connecting passage to “Core Done Blew” through one of them. You’ll see it properly in “Core Done Blew”.

A player recently told me that this feels a bit like a Phoenix level, which I take as high praise indeed. I was kind of aiming for “halfway between M1 and Phoenix”.

1:19:26 #07 Roots and Radicals

I plan to have some enemies teleport into the core after you open it. The blue Compilers are pretty fun, though.

1:30:51 #08 The Tangent Universe (Úniversum tangéns)

Now featuring actual enemies. I think I may have inadvertently made this the hardest level in chapter 1. I’ve probably died more times in this level while recording attempts at this chapter than in any other, so I may tone it down a bit.

1:39:09 #05 Sakhmet Rising (success exit)

Yep.

1:48:17 #09 Core Done Blew

I’m really proud of how those holographic terminals turned out. I plan to use more of them elsewhere in the scenario; all five texture sets have them (also holographic pattern buffers).

Also new in this version is a secret, accessible after destroying the wires in the southeast, that connects this level to a segment of “Remedial Chaos Theory”. Your reward for fighting all the Enforcers, blue Compilers, Mothers of All Hunters, and the Juggernaut is a secret fusion cannon. We also plan to add a secret message from Durandal but have yet to write it.

I still need to add glass to a couple of windows and fix lighting in a few places, but otherwise this one is basically done.

2:08:55 #10 Heart of Fusion

Enemies now teleport into the cores. The blue Compilers also add a lot to this level’s combat – the old grey Compilers were nearly indistinguishable combat-wise from blue Compilers.

Hathor’s old “Sakhmet Rising” message will go here once we’ve revised it to fit the level’s context.

2:22:29 #11 To Sleep, Perchance to Dream (Dormíre, fortuító somniáre)

This level will be completely replaced in preview 3 with revised geometry based on the new “Where Giants Have Fallen”; it will simply use the texture set of this chapter.
2 سال پیش در تاریخ 1401/02/27 منتشر شده است.
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