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/vr/ - Retro Games


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File: 16 KB, 300x300, Marathon_(video_game).jpg [View same] [iqdb] [saucenao] [google]
8990029 No.8990029 [Reply] [Original]

Who the FUCK thought this labyrinthine HELL was a GOOD IDEA!?

>> No.8990267

>>8990029
>filtered

>> No.8990287

Mac owners. They didn't exactly have a lot of alternatives

>> No.8990348

Medium sized FPS fish in a tiny pond

>> No.8990529

>>8990287
True dat

>> No.8990534

>>8990029
Doom mappers can only dream of being this creative.

>> No.8990568

>>8990287
This.

Also, all the tools were released. And it was better than Pathways into Darkness, so we were all like "woot!" Also, network play. That bit was huge.

>> No.8991685

>>8990029
watching an ai going schizo is pretty funny tho

>> No.8991742
File: 871 KB, 800x798, file.png [View same] [iqdb] [saucenao] [google]
8991742

>Hey, wouldn't it be funny if we made the whole early-game a bunch of water levels?
>Brilliant, ship it

>> No.8991747

>>8991742
Real talk, the Marathon boxes were fucking SWEET. I’d love to get them and put on my wall, but I’m not a coomlector.

>> No.8992784

>>8991742
unironically love the water levels

>> No.8993503

>>8991747
They each have a color theme. M1 is blue, M2 is yellow, and MI is white.

>> No.8995184

Used to be cool, then too many youtubers started talking about it.

>> No.8995303

>>8991742
still better than infinity

infinity has the prettiest levels in the series but they're an actual pain to play. i beat it on total carnage once and i'm never playing it again.

>> No.8995568
File: 92 KB, 1840x1472, l00.png [View same] [iqdb] [saucenao] [google]
8995568

>>8995303
The prologue is the greatest opening level to any old FPS game. The lighting texturework and geometry makes the most use out of the engine and it is extremely impressive for being developed in 1996.

>> No.8995574

>>8995568
A Converted Church In Venice, Italy also looks very pretty but it's hellish to actually play. The Electric Sheep hubs and dream levels are nice too.

>> No.8995590

>>8990029
It's not as good as people say and it should have been call claustrophobia. It's like hallways made to be one transferring prison cell after another. It's maddening.

They're good for what they are but what the fuck? Mac quackery is some of my favorite shit gaming wise, that old stuff; but marathon is not as good as people say, it never was. Not with what it was competing with, not ever.

>> No.8995692

>>8991742
Yeah but on the other hand, that shotgun tho

>> No.8995718

>>8995692
>make coolest fps shotgun
>you never get shells for it
i really like tempus irae because it gives you so many shells

>> No.8995729
File: 210 KB, 404x436, 1652849734172.png [View same] [iqdb] [saucenao] [google]
8995729

So did Quake copy the Marathon logo, or is it the other way around?

>> No.8996171

A normal person can barely progress because of obsessive switch and door gameplay on the sequels.
That’s why Dark Forces and Doom 2 are the superior game. Soon after 3d third person and Unreal made people forget.
But Marathon is free on iOS and it’s not too bad.

>> No.8996197

>>8990287
Mac owners only got the best games

>> No.8996201

>>8995729
Gamesworkshop certainly copied the Marathon logo

>> No.8996284

>>8995590
It is and was. :)

>> No.8996670
File: 54 KB, 620x451, 3ougixilu6zz.jpg [View same] [iqdb] [saucenao] [google]
8996670

What's the best way to play this on PPC Mac OS X?
I got a G4 Powerbook recently but found out that it only supports Classic mode (can't boot into MacOS 9). Marathon launches in Classic but the mouse is totally fucked.
I looked into AlephOne but it seems that it only supports later Intel Macs and I can't find any download links for earlier versions.

>> No.8996928

>>8996670
>the mouse is totally fucked.
That's a feature inherent to the game. The Aleph One version is also like that. It's the first FPS ever to have mouselook, and movement is tied to the speed you move the mouse, rather than input. You get used to it eventually, using the keyboard to aid when you need precise aiming.
No, the issue is apparently hard coded and cannot ever be fixed,

>> No.8996939

I can always tell when an old game gets some e celeb YouTube video by the people posting about it here

>> No.8996945

>>8996939
Which was the one this time around?

>> No.8996971

>>8996945
Some dude named mandalore, uploaded 13 days ago. Skimmed it and sure enough he's bitching about the maze.

>> No.8996997

>>8996928
Really? I played it on my iBook G3 and the mouse works fine. Under OSX 10.3 and basiliskII on a different machine it spazzes out like a bitch.

>> No.8997005

>>8996928
No, Classic mode under OS X really fucks with the mouse, in everything, specially in FPS games. Okay enough for RTS and RPG, etc, but not okay for FPS games.
I used to play it on a balls to the walls '040 Quadra and the mouse was literally 1:1, with normal mouselook.

You're correct about the issue being hardcoded, but in the Classic emulator in OS X, not the game itself.

>> No.8997007

>>8990029
Durandal

>> No.8997010

I actually really like Marathon.
But then again, Hexen is one of my favourite games ever.

>> No.8997012

>>8997010
Good taste, only zoomers shit on Hexen and Heretic.

>> No.8997017
File: 231 KB, 453x440, 1654448959249.png [View same] [iqdb] [saucenao] [google]
8997017

>>8996971
I haven't seen that many people on multiplayer at all, I would have thought there would have been a rush of people trying to play this game but maybe it's for the better
>>8997010
Patrician taste

>> No.8997119

>>8995718
It's like a work of art really
https://www.youtube.com/watch?v=Fg6BrVxuUw8

>> No.8997207
File: 1.53 MB, 1920x1080, trojan.png [View same] [iqdb] [saucenao] [google]
8997207

>>8990029
If you think vanilla Marathon is "labyrinthine", try Trojan to see what real mazes look like.

>> No.8997398

>>8996171
doom 2 is shit

>> No.8997575

>>8996171
This board struggles with doors for some reason

>> No.8997652
File: 125 KB, 784x587, doors.jpg [View same] [iqdb] [saucenao] [google]
8997652

>>8996171
>obsessive switch and door gameplay
it's there to make the player more empathetic to the pains Durandal had to endure before rampancy.

>> No.8998345

>>8996939
We've had regular Marathon vids for years. But yeah, you can really tell based on opinions when people suddenly come out of the woodwork parroting the same phrases and opinions because of "influence"

>> No.8998432

>>8998345
thats always going to happen with Bungie games though due to the shared universe theory between all their games.
People were doing that in the 90s and early 00s

>> No.8998657
File: 521 KB, 1280x720, 1618888097619.png [View same] [iqdb] [saucenao] [google]
8998657

>>8990029
>gives the player an automap
What's the problem? Only like a quarter of the maps are that mazey anyways.
>>8991742
They had to show off their new cutting-edge features. The swimming is weird to get used to, but when you learn to follow the frequency of the waves, it's fine. The early water levels are mostly just walking underwater and holding the sink button anyways.
>>8995303
>>8995568
>>8995574
Infinite had gorgeous textures. Double Aught actually won an award for their website, which was iirc voted the second-best designed website on the internet, behind only David Bowie's website.
>>8997207
Trojan filtered me on basically the very first level. Worse switch puzzles than the worst of any of the mainline games, stingy with save terminals, generous with pits/death traps, and elevators that pointlessly make you wait 20 seconds just to fuck with you.

>> No.8999760

>>8998657
the automap really should've taken portals into account like in build games

>> No.8999802
File: 85 KB, 810x780, 1337815587767.jpg [View same] [iqdb] [saucenao] [google]
8999802

>>8990029
We only got this, Duke, and MDK, back in the day. It's why I got a Gameboy and Nomad.

>> No.9000321

>>8999760
>the automap really should've taken portals into account like in build games
Marathon doesn't use portals

>> No.9000456

>>9000321
next you'll tell me it doesn't use sectors even though marathon polygons do the same thing

>> No.9000664

>>9000456
How do you mean the polygons do the same thing?

>> No.9000672

>>9000456
>next you'll tell me it doesn't use sectors
Why would I say that?

>> No.9000741
File: 9 KB, 450x450, icons.png [View same] [iqdb] [saucenao] [google]
9000741

>>8995729
hmm. I never saw the similarity before. Interesting.
I accidentally let go of the mouse button while taking the screenshot, but sadly, dragging Quake into Marathon didn't magically combine the games, it just opened Marathon. Imagine my disappointment.

>> No.9000760

>>9000664
polygon is just the marathon term for sector

>> No.9000769

>>9000741
Now someone out there has to make a .wad for Marathon and Quake in Zandorum, that combines into a strange new game when ran together.

>> No.9000819

>>9000760
So how should the automap take the portals into account? By highlighting the polygons within view? That's not a bad idea actually, especially for the levels with areas stacked on top of each other.

>> No.9000869

>>9000819
that's one solution or alternatively you hide the other sectors like in build games

>> No.9000919

>>9000869
Doesn't sound like a very useful map if you only can see the polygons within view though. Is that how it works in Build games? Maybe if there were a button to turn it on and off on the map though, so you can switch between only seeing the surrounding area you're in and seeing the bigger picture.

>> No.9000923
File: 24 KB, 399x411, [AGGRESSIVE HONKING].gif [View same] [iqdb] [saucenao] [google]
9000923

>> No.9000974

>>9000819
Again, there are literally no portals in Marathon. It doesn't use a Build-like engine where you can have an indefinite number of arbitrarily defined rooms stacked over each other. Instead it works more like a janky version of the original Doom engine, where polygons/sectors can be drawn over others as long as you cannot see the first ones.

>> No.9000989

I really want to play this series, but the mouse sensitivity is fucked up. No matter where I set the slider it feels terrible. A new source port would be amazing, I'd even take a kex engine version.

>> No.9000993

>>8996201
For the greater good.

>> No.9000998

>>8997398
Your mother.

>> No.9001106

>>9000974
I mean technically he's sort of correct if you consider every single polygon a sector and every single edge between two polygons a portal.

>> No.9002294
File: 2.68 MB, 1280x720, 5D_space.webm [View same] [iqdb] [saucenao] [google]
9002294

>>8990029
>labyrinthine HELL
what do you mean OP?

>> No.9002352

>>8990029
In fairness the only game where everything is a maze but I never felt lost at any point was System Shock

>> No.9002861

>>8990029
Bungie maybe?

>> No.9003805
File: 221 KB, 644x964, tower_forge.jpg [View same] [iqdb] [saucenao] [google]
9003805

>>9000974
>where polygons/sectors can be drawn over others as long as you cannot see the first ones.
It's interesting, you could have levels with rooms on top of each other and see parts of two rooms at the same time, but never two rooms in a vertical line at the same time. So you could use tricks when making levels like putting a tower on top of the doorway of a building and be able to both enter the building and climb the roof (but not the tower). But yeah never more than two rooms and only in that limited way.

>> No.9004103
File: 135 KB, 646x482, two_towers.jpg [View same] [iqdb] [saucenao] [google]
9004103

>>9003805
>never more than two rooms
actually after trying it some more I realize it's fully possible to stack as many floors as you want in the same way (three floors here counting the second floor's roof), you can just never place the doorways or entrances to the floors directly above each other.