[Update] Marathon [A Doom Gameplay mod]

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Re: [Update] Marathon [A Doom Gameplay mod]

Postby t3h m00kz » Sat Apr 23, 2011 9:54 pm

Yep, that fixed it.

Played it a bit, figured I'd give some critique.

Fire a bit fast, though the damage seems fine.

Flachette Gun:
Only played through M1 and M2, never played Infinity. Couldn't tell you.

Assault Rifle:
Primary fire seems great. Secondary seems a bit underpowered, the explosion bitmaps don't seem as big as in the Marathon games.. maybe give the projectile a bit more speed, too.

Fusion pistol:
Primary fire seems to have a slow rate of fire. Secondary fire seems decent enough. Sounds like you had a pain of a time getting it to the point it's at now.

WSTE-M Shotguns:
Deliciously overpowered, perfect in every way.

Rocket launcher:
Didn't get to use it too much but it seems fine.

Great, but I'd personally swap the shield and health bars. Red screams "Health" to me more than blue does.

So far, I'm loving it. I've been tempted to pick up the doom engine and start modding in the Marathon weapons. I actually did a Marathon gameplay mod for Halo PC (Custom Edition) a while back, exciting to see the idea making it's way into other games.
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Re: [Update] Marathon [A Doom Gameplay mod]

Postby RV-007 » Wed Aug 29, 2012 7:18 am

Those are some badass custom Marathon music you got there!

Whoops, cross that line out. I know that Marathon music could be better.
Last edited by RV-007 on Mon Sep 03, 2012 11:14 am, edited 1 time in total.
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Re: [Update] Marathon [A Doom Gameplay mod]

Postby -Ghost- » Thu Aug 30, 2012 1:48 pm

Pretty fun, I'm enjoying fighting my way through the Marathon monsters in Doom, it feels like it plays a bit more smoothly than the original game ever did.
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Re: [Update] Marathon [A Doom Gameplay mod]

Postby Neonspider » Fri Nov 08, 2013 3:57 pm

Would you mind if this mod was combined with maps I'm recreating? (Credit where due, of course :) )
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Re: [Update] Marathon [A Doom Gameplay mod]

Postby armyman12345 » Fri Nov 08, 2013 5:43 pm

Would you mind if you don't bump a thread?
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What the hell's regenerating health?
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Re: [Update] Marathon [A Doom Gameplay mod]

Postby Shadelight » Fri Nov 08, 2013 9:40 pm

Would you mind if you didn't backseat moderate? Could just report the post. :P
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Re: [Update] Marathon [A Doom Gameplay mod]

Postby Xaser » Fri Nov 08, 2013 9:48 pm

This sort of thing isn't yell-at-person-worthy, really. It's borderline "could've used a PM" but what's the harm?
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Re: [Update] Marathon [A Doom Gameplay mod]

Postby CPLJigsore » Mon Mar 15, 2021 3:55 pm

Could I use some parts of this mod for my own? Currently working on porting the Marathon 2 levels to Doom as well as making a brutal Marathon 2 mod for it.

EDIT: Sorry for bumping this. Not really, but it looks like it pisses people off for some reason so I felt the need to apologize even though I don't mean it... Besides, more people need to play Marathon.
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Re: [Update] Marathon [A Doom Gameplay mod]

Postby Tetzlaff » Sun Mar 21, 2021 4:55 am

I really like the graphics in this mod!

Would it be possible to release a "monsters only" version of this mod? With good compatibility in mind? I would love to play for example Ancient Aliens with the Marathon monsters!

The gameplay changes and the weapons (which don't seem to work properly) kind of break the balance of regular Doom levels.
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