Marathon Forever V0.75

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JUSSOMONE
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Marathon Forever V0.75

Post by JUSSOMONE »

Marathon Forever

Image

After the W'rkncacnter was sealed away in the last Jjaro station and you've fought countless legions of the pfhor and your friends in space and time changing allegiances constantly, you've finally found a timeline where the chaotic being wasn't unleashed,the creature(s) was sealed away again and the pfhor was in a state of complete defeat...at least that was your thinking...

Some of the pfhor were..."tenacious" and since they had a gallatic empire, they wouldn't go down so easy, even after Tfear armada was destroyed and the chaotic creature sealed again...you knew it was just a matter of time until they came again, but you've decided to take the first step and bring mayhem to their bases throughout the universe.It's their time for a "marathon" invasion.It's their time to find allies in the universe.It's their time to find their "Durandal". NOW GO PFHOR IT!!!

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Image Some of the original marathon quirky physics have been remade as faithful as possible in this engine!
Image Beacons that teleports allies in the fray! you can carry a maximum of 3.
Image A reward system which if you find all secrets in a level, some b.o.b's will join you! you also earn more by killing "elite" type enemies. ;)
Image Surviving b.o.b's will join your team after you kill all enemies in a certain distance! *2048 map units to be exactly*.
Image Faithful and realistic dual wield mechanics!
Image Enemies that spawns according to environment! *Only underwater now*.
Image Allies that reacts realistically to enemies and you! (at least what was possible with the gzdoom engine).
Image Remade powerups to better fit the aesthetic of the original game!

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Image WORKS ONLY WITH GZDOOM! At least it worked fine with the v4.10.0...Don't know if it will work with Zandronum.
Image Remember to bind a key in the options menu to put the beacon in the map.
Image Also don't forget to bind another one in the full options menu to *warp* the beacon to your exact location after you press the use key on the beacon.
Image It's meant to be played with allies in some cases, so don't rage or forget about them in those seemingly "impossible" levels if you find yourself overwhelmed by the enemies.
Image To dual wield, you only need to press altfire after encountering the same weapon twice. Look for the HUD, it will show if already found another one.
Image You can press use on your allies to make them go to HQ and join your team.

Image
Spoiler:
Image
Spoiler:
Image

-Main-
V0.7 https://www.dropbox.com/scl/fi/odwi0lmc ... cnqax&dl=0
V0.75 https://www.dropbox.com/scl/fo/6skzj6bt ... q8d6i&dl=0

Changelog
Spoiler:
-Addons-
Remastered Music https://www.dropbox.com/scl/fi/1pwsttmy ... nopwk&dl=0

Image

Image Make an addon with the original sprites made by Bungie.
Image Fix an issue with the shotgun when dual wielded and with only shell, it reload both chambers.
Image Add missing rotations for some enemies pain states and deaths.
Image Make a mapset with the marathon textures to make it more faithful and interesting, enjoying it's new ally beacon mechanic.
Image Refine the main menu and some in game texts.
Image Add more environment spawns.
Image Add the sensor map.
Image And any other occurrence regarding feedbacks and bugs.

Image
Spoiler:
Image

Image Nash Less Slippery Doom Movement mod as a base for the player momentum.
Image Bungie For making the marathon series.
Image Cory King Tucker For the new remix from Alexander Seropian, the original composer for the marathon songs.
Image You For playing the mod and enjoying it.(Well I hope at least :))
Last edited by JUSSOMONE on Sun Jan 28, 2024 6:43 pm, edited 2 times in total.
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kalensar
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Re: Marathon Forever V0.7

Post by kalensar »

NIce work on the mod! I tried it out even though I don't know squat about Marathon.haha. Its got some nifty mechanics going on that change the dynamic quite heavily and was pretty fun from what little I tested.
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JUSSOMONE
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Re: Marathon Forever V0.7

Post by JUSSOMONE »

kalensar wrote: Mon Jan 22, 2024 2:57 pm NIce work on the mod! I tried it out even though I don't know squat about Marathon.haha. Its got some nifty mechanics going on that change the dynamic quite heavily and was pretty fun from what little I tested.
Thanks! In the future I've been planing to do some mapsets and add some new features like the radar that it's missing(and it's quite hard to do), some bug fixes that I already noticed and a custom main menu!
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Catsuki Subaru
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Re: Marathon Forever V0.7

Post by Catsuki Subaru »

Those'll be nice to see. A radar sure as hell would lessen my anxiety every time a group of bobs spawn lmao
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JUSSOMONE
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Re: Marathon Forever V0.7

Post by JUSSOMONE »

Catsuki Subaru wrote: Tue Jan 23, 2024 11:47 pm Those'll be nice to see. A radar sure as hell would lessen my anxiety every time a group of bobs spawn lmao
Well...If you are talking about the "secret" Bob enemy, then I am sorry to disappoint you but...the radar...will consider them as friendos......... : )
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Catsuki Subaru
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Re: Marathon Forever V0.7

Post by Catsuki Subaru »

JUSSOMONE wrote: Thu Jan 25, 2024 11:57 am
Catsuki Subaru wrote: Tue Jan 23, 2024 11:47 pm Those'll be nice to see. A radar sure as hell would lessen my anxiety every time a group of bobs spawn lmao
Well...If you are talking about the "secret" Bob enemy, then I am sorry to disappoint you but...the radar...will consider them as friendos......... : )
NOOO, YOU DEMON

tbf thats how it was in the original games, so... At least I'm not gonna be surprise suicide-bombed from behind anymore?
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JUSSOMONE
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Re: Marathon Forever V0.7

Post by JUSSOMONE »

Yessssss, that is true, but right now I am trying to fix some bugs regarding some crashes and adding a manual reload just for some "quality of life" upgrades...so...It's gonna take awhile until the radar is possible...until then, "Hold'on to yer butt!" :)
Starman the Blaziken
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Re: Marathon Forever V0.7

Post by Starman the Blaziken »

Cool to see a modern taking for Marathon here now. Playing it with a map set I have yet to really play up until this point to try it out.
Although right off the bat, the mod sure loves to have Bobs around in maps. Fragile as they sort of are, there sure can be aplenty in a map at times.
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JUSSOMONE
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Re: Marathon Forever V0.7

Post by JUSSOMONE »

Starman the Blaziken wrote: Sat Jan 27, 2024 12:49 am Cool to see a modern taking for Marathon here now. Playing it with a map set I have yet to really play up until this point to try it out.
Although right off the bat, the mod sure loves to have Bobs around in maps. Fragile as they sort of are, there sure can be aplenty in a map at times.
Well...It depends on the zombieman placement of the original maps, since they replace them with the fighters, there is a 50% chance to spawn either a B.o.b or a pfhor fighter, so, it gives the mod some replayability and randomness!
Starman the Blaziken
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Re: Marathon Forever V0.7

Post by Starman the Blaziken »

JUSSOMONE wrote: Sun Jan 28, 2024 6:06 pm
Starman the Blaziken wrote: Sat Jan 27, 2024 12:49 am Cool to see a modern taking for Marathon here now. Playing it with a map set I have yet to really play up until this point to try it out.
Although right off the bat, the mod sure loves to have Bobs around in maps. Fragile as they sort of are, there sure can be aplenty in a map at times.
Well...It depends on the zombieman placement of the original maps, since they replace them with the fighters, there is a 50% chance to spawn either a B.o.b or a pfhor fighter, so, it gives the mod some replayability and randomness!
*Cough* And a lot of to-be-wary Simulacrum kamikaze attacks.
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