Files for Beer Can (Aluminum Cylinder)

Galactic COLOUR Landscape! v1.0

Beer Can (Aluminum Cylinder) — Oct 21, 2002

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10.21.02

This is an absolutely spectacular "Space" landscape replacement for any Marathon Shapes file, in full and living COLOUR!

The shot is a colossal sweep of the cosmos, as photographed by NASA. You can see more of their amazing images here by going here...

http://antwrp.gsfc.nasa.gov/apod/image/0011/

Basically, I sized-up the image as necessary, then exported the CLUT from Photoshop. You'll have to import and place the image, manually, unless someone is kind enough to make a Shuttle.

So what's here is the larger PICT, and five sample files showing the image in use (screenshots from Jason Parson's amazing "Sunset Pool," modified to have a "night" background).

Also included, as I say, is the Photoshop CLUT.

I didn't bother with the smaller PICT: I figure anyone not playing in hi-res wouldn't appreciate this, anyway.

I'm glad to have figured-out the colour issue. It really looks amazing.

Thanks, NASA.

Enjoy.


:: Beer Can ::



:: Beer Can's :: "StarScape" Landscape v1.1

Beer Can (Aluminum Cylinder) — Oct 13, 2002

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10.15.02

A very, very simple StarScape, created by :: Beer Can ::, to replace Bungie's "Space" Landscape (#4 in the Shapes file) with something that looks more "immediate"...and also more like a night sky you'd see from the deserts of earth.

Well, sort of.

What's here: StarScape Big PICT, StarScape small PICT and the StarScape CLUT.

Basically, I got tired of those "salt-n-pepper" stars from Bungie, and decided to do something about it.

If you dig this, fine, if not, toss the bastard.

Have fun.

:: Beer Can ::



P.S. If you don't know how to install this, ask someone.

v1.0 - 10.13.02 - Initial release.

v1.1 - 10.15.02 - Removed "Moons", added more density, decreased brightness.

Galactic Space Landscape v1.0

Beer Can (Aluminum Cylinder) — Oct 06, 2002

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10.06.02

This is an absolutely spectacular "Space" landscape replacement for any Marathon Shapes file.

The shot is a colossal sweep of the cosmos, as photographed by NASA. You can see more of their amazing images here by going here...

http://antwrp.gsfc.nasa.gov/apod/image/0011/

Basically, I sized-up the image as necessary, made it greyscale, and exported the CLUT from Photoshop. You'll have to import and place the image, manually, unless someone is kind enough to make a Shuttle.

So what's here is the larger PICT, the smaller PICT, and two sample files showing the image in use (screenshots from A1, using Goran's "Yota 4" file). Also included, as I say, is the Photoshop CLUT.

I'd loved to have kept the original image as it was, in millions of colours, but Marathon doesn't seem able to handle that. If you know what could be done, lemme know via e-mail.

The greyscale image looks great too, however.

Enjoy.

:: Beer Can ::

The Lost BoB Sounds! n/a

Beer Can (Aluminum Cylinder) — Sep 07, 2002

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09.06.02

I've extracted all I could find of the "new" BOB sounds, as discovered in the ancient M2 Preview (demo) release.

Wow. Funny stuff. Too bad it's not as easy to do "permutations" in Marathon as it is in Myth.

Unless I've missed something, here's the "new" stuff:

01. "Careful, now."
02. "There's one over here!"
03. "Watch your back!"
04. "I'm gettin' a signal over here!" (non-Vac BOB sound)
05. "You killed BOB!" (non-Vac BOB sound)
06. "Yeah!"
07. "Score!"
08. "I'm not assimilated!"
09. "I think I saw one!"
10. "Good shot!"
11. "I...don't think I have enough ammo."
12. "I've got a bad feelin' about this."

There's also quite a few other "new" sounds, like an interesting wind effect, alternate button clicks, etc.

But for this episode, enjoy your BoB.

Note: In "System" format for Mac, in WAV format for Wintel.

:: Beer Can ::

No Stinking Type Pfhor Errors! for A1 Final

Beer Can (Aluminum Cylinder) — Apr 14, 2002

"No Stinking Type Pfhor Errors!" for A1.

Converted for use with Aleph One.

This is a classic. And I took it upon myself to make it available for the A1 engine.

Basically, all I did was run the original 1996 M2 map through Scalpel, then the map was split and merged with Forge 1.0.4.

Works 100%.

I had nothing to do with the creation of this map: I'm simply giving it new life for the A1 crowd.

Grag rocks!

This was probably the very first 3rd-party map I ever ran on M2 (back in 1996/1997), and it's still a fave. Looks GREAT in Aleph One, too...with the proper M2 Shapes, via Raul Bonilla's "M2 Shapes Shuttle for A1", or with the standard Infinity Shapes.

Either way is awesome!

"No Stinking Type Pfhor Errors!" is quite the hugely challenging, highly enjoyable romp. A massive complex, with secret tunnels, a submerged wall you actually have to blow a hole through, great texture use, and entertaining puzzles.

An innovative map, too: There's an active video arcade, a working sink, and a fully functional stove!

The main computer complex is a beauty, too.

Blowing-up the wall is a hoot! Many surprises in monster placement.

And to think this was made in July of 1996...

Now ready and waiting for A1.

The READ ME enclosed with the file is the identical text that came originally with "No Stinking Type Pfhor Errors!" in the M2 flavour.

Enjoy it.

:: Beer Can ::

Aleph One Test Maps Final

Beer Can (Aluminum Cylinder) — Apr 09, 2002

Presented to the community as a "whole", this is a set of test maps that really push the Aleph One engine, sometimes beyond the borders of reason, but all for a good cause.

Excellent way to see just what Aleph One is capable of. Nice information to have, both as player and mapmaker.

All information was acquired via Source Bungie, and all descriptions herein are exactly as written there. I simply copied the info.

This collection is presented to the community as a courtesy. I personally had nothing to do with the creation of these maps, nor do I know the creators, save for an occasional e-mail.

Test away.

:: Beer Can ::



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DESLA and also DESLA 2

02.15.00

created by Muffin King
muffinking@home.com

This is a netmap with one very complex central room and an even more complex outdoor area with intense lighting effects. The map puts so many polygons on the screen that your G4 will run at 3 frames per second!

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MONSTER TEST

02.13.00

created by The Maz
themaz@uclink.berkeley.edu

This map shows exactly how many Pfhor can be on-screen at once before Marathon conks out (The answer: 300)

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OPEN SPIRAL

02.12.00

created by Jesse "???"
No E-Mail Given

This map demonstrates the capabilities of Aleph One. It consists of a wide-open arena with hundreds of stairs spiraling upwards towards a mountain in the center. This map would never have been possible with previous versions of Marathon because it has too many polygons displayed all at once.

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TRANSPARENT WATERFALLS

08.27.00

created by Raul Bonilla
biomeca@hotmail.com

It's no secret that Aleph One can render transparent textures on the sides of liquids, allowing transparent waterfalls (at last!). This little map to shows off this new feature.

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THE KEEP

06.27.00

created by Aaron Gapanoff
Eaten_by_fungus@hotbot.com

This level features large numbers of polygons, and large numbers of monsters, testing the limits of Aleph One's sprite drawing abilities.

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CANYON

05.25.00

created by Tristan Moyer
troopa@longlivethemac.com

This level tests Aleph One's viewing distance capabilities. It's also just a fun single player level.

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THE BEACH (HAWAII)

04.08.00

created by "???"
No E-Mail Given

This map tests the limits of Aleph One's ability to handle very long viewing distances.

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8 DEAD TESTERS

03.01.00

created by Martin Antell
antellsw@hotmail.com

Thanks in part to the capabilities of Aleph One, Martin Antell has be able to create a cramped Jjaro net level with some very smooth-fading lighting effects. This one is reminiscent of Ne Cede Malis and Arrival!

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ALEPH ARENA

02.13.00

created by John Merriman
jmerriman@uswest.net

Plenty of fusion Bobs and Hunters that just never stop coming!





Much Superior Grenade v1.1

Beer Can (Aluminum Cylinder) — Mar 11, 2002


Tested in all flavours and colours of Marathon.

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On Bungie's "Grenade Launcher" sound:

Having actually used a similar weapon "back in the day", I've always hated the standard "Grenade Explosion" sound in all flavours of Marathon. It's unrealistic, grating, lacks power.

So I decided to change it.

As for whether this particular sound is "realistic"...

Lemme tell ya somethin', mate: If you've ever had a rifle-mounted grenade launcher discharge in your hand, or had the projectile from said impact the ground near your physical position, then we'll talk.

That said, this sound still isn't "Dead On" by any means (no pun intended)...but it's closer than the Bungie offering, for sure. And obviously, the game engine can't take into account the kind of surface the grenade is hitting.

Right?

ON THE OTHER HAND:

If you're not using headphones, the difference provided by "Much Superior Grenade" will probably not be as dramatic as I've just mentioned. I personally never game without headphones (doesn't seem to be much point), and use the fabulous Sony MDR-V600 series, which have excellent bass response.

Standard CPU speakers don't reveal the bass, nor the impact.

If you've got a decent sub-woofer setup, however, the lack of headphones shouldn't be an issue, though I still recommend 'phones for an intimate gaming experience.

So there's your disclaimer.

Anyway...

"Much Superior Grenade" was created by extracting the original Marathon grenade sound. Then the sound of a Dorf Bottle exploding, from Bungie's "Myth: TFL", was mixed-in.

Amplification of the original grenade was reduced 40%. An EQ was run on the Dorf Bottle track, adding substantial bass and just a pinch of midtone.

The Dorf Bottle was then amplified appx. 60%.

The stereo sound was then mixed to mono, and then converted to 16-bit, 22 KHz, with highs "resolved."

The result is here.

The first file is in ResEdit format, for the Macintosh. For you PC guys, it's here as a WAV.

As for putting it into your own Sound files, well, that's up to your own technical prowess. I'd love for someone to make a shuttle for this thing. I used the ancient M2 Sound Converter myself, though other products do lurk.

As for the sound itself, it's now reminiscent of the original, but much more powerful. Indeed, it's made the games actually more fun, because the grenades report more like "impending doom" rather than the amplified slamming of a VW passenger door.

To close, I created this pretty-much for my personal use. If you "get it," fine. If not, there's a handy trash icon somewhere on your desktop, even if you're stuck using Windows...

So there you have it.



:: Beer Can ::

Platinum_Ark@excite.com




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Version History:

1.0 - December 2001

Initial Release



1.1 (Final) - 03.08.02

Added a dash of bass to the Dorf Bottle track. Your mileage may vary.


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"Acid Jazz" for Tempus Irae Final

Beer Can (Aluminum Cylinder) — Jan 02, 2002

"Acid Jazz" was originally created for M2 on March 06, 1996 by Fusion/Pfhyde (Zach Norwood).

It's been converted for use with Tempus Irae.

A very cool, "organically"-designed indoor and outdoor arena with lots of stairs, four levels, a water trap, and some really *outstanding* gameplay.

The name "Acid Jazz" is definitely an apt description. A very old map, but one that's currently as great in actual gameplay as it was in early '96.

And now it's all shiny-new for Tempus Irae. Actually,...it looks pretty "Acid Jazzy" with Tempus, indeed.

Take home a piece of history...


"Acid Jazz" for Inf./A1/Evil Final

Beer Can (Aluminum Cylinder) — Dec 31, 2001

"Acid Jazz" was originally created for M2 on March 06, 1996 by Fusion/Pfhyde (Zach Norwood).

It's been converted for use with A1, Infinity, and Evil.

A very cool, "organically"-designed indoor and outdoor arena with lots of stairs, four levels, a water trap, and some really *outstanding* gameplay.

The name "Acid Jazz" is definitely an apt description. A very old map, but one that's currently as great in actual gameplay as it was in early '96.

And now it's all shiny-new for A1, Infiity, and Evil.

Take home a piece of history...