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Did Marathon 2 fall off of the face of the earth?

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Garner R. Miller

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Oct 9, 1995, 3:00:00 AM10/9/95
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In article <ekalfahs-091...@f182-057.net.wisc.edu>,
ekal...@students.wisc.edu (WAVELENGTH) wrote:

> Bungie claimed several weeks, and now it has been several months.

If you'll recall, that was the case with the original Marathon, too. It
was sure worth the wait! I'm sure this one will be, too...

--
Garner R. Miller, Flight Instructor
Palm Bay, Florida =USA=

Glenn Gutierrez

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Oct 10, 1995, 3:00:00 AM10/10/95
to

It's funny, though. I was about to post a similar message last night. It's real
quiet. People here are starting to ask questions about Marathon 1 again. The
Bungie site is _still_ not up. In the music business, this is called "losing the
buzz" and it's usually not good.

Of course, we will all come running when it's all available, but what's taking
_this_ long? Could they really be doing extra coding things like ducking,
jumping, etc.? After this long, I hope so. Hmmmm.

-Glenn

Michael M Eilers

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Oct 10, 1995, 3:00:00 AM10/10/95
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On Mon, 9 Oct 1995, WAVELENGTH wrote:

>
> I wondered what is happening, concerning this question.


>
> Bungie claimed several weeks, and now it has been several months.
>

bungie never claimed several weeks. Tuncer twisted their arms severely,
but he got nary a date. They didn't even give a date when the demoed the
product at macWorld Boston. Do you think they are genuinely stupid? Do
they want a repeat of the earlier fiasco?

It will be out when it is out. General consensus is mid-november to
christmas. The "Preview" that is floating around is a barely-constucted
hack, with all the old artwork and a few ne textures--realy only a demo
for the new grafx engine. The final version will have *all-new*
(including the Phor, bobs, *everything*) 16-bit thousands of color
artwork, and 16-bit sound, and have to fit on one CD: this does not
happen overnight. Patience.

I just hope they get it out before Descent. If descent supports Modem or
internet play, my $50 may get spent on it instead....

naahh.

michael


Garner R. Miller

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Oct 10, 1995, 3:00:00 AM10/10/95
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In article <45dj2n$i...@shellx.best.com>, Glenn Gutierrez
<gl...@crworld.com> wrote:

> Of course, we will all come running when it's all available, but what's
> taking _this_ long? Could they really be doing extra coding things like
> ducking, jumping, etc.? After this long, I hope so. Hmmmm.

Me, too!

I'm also hoping the network play with be as captivating as it is in the
original game. I'm *still* addicted to it, long after having solved the
single-player game. Incidentally, I've found a network map on one of the
online services that rivals the ones Bungie provides -- it's THAT good!
It's actually a file of four levels, the best of the bunch called
"Courtyard Carnival" or something close to that.

Speaking of third-party maps, do you (or anyone) know why Pfhorte crashes
so blasted much? On both my 660AV and 6100/66, it crashes at the drop of
a hat, even under a minimal-extensions 7.5.1. It's frustrating losing all
your work, and annoying having to hit Command-S after every polygon is
drawn. (Pity, because it's otherwise a really neat program.)

--
Garner R. Miller, Flight Instructor
Palm Bay, Florida =USA=

"Microsoft Works" is an oxymoron.

Shimpei Yamashita

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Oct 10, 1995, 3:00:00 AM10/10/95
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In alt.games.marathon, Glenn Gutierrez <gl...@crworld.com> writes:
>
>gmi...@iu.net (Garner R. Miller) wrote:
>>In article <ekalfahs-091...@f182-057.net.wisc.edu>,
>>ekal...@students.wisc.edu (WAVELENGTH) wrote:
>>
>> > Bungie claimed several weeks, and now it has been several months.
>>
>>If you'll recall, that was the case with the original Marathon, too. It
>>was sure worth the wait! I'm sure this one will be, too...
>>
>>--
>>Garner R. Miller, Flight Instructor
>>Palm Bay, Florida =USA=
>
>It's funny, though. I was about to post a similar message last night. It's real
>quiet. People here are starting to ask questions about Marathon 1 again. The
>Bungie site is _still_ not up. In the music business, this is called "losing the
>buzz" and it's usually not good.
>
>Of course, we will all come running when it's all available, but what's taking
>_this_ long? Could they really be doing extra coding things like ducking,
>jumping, etc.? After this long, I hope so. Hmmmm.

It's the boxes, sir, the boxes. We can't have Marathon II shipping in
just any box, now, can we? We have to give these guys ample time to
design the boxes.

--
Shimpei Yamashita, Stanford University shi...@leland.stanford.edu
<http://www-leland.stanford.edu/~shimpei/index.html>

Jason Newquist

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Oct 10, 1995, 3:00:00 AM10/10/95
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Garner R. Miller (gmi...@iu.net) wrote:
> If you'll recall, that was the case with the original Marathon, too. It
> was sure worth the wait! I'm sure this one will be, too...

Somebody has to go and slap around the Bungie marketing people. "Hello
there. This is a calendar. It will be your worst nightmare."

And such.

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Jason Newquist http://maxwell.ucdavis.edu/~newquist/
newq...@maxwell.ucdavis.edu eWorld - newq...@eworld.com

Michael M Eilers

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Oct 10, 1995, 3:00:00 AM10/10/95
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On Tue, 10 Oct 1995, Karl Clodfelter wrote:

> In <45dj2n$i...@shellx.best.com> Glenn Gutierrez <gl...@crworld.com> writes:
>
> >It's funny, though. I was about to post a similar message last night. It's real
> >quiet. People here are starting to ask questions about Marathon 1 again. The
> >Bungie site is _still_ not up. In the music business, this is called "losing the
> >buzz" and it's usually not good.
>

> Ditto. Except I asked the webmaster@whatever that comments should go to at
> www.bungie.com and (s)he said that I should only have to wait another week
> for the demo. That was about 7 days ago. <g> I didn't think so.
>
try this little exercise: get an issue of IMG, preferably a recent one.
Go to the Mac Games Release list. Estimate how many games are relesed
on/ahead of schedule vs. games months/years behind schedule. You will
find that about 1 in 20 games actually hits its release date, and many of
the games on that list (such as the infamous Total Distortion) are a year
overdue or more--see Zone from leviathan, etc, etc... If you are
suggesting that Bungie is the only guilty party, need I mention Hornet
2.0, DOOM II (of course,) Dungeon Master, etc. etc.

why? P.R. guys are not as patient (or wise) as the programmers themselves.

does this make me any less impatient? no. not at all. but I have a little
sympathy--my term paper is late ;)

michael


Vik Rubenfeld

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Oct 10, 1995, 3:00:00 AM10/10/95
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>gmi...@iu.net (Garner R. Miller) wrote:
>>In article <ekalfahs-091...@f182-057.net.wisc.edu>,
>>ekal...@students.wisc.edu (WAVELENGTH) wrote:
>>
>> > Bungie claimed several weeks, and now it has been several months.

I never saw a post that said a couple of weeks. I recall a lot of posts
saying
it might be ready by Christmas '95.

Jeremy 'MacMan' Morris

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Oct 11, 1995, 3:00:00 AM10/11/95
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In article
<Pine.A32.3.91.951010...@aruba.ccit.arizona.edu>, Michael
M Eilers <eil...@U.Arizona.EDU> wrote:

: christmas. The "Preview" that is floating around is a barely-constucted

: hack, with all the old artwork and a few ne textures--realy only a demo
: for the new grafx engine. The final version will have *all-new*
: (including the Phor, bobs, *everything*) 16-bit thousands of color

uhh....Next time, check your facts. The Preview *does* have new Bobs, new
Compilers, many new textures, and other things that are a far cry from
M1. There are still more features (i.e. retaliating Bobs), but it's not
"a barely-constructed hack" by a long shot.

MacMan wants to see a well-constructed project....wow!
~~~~~~
mac...@rvgs.k12.va.us | Visit the MacMan's Universe:
mor...@cs.tulane.edu | http://www.rvgs.k12.va.us/Other/Mac/
jmor...@mailhost.tcs.tulane.edu | Will do HTML programming for food.
---------------------------------------------------------------------------
Where do you want to go tomorrow?

Joshua Grass

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Oct 11, 1995, 3:00:00 AM10/11/95
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In article <45e8ef$n...@apollo0.Stanford.EDU>,

Shimpei Yamashita <shi...@leland.stanford.edu> wrote:
>In alt.games.marathon, Glenn Gutierrez <gl...@crworld.com> writes:
>>
>>gmi...@iu.net (Garner R. Miller) wrote:
>>>In article <ekalfahs-091...@f182-057.net.wisc.edu>,
>>>ekal...@students.wisc.edu (WAVELENGTH) wrote:
>>>
>>> > Bungie claimed several weeks, and now it has been several months.
>>>
>>>If you'll recall, that was the case with the original Marathon, too. It
>>>was sure worth the wait! I'm sure this one will be, too...
>>>
>>>--
>>>Garner R. Miller, Flight Instructor
>>>Palm Bay, Florida =USA=
>>
>>It's funny, though. I was about to post a similar message last night. It's real
>>quiet. People here are starting to ask questions about Marathon 1 again. The
>>Bungie site is _still_ not up. In the music business, this is called "losing the
>>buzz" and it's usually not good.
>>
>>Of course, we will all come running when it's all available, but what's taking
>>_this_ long? Could they really be doing extra coding things like ducking,
>>jumping, etc.? After this long, I hope so. Hmmmm.
>
>It's the boxes, sir, the boxes. We can't have Marathon II shipping in
>just any box, now, can we? We have to give these guys ample time to
>design the boxes.
>
>--
>Shimpei Yamashita, Stanford University shi...@leland.stanford.edu
> <http://www-leland.stanford.edu/~shimpei/index.html>

I believe they said x-mas. I think it might be prudent to give them
at least another month before the embarrasing panic starts on this
newsgroup whenever a product gets close to deadline. Be an advocate,
that's great, but don't revolve your life around the ship-date of a
product. It's not like they have your money or something.

Joshua

--
If you want to know who you are, | jgr...@cs.umass.edu
it's important to know who you've been. | http://anytime.cs.umass.edu/~jgrass


Ceri Alun Morgan

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Oct 11, 1995, 3:00:00 AM10/11/95
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In message <morris-1110...@doris201a.dorm.tulane.edu>,
mor...@cs.tulane.edu (Jeremy 'MacMan' Morris) writes:
>In article <45e8ef$n...@apollo0.Stanford.EDU>, Shimpei Yamashita
><shi...@leland.stanford.edu> wrote:
>
>: It's the boxes, sir, the boxes. We can't have Marathon II shipping in

>: just any box, now, can we? We have to give these guys ample time to
>: design the boxes.
>
>[ROFL] Unfortunately, I've already seen a picture of the box. My hip
>theory: they're working on the next wave of T-shirts to put in the catalog
>that'll be inside the box...
>

Here's a new idea... maybe they're actually working on the game!

-Ceri

Michael M Eilers

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Oct 11, 1995, 3:00:00 AM10/11/95
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On Wed, 11 Oct 1995, Jerome Chan wrote:

> Maybe they are rewriting the graphics engine to be better then Quake. :)
>
> --
> The Evil Tofu (Only Human)
there *was* a momentry rumor on the marathon irc about including a
polygon engine (like the hybrid engine in Dark Forces) so we could have
bridges and circular doors and other such nonsense. I'd like to see it
happen--the days of the non-polygonal engine are quite doomed, as Descent
and Wing Commander III attest. But with all the processor overhead of the
3-d sound effecrs and networking, I'll just be happy to get 25 fps on my
7100/66.... :)

michael


Jason Fowler

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Oct 11, 1995, 3:00:00 AM10/11/95
to
Jeremy 'MacMan' Morris (mor...@cs.tulane.edu) wrote:

: uhh....Next time, check your facts. The Preview *does* have new Bobs, new


: Compilers, many new textures, and other things that are a far cry from
: M1. There are still more features (i.e. retaliating Bobs), but it's not
: "a barely-constructed hack" by a long shot.

Actually, the preview doesn't have any textures from Marathon 1 at all.
And there 3 texture sets.

Matthew E Centurion

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Oct 11, 1995, 3:00:00 AM10/11/95
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Excerpts from netnews.comp.sys.mac.games.action: 9-Oct-95 Did Marathon 2
fall off of .. by WAVEL...@students.wisc
> I wondered what is happening, concerning this question.
>
> Bungie claimed several weeks, and now it has been several months.
>
> Thanks,
>
> Ed Kalfahs

Uhm.. remember? BUNGIE didn't CLAIM anything..

The Marathon 2 Preview was simply a quick hack by one of the engineers
at Bungie which turned out to be something good. Because the public
roared for it they decided to take it seriously and are now working out
the details. Don't expect it before January, they are just writing it
this moment.

;)


So please leave Bungie alone and don't pressure them a single bit
because we don't want bad mousetracking and trivial errors to thwart the
initial buyers.. just let it happen.. pretend you've never heard about
the game at all and appear surprised when you see it on the shelves of
the stores. This will not only help Bungie but also this newsgroup and
the rest of us. Ah.. and one more thing, the Mail Order places say they
already have it in stock.. it isn't true.. they also say they have
tickets to the second-coming of Christ, but it ain't previewing yet..

Sit tight..

Mashoe
q:)
--
________________________________________________________________________
| o o |
| Matthew E. Centurion (Mashoe) // 1057 Morewood Avenue |
| mas...@cmu.edu // Pittsburgh, PA 15213 |
| // (412) 862 - 3954 |
| |
| http://www.contrib.andrew.cmu.edu/~mashoe/ |
| o http://www.cs.cmu.edu/afs/andrew/usr/mashoe/www/ o |
\________________________________________________________________________/


Little Caesar

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Oct 11, 1995, 3:00:00 AM10/11/95
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In article <45dj2n$i...@shellx.best.com>, Glenn Gutierrez
<gl...@crworld.com> wrote:

> gmi...@iu.net (Garner R. Miller) wrote:
> >In article <ekalfahs-091...@f182-057.net.wisc.edu>,
> >ekal...@students.wisc.edu (WAVELENGTH) wrote:
> >

> > > Bungie claimed several weeks, and now it has been several months.
> >

> >If you'll recall, that was the case with the original Marathon, too. It
> >was sure worth the wait! I'm sure this one will be, too...
>

> It's funny, though. I was about to post a similar message last night. It's

> quiet. People here are starting to ask questions about Marathon 1 again. The
> Bungie site is _still_ not up. In the music business, this is called "losing
> the buzz" and it's usually not good.

Since Descent is now floating around out there, maybe they're just using
this time to take a breather.

--
damir smitlener |
da...@mindspring.com |
smi...@optica.mirc.gatech.edu |

Little Caesar

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Oct 11, 1995, 3:00:00 AM10/11/95
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[...snip...]

> I just hope they get it out before Descent.

Too late.

Garner R. Miller

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Oct 11, 1995, 3:00:00 AM10/11/95
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In article <45flot$l...@geraldo.cc.utexas.edu>, camp...@cs.utexas.edu
(Anthony D. Campbell) wrote:

> They're too busy playing Doom right now... they'll get back to Marathon II
> later.

ROTFL!

I tried out Doom and returned it shortly thereafter. Until I played Doom
II, I hadn't realized how much better Marathon really is!

--
Garner R. Miller, Flight Instructor
Palm Bay, Florida =USA=

"Microsoft Works" is an oxymoron.

Garner R. Miller

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Oct 11, 1995, 3:00:00 AM10/11/95
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In article <45g935$c...@shellx.best.com>, Jocelyn Enriquez <j...@crworld.com>
wrote:

> Garner, where did you find your "Courtyard Carnival" and what's
> the name of the package it comes in?

I've gotten several people's e-mail asking the same question, so I went
and found it again. The package was called "Ty's Wigglies" on America
Online, and for everyone's convenience, I just posted it in
comp.binaries.mac -- it should be there whenever the news server gets
around to delivering it. (It's only one part, which should make things a
little easier. It's about 25K before encoding.)

Have fun with it! As I said, Courtyard Carnival is my current FAVORITE
level. Really, it rivals several of Bungie's net levels. (Although Waldo
World Arena is still a favorite, too.)

Michael M Eilers

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Oct 11, 1995, 3:00:00 AM10/11/95
to
On 11 Oct 1995, Jason Fowler wrote:

> Michael M Eilers (eil...@U.Arizona.EDU) wrote:
> : there *was* a momentry rumor on the marathon irc about including a

> : polygon engine (like the hybrid engine in Dark Forces) so we could have
> : bridges and circular doors and other such nonsense. I'd like to see it
> : happen--the days of the non-polygonal engine are quite doomed, as Descent
> : and Wing Commander III attest. But with all the processor overhead of the
> : 3-d sound effecrs and networking, I'll just be happy to get 25 fps on my
> : 7100/66.... :)
>

> I'm sure it was a joke, no one is uneducated enough to believe something
> like that. ;-) Some people on IRC somtimes think that "I wish Marathon
> 2 would run at 32FPS, 640x480x24 high res on my LC II" means "Bungie said
> Marathon 2 will run at 32FPS, 640x480x24 high res on an LC II".
>
it may have been a momentary fancy, but I really don't think that such a
thing would be too much to ask--after all, the 3D engine of Dark Forces
put out 35 FPS at 640x320 *with* an included polygon engine well over 6
months ago: that makes it superior, at least in mechanics (though not in
looks, IMO) to Bungie's current engine! If they can get Descent running
at even 15 fps hi-rez on my computer, that's going to make bungie's little
rectangle view look pretty pale indeed....

that being said, we all know gameplay is king, and I really didn't like
DF's plots or level arrangements at all: I'll probably sell it to pay for
M2. But if System Shock (which also is a polygon engine, supporting
slanted walls, sideways doors, true bridges, etc.) also makes it to
market before Bungie (which supposedly will be the case) the Marathon
engine will start to look as dated as DOOM.

michael


Jason Fowler

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Oct 11, 1995, 3:00:00 AM10/11/95
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Andrew Bunner (abu...@mnsinc.com) wrote:
: Check out the QUAKE screen shots at http://www.idsoftware.com. The QUAKE
: engine rocks in a serious way.

: Monsters made of texture-mapped polys

I got the screenshots, which all are bery impressive. But I only saw one
dragon that was flying over head and too far away. I know Quake will
have true 3d monsters, but have you seen any screenshots that have
monsters in them except for the dragon one?

Kenneth M. Anderson

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Oct 12, 1995, 3:00:00 AM10/12/95
to
In article
<Pine.A32.3.91.951012...@aruba.ccit.arizona.edu>, Michael
M Eilers <eil...@U.Arizona.EDU> wrote:


> I am depressed about M2. What if it isn't even out before Quake? My
> fanatical marathon ravings aside, Quake seems to kick the living stuffing
> out of M2 hands down, in terms of visuals: I hate to say it, but Quake
> seems light-years ahead of the non-polygon fake-lightsources (still!)
> Marathon, even if it will only play 320x240 on a 604! (That was an
> exagguration, no one knows the hardware requirements yet.)

I'm not sure why you think this way! Just because one engine does
something better than another engine shouldn't effect how you see the
game. Remember the 'game' refers to things outside of the technical
aspects of the game: you should ask yourself "Did I have fun?" Everything
else is irrelevant.

For instance, I own Marathon I, Dark Forces, and Doom II. There are things
I enjoy about each one, and I can honestly say that I had a blast playing
all of them! I didn't compare them to each other, I asked myself if I
enjoyed playing them. If the answer is "yes", its a good game. If you pit
games against each other, you set yourself up for unnecessary
disappointment.

> well, the 16-bit art will look pretty snazzy too. Too bad Quake will run
> in Millions of colors... arrgh...

Hmm, Marathon 1 runs in Millions of colors. It uses those extra colors to
do some really cool things with shadows.

Anyway, I'm looking forward to having a *blast* with Marathon 2; not
worrying about how it will stack up to other games...

Try it out,

Ken

--
Ken Anderson
Graduate Student
University of California, Irvine

Kenneth M. Anderson

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Oct 12, 1995, 3:00:00 AM10/12/95
to
In article <45ilgj$7...@shellx.best.com>, glenn gutierrez
<gl...@crworld.com> wrote:

> da...@mindspring.com (Little Caesar) wrote:
> >
> >Since Descent is now floating around out there, maybe they're just using
> >this time to take a breather.
>

> Damir,
>
> That's one of the first thoughtful responses I've seen, but is Descent
available
> for the Mac?

Hey Glenn,

Now who is being condescending?

Michael M Eilers

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Oct 12, 1995, 3:00:00 AM10/12/95
to
On Thu, 12 Oct 1995, Kenneth M. Anderson wrote:

> In article
> <Pine.A32.3.91.951012...@aruba.ccit.arizona.edu>, Michael
> M Eilers <eil...@U.Arizona.EDU> wrote:
>
>
> > I am depressed about M2. What if it isn't even out before Quake? My
> > fanatical marathon ravings aside, Quake seems to kick the living stuffing
> > out of M2 hands down, in terms of visuals: I hate to say it, but Quake
> > seems light-years ahead of the non-polygon fake-lightsources (still!)
> > Marathon, even if it will only play 320x240 on a 604! (That was an
> > exagguration, no one knows the hardware requirements yet.)
>
> I'm not sure why you think this way! Just because one engine does
> something better than another engine shouldn't effect how you see the
> game. Remember the 'game' refers to things outside of the technical
> aspects of the game: you should ask yourself "Did I have fun?" Everything
> else is irrelevant.

in an ideal world, yes. As I said before, gameplay is king (or queen ;) )
and I really dig M2 and will buy it without question, an the strength of
the preview and my experience with M1. However, there is such thing as
"loosing the edge" to the competition... I want to see Bungie succeed,
and I want to see Bungie games that make people with Sony Playstations
feel inadequate. If bungie comes out with yet another non-polygonal 3d
engine at the time when plyogn-based 3d engines have captured the market
(Wing Commander iii seems to be an amazing success, along with garunteed
sales for X-wing, Descent, System Shock, and of course Quake) then their
game is going to look and feel quite pale in comparison. I know, I know,
I had more fun playing Ultima III then I will ever have in the
nicer-looking but sloppier-feeling Realmz: looks are not everything. But
Marathon One defined a cutting edge, and that edge seems to have slipped
away from Bungie--I just want to see them stay on top!

>
> For instance, I own Marathon I, Dark Forces, and Doom II. There are things
> I enjoy about each one, and I can honestly say that I had a blast playing
> all of them! I didn't compare them to each other, I asked myself if I
> enjoyed playing them. If the answer is "yes", its a good game. If you pit
> games against each other, you set yourself up for unnecessary
> disappointment.

you must have a well-compartmentized brain--no insult indended! I'm
sorry, but when games fall into a similar category (first-person shooter,
puzzle game, etc) then there is every reason to compare them. Do you go
to movies but never say "Casablanca was better than Spaceballs?" I
enjoued Marathon 1 much more than DF, because I didn't like the
unrealistic running speed (socks on ice, my friend called it) the
automatic-aim weapons, and those interminably boring cutscenes. Maybe you
won't make comparisons, but the majority of game buyers will--and I want
to see Bungie *financially* succeed... No I'm not a stockholder!

>
> Hmm, Marathon 1 runs in Millions of colors. It uses those extra colors to
> do some really cool things with shadows.
>

True, but I'm afraid we will eat those words when quake gomes out... the
soft-edge shadows come from true light sources that can be animated
(flickering fire, moving spotlights, etc.) This puts them light-years
(pun!) haead of marathons static, "fake" (drawn not actually projected)
light sources. M2's lights don't seem to be much different than 1.


> Anyway, I'm looking forward to having a *blast* with Marathon 2; not
> worrying about how it will stack up to other games...

I love the preview, and I will buy M2, and have a hell of a lot of fun.
But M3 is going to have to be a quantum leap and a half to keep up with
what the market is putting out--and if it doesn't "stack up" to flashier,
faster games, people won't buy it; that's cold market reality for ya.

When it comes to strength of gameplay and plots, my money is still on
Bungie and crew--but I like the wizzy stuff too! :)

michael


Justin C. Sherrill

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Oct 12, 1995, 3:00:00 AM10/12/95
to

>I am depressed about M2. What if it isn't even out before Quake? My
>fanatical marathon ravings aside, Quake seems to kick the living stuffing
>out of M2 hands down, in terms of visuals: I hate to say it, but Quake
>seems light-years ahead of the non-polygon fake-lightsources (still!)
>Marathon, even if it will only play 320x240 on a 604! (That was an
>exagguration, no one knows the hardware requirements yet.)

So far, all the Quake screenshots I've seen (and I think I've seen all
that were mentioned here) have nice lighting, but it wasn't that great -
it could be simulated by bitmaps, much as was done in Doom. Of course,
seeing it in motion would help.

>I almost hope Bungie would drop M2 completely and get on with M III (or
>whatever.) By the time M2 hits the streets it will look as dated as doom,
>3-d sound or not! Only the strength of Bungie plots and gameplaly (plus
>network) will save it from oblivion...

Probably the most helpful thing is that I expect Quake will not be out for
the Mac platform at the same time as for PC/Unix boxes. Has ID really
said they will support the Mac simultaneously? They don't mention it in
their finger info. (No Mac server mentioned for Quake... hmmm.)

Bungie has had consistent quality support for the Mac platform, and that
is what makes their products popular Mac games.

>well, the 16-bit art will look pretty snazzy too. Too bad Quake will run
>in Millions of colors... arrgh...

Wait and see. I played the beta of original Doom pre-release, all the way
through to the current versions of Doom 2, etc. I think it will be
somewhat buggy, especially (and I doubt this) if they manage to make a Mac
version. Early versions of Doom were just poor, and the upgrades mostly
were bug fixes.
(Play Doom 1.0 or 1.1 on a PC network - anyone else not playing Doom will
get their computer messed up.)

The highly-touted 3D aspect of Quake is not without its sacrifices - you
will have to have a Pentium to play, and probably access to a high-speed
server and network to play multiplayer games. Imagine if you had to own a
7500,8500,or 9500 to play M2, and access to an Ethernetted Appletalk
network, with a separate computer to host the game. Not an exact
comparison, but close. Id has generated enough publicity that they can
get away with doing more inconvenient things like requiring a Pentium,
etc.

Justin C. Sherrill
Captain Beefheart material at http://www.rit.edu/~jcs1589/hpr.html
Will trade odd things.
"Better to be a big waist than a big waste." - Van Vliet to Zoogz Rift, 1978

glenn gutierrez

unread,
Oct 12, 1995, 3:00:00 AM10/12/95
to
jgr...@cs.umass.edu (Joshua Grass) wrote:
>I believe they said x-mas. I think it might be prudent to give them
>at least another month before the embarrasing panic starts on this
>newsgroup whenever a product gets close to deadline. Be an advocate,
>that's great, but don't revolve your life around the ship-date of a
>product. It's not like they have your money or something.

Joshua,

It's an opinion. It's posted on a newsgroup with other opinions. You could
try not to be so condescending, or is this what you're learning in college?
Don't revolve _your_ life around someone else's post to a newsgroup.

Little Caesar

unread,
Oct 12, 1995, 3:00:00 AM10/12/95
to

[...snip...]

> in an ideal world, yes. As I said before, gameplay is king (or queen ;) )
> and I really dig M2 and will buy it without question, an the strength of
> the preview and my experience with M1. However, there is such thing as
> "loosing the edge" to the competition... I want to see Bungie succeed,
> and I want to see Bungie games that make people with Sony Playstations
> feel inadequate.

This just isn't going to happen. Not that it's Bungie's fault, just that a
PMac (or Pentium) of any stripe is going to have a hard time keeping up
with a box who's sole purpose in life is to splash graphics all over a
screen. Sure, maybe once we're all using 8500s and PCI-3D graphics
accelerators and MacOS has finally gone native and game publishers are
using that as a baseline then, maybe, you'll have caught up to where the
Playstation (and Saturn etc) are now - but by that time Sony will have
released Playstation 4 or 5. Hell, Playstation 2, with some pretty wild
enhancements, is already being planned for release late next year in Japan
(I'm expecting a _very_ merry christmas!)

Not only that, but there is a certain visceral thrill to a Playstation
game like Ridge Racer or ESPN Extreme or <insert favourite game> on a Big
Screen TV with a couple of hundred watts of CD-quality music (real music,
not that FM synthesis crap) and sound-effects - a thrill that you're just
not going to get sitting in front of a 15-17" monitor with little powered
speakers, a keyboard and a mouse. The closest I have come with a computer
is with an SGI Onyx - and I know I can't afford to buy one of those!

OTOH, there are all sorts of games that play much better on a PC;
generally, games with greater depth, or expandability won't do as well.
It'll probably be a while before there is a football game for a game
console that allows you to design a whole playbook's worth of plays, and
it'll be a while before a console can provide a good game of Go or Chess.
I would have added network games as a PC-game advantage, but there are
link-up cables and modems(!) and multiplayer, multilocation games coming
for Playstation (and Saturn, I think) as we speak.

[...snip...]

Jason Newquist

unread,
Oct 12, 1995, 3:00:00 AM10/12/95
to
In _Tricks of the Mac Game Programming Gurus_, there's an interview with
Jason Jones of Bungie who talked about the Marathon 1 delays.

He says that they "could have shipped at the end of August" but that they
weren't happy with the product. He states, for instance, that the
rendering engine was fully rewritten at least three times. Same thing
with the texture-mapping routines.

That's one thing that's totally unpredictable -- how often you need to
rewrite certain routines or engines.

The fact that the programmers do this is great -- they delivered a
killer product. But their PR sucked. Get better PR. Don't let the
people on the phones give bad dates. And for crying out loud, don't be
afraid to be honest to folks on the net!

If you want hype and anticipation, you've got to feed the lions some
morsels. Let us know if there are delays, etc, etc. It's a great way to
build customer loyalty. And in the ever heating-up world of mac gaming,
brand loyalty can be a good thing.

Regards,

John Alexander Chapman

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
In article <crichard....@blue.weeg.uiowa.edu>,
Chris Richards <cric...@blue.weeg.uiowa.edu> wrote:

>I'd have to disagree -- in Quake you place a light source and the shadows
>fall naturally. That can't be done in bitmaps. Especially if you want
>the light to change when doors are opened, shadows fall, etc.

Who said it was going to work like that? The light placement affair is a
mapmaking concern. Maybe it does the light-casting when the map is made,
you know, designates the shape of the lit region. I know that normally,
that sort of lighting (soft-edged shadows) requires some form of very nice
raytracing, at least in part, and I doubt that Quake could do much screen
drawing at all if it were spending that much time recalculating shadows.
They're just writing a GAME, not totally redefining what a computer
can do.

>id says Quake will run fine on a 486/66 which is nearing the game-playing
>low end anyway. For higher resolutions, obviously you'd need a faster
>machine, but with 3-d acceleration coming into the mainstream soon, who
>knows what will be possible?

Mmmhmm. At what resolution, what options turned on, and what frame rate,
pray tell? "fine" can mean a whole hell of a lot. I'm not swallowing.

also, even if quake CAN do polygons, anybody know how many? I mean, a
lot of those shots didn't have many polygons at all. yeah, yeah, polygon
monsters... but i'm gonna have to watch it in action first. I have doubts..


Chris Richards

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
na...@owlnet.rice.edu (John Alexander Chapman) writes:

>In article <crichard....@blue.weeg.uiowa.edu>,
>Chris Richards <cric...@blue.weeg.uiowa.edu> wrote:

>>I'd have to disagree -- in Quake you place a light source and the shadows
>>fall naturally. That can't be done in bitmaps. Especially if you want
>>the light to change when doors are opened, shadows fall, etc.

>Who said it was going to work like that?

id has. Check out Quake Talk for a collection of all their statements
(thought they are very upfront that everything they say could be a lie).
That's where all of my information comes from.

>The light placement affair is a
>mapmaking concern. Maybe it does the light-casting when the map is made,
>you know, designates the shape of the lit region.

That is partly how the shadows are done -- and that can't be recreated in
bitmaps. How they are imposing dynamic shadows on top of this I don't
know, though they do claim to be doing it.

>I know that normally,
>that sort of lighting (soft-edged shadows) requires some form of very nice
>raytracing, at least in part, and I doubt that Quake could do much screen
>drawing at all if it were spending that much time recalculating shadows.
>They're just writing a GAME, not totally redefining what a computer
>can do.

They did both when they released Doom, IMO.

>>id says Quake will run fine on a 486/66 which is nearing the game-playing
>>low end anyway. For higher resolutions, obviously you'd need a faster
>>machine, but with 3-d acceleration coming into the mainstream soon, who
>>knows what will be possible?

>Mmmhmm. At what resolution, what options turned on, and what frame rate,
>pray tell? "fine" can mean a whole hell of a lot. I'm not swallowing.

The resolution would be 320*200, frame rate near the same as Doom. The
only options to adjust will be screen size. Whether you swallow it
or not doesn't matter much to me. Just wait and see like everybody else.

>also, even if quake CAN do polygons, anybody know how many? I mean, a
>lot of those shots didn't have many polygons at all. yeah, yeah, polygon
>monsters... but i'm gonna have to watch it in action first. I have doubts..

Check out the new screen shots with monsters -- they look pretty good.
You sound like it's important to you that Quake turn out poorly. Weird
attitude if you ask me for someone who likes games.

Chris R


Bill the Cat

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
In article <gmiller-1110...@netport-1.iu.net>, gmi...@iu.net
(Garner R. Miller) wrote:

> In article <45flot$l...@geraldo.cc.utexas.edu>, camp...@cs.utexas.edu
> (Anthony D. Campbell) wrote:
>
> > They're too busy playing Doom right now... they'll get back to Marathon II
> > later.
>
> ROTFL!
>
> I tried out Doom and returned it shortly thereafter. Until I played Doom
> II, I hadn't realized how much better Marathon really is!
>

> --
> Garner R. Miller, Flight Instructor
> Palm Bay, Florida =USA=
>
> "Microsoft Works" is an oxymoron.

I did the same thing. I was insulted that Doom II even cost more than
Marathon. What a joke. In it's own right, it's entertaining, but I found
it rather one-dimensional in comparison to Marathon. Oh well.

_____________________________________________________________________
Bill Catambay
Pascal Programmer on Macintosh and Open VMS

/>
// The purpose of software engineering
(//////[O]>=========================================-
\\ is to manage complexity, not to create it.
\>

____________________________________________________________________

Scott Hofmann

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
>>>>> "AV" == Andreas Varga <e942...@stud1.tuwien.ac.at> writes:
In article <Pine.A32.3.90.951013...@stud1.tuwien.ac.at> Andreas Varga <e942...@stud1.tuwien.ac.at> writes:


AV> Is there any "good" reason for binhexing and sea-ing the files. I guess
AV> the 16meg file would have been at least 8-10 megs if they would have used
AV> MacBinary !!

There's a great reason for binhexing the files - not all of us have macs
connected to the net! I for one have to route all downloads through my HP
workstation at work, and MacBinary files rarely survive the download process,
while BinHex files *always* survive.

scott
--
-------------------------------------------------------------------------------
J. Scott Hofmann | "Violence is the last refuge of
sco...@visix.com | the incompetent." -Salvor Hardin,
...!uupsi!visix!scotth | _Foundation_ by Issac Asimov

glenn gutierrez

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
err...@ese.ogi.edu (Claude Errera) wrote:
>[snippety-doo-dah]
>
>Time to get this discussion back on its original track. Bungie's
>sites are open for business.

AAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH!


Glenn Gutierrez, VP Creative Services Classified Records
_________________________________________________________________________
gl...@crworld.com P O Box 908, Union City, CA 94587-0908
http://www.crworld.com/ fax 510-475-5521

Eric A. Drumbor

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
In article <lcg-131095...@abyss.cs.duke.edu>, l...@cs.duke.edu
(Lyman C. Green, Jr.) wrote:

[snip]

> No shit.
> I am on an OC3 to the internet and I started it this morning at like
> 8:30. As of 2 minutes ago (11:26 am) I had ONLY 4MB. That's worse than a
> 14.4 modem!
> So I canceled it. I'm going to try it again. We'll see. If there is
> ANYONE with it out there, let us know.


I've placed two versions on my ftp site, which can be accessed via my
web page:

"http://www.nilenet.com/~ericd".

I ftp'd them from AMUG. Just so you know, I haven't had a chance to
check them yet. So, if you've heard of any problems with the two demos
uploaded to the incoming directory of AMUG's ftp site, please let me know
and I'll find better copies. Eventually I'll download them to my Mac and
de-binhex them, then re-upload them.

BTW, this is only temporary, I'll be paying extra for this storage so
I doubt I'll have these up more than a week....then they get axed :-)

--
"Don't you blow your nose at me Mister!"
Eric A. Drumbor
Programmer/Lifetime Physics student
er...@ra.nilenet.com <http://www.nilenet.com/~ericd/>
BW Software

Shimpei Yamashita

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
In alt.games.marathon, Lyman C. Green, Jr. <l...@cs.duke.edu> writes:
>
>In article <jbrown41-131...@jamin-brown.umeres.maine.edu>,
>jbro...@maine.maine.edu (Jamin A Brown) wrote:
>
>>In article <45lcvl$s...@apollo0.Stanford.EDU>, Shimpei Yamashita
>><shi...@leland.stanford.edu> wrote:
>>
>>> Am I the only one who's finding the site dog slow? I've been downloading
>>> the thing for almost three hours now over a direct net connection
>>> (and the client is a fast HP server, too--MacNetscape conked out on me
>>> midway through the download). It might have something to do with all
>>> those endless cgi's that keeps downloading images continuously from
>>> the server--can you imagine how much processing power those cgi's
>>> waste?
>>
>>No, I get 60K/sec transfer from infomac hyperarchive, and 300 bytes/sec
>>from Bungie's site. This blows. At this rate, I might have the file by
>>tonight.

>
>No shit.
>I am on an OC3 to the internet and I started it this morning at like
>8:30. As of 2 minutes ago (11:26 am) I had ONLY 4MB. That's worse than a
>14.4 modem!
>So I canceled it. I'm going to try it again. We'll see. If there is
>ANYONE with it out there, let us know.

Well, I managed to get the entire 16 bit version, although it did take
all night. If it's legal to redistribute this thing (I didn't see any
legalese in the package or the web site, and the site is so overloaded
that I can't even reach the main page to re-check) and someone is
willing to to provide a fast ftp site that will undoutedly experience
heavy hits on a 12MB file, I'll be glad to upload it (but only before
Saturday--I'll be gone all weekend).

PS I urge everyone who does manage to get in the web page to go to the
comments section and chew them out for the stupid animations. They can
go ahead and implement those thing when Java comes along; right now
it's just a colossal waste of bandwidth.

Garner R. Miller

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
In article <45logr$4...@shellx.best.com>, glenn gutierrez
<gl...@crworld.com> wrote:

> >Time to get this discussion back on its original track. Bungie's
> >sites are open for business.
>
> AAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH!

Aaaaah, indeed!

I'm downloading the Marathon 2 Demo as I write this... Anarchie's getting
me a whopping 539 bytes/sec, and projects completion at 11pm Eastern at
the current rate. (That's 7 more hours.)

Hopefully things will quiet own over the next few days so it'll be easier
for folks to get. At this point, I don't think a T-3 could handle the
demand that site's getting! <grin>

Bryan Mendoza

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
In article <gmiller-1310...@netport-8.iu.net>, gmi...@iu.net
(Garner R. Miller) wrote:

Youre right, a T3 couldnt handle it. We (ManNBlack and I) spent all night
FTPing it directly to our shell accounts. He had a T3 and a T1 going at it
as a backup line and I had it going to my T1 server. It took over 7 hours
and maybe 8, I dont know how long he stayed up. It should have taken 30
minutes max.

They weren't prepared for the load they got.

--
Bryan Mendoza
http://www.indirect.com/www/brymen/MarathonII.html - Better than Sliced Bread!

Ceri Alun Morgan

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
It took about 15 minutes for me to connect to ftp.amug.org this afternoon.
It then took about 1 hour to download the 16 Meg demo (we have direct
connections in our dorm rooms here).

It seems a lot like the preview except for some minor differences. Mostly,
the terminal messages have better graphics and you find different things
(ammo and shield chargeups) in different places.

I've had a lot of trouble aiming with 2 pistols, whereas 2 shotguns is
easy to aim with. Nothing beats charging around with 2 shotguns blaring :)

-Ceri

Chris Richards

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
jcs...@rit.edu (Justin C. Sherrill) writes:

>>I am depressed about M2. What if it isn't even out before Quake? My
>>fanatical marathon ravings aside, Quake seems to kick the living stuffing
>>out of M2 hands down, in terms of visuals: I hate to say it, but Quake
>>seems light-years ahead of the non-polygon fake-lightsources (still!)
>>Marathon, even if it will only play 320x240 on a 604! (That was an
>>exagguration, no one knows the hardware requirements yet.)

>So far, all the Quake screenshots I've seen (and I think I've seen all
>that were mentioned here) have nice lighting, but it wasn't that great -
>it could be simulated by bitmaps, much as was done in Doom. Of course,
>seeing it in motion would help.

I'd have to disagree -- in Quake you place a light source and the shadows


fall naturally. That can't be done in bitmaps. Especially if you want
the light to change when doors are opened, shadows fall, etc.

>>I almost hope Bungie would drop M2 completely and get on with M III (or

>>whatever.) By the time M2 hits the streets it will look as dated as doom,
>>3-d sound or not! Only the strength of Bungie plots and gameplaly (plus
>>network) will save it from oblivion...

>Probably the most helpful thing is that I expect Quake will not be out for
>the Mac platform at the same time as for PC/Unix boxes. Has ID really
>said they will support the Mac simultaneously? They don't mention it in
>their finger info. (No Mac server mentioned for Quake... hmmm.)

No, Quake will not be released simultaneously. DOS and Win 95 first,
other platforms to follow. Check out Quake Talk at ftp.cdrom.com in
doom2/docs/faqs/ for the latest information.

>The highly-touted 3D aspect of Quake is not without its sacrifices - you
>will have to have a Pentium to play, and probably access to a high-speed
>server and network to play multiplayer games.

id says Quake will run fine on a 486/66 which is nearing the game-playing


low end anyway. For higher resolutions, obviously you'd need a faster
machine, but with 3-d acceleration coming into the mainstream soon, who
knows what will be possible?

>Imagine if you had to own a


>7500,8500,or 9500 to play M2, and access to an Ethernetted Appletalk
>network, with a separate computer to host the game.

I don't believe a separate computer is necessary.

Chris R

>Justin C. Sherrill

Michael M Eilers

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
On Fri, 13 Oct 1995, Bill Leonard wrote:

> (A copy of this message has also been posted to the following newsgroups:
> comp.sys.mac.games.action)
>
> In article
> <Pine.A32.3.91.951011...@aruba.ccit.arizona.edu>, Michael
> M Eilers <eil...@U.Arizona.EDU> wrote:
>
> > here's your facts... all the sounds in the demo are 8-bit (instead of
> > 16.) most of the sounds slots are empty, all the text resources are empty,
> > there is only 1 1/2 set of texture files, all the graphics are 8-bit, and
> > if you do a little ResEdit inspection, you will find that there are many,
> > *many* empty or half-full slots for resources. In other words, this is
> > only a preview--the final version is going to be a bazillion times
> > better. The preview functions just fine--but it is absolutely nowhere near
> > the final product. the core engine has been writtem, but the real goodies
> > are yet to come...
> >
> >
> > michael
>
> Sounds like a case of desperate optimism due to extreme lonliness and
> social outcast to me. Get A LIFE!

how do you justify this feeble, feeble flame and the bandwidth it wasted?
I presented a clear set of facts, which you obviously didn't take the
time to confirm or deny--instead you responded with the typical, utterly
pathetic tactic of the wilfully ignorant: a personal attack. Note that I
am using a few ofthose myself, but this is well after the gauntlet has
been thrown.

Since my post at least three others have posted confirming that the
preview is just a hack--people with mugh greater knowledge of the gaming
world than I, and most definitely more than you. From the beligerence of
your fist "check your facts" post, I will just assume that you often
cover up your own considerable inadequacies by attacking others.My
suggestion is: take your own advice--of the two of us, it seems you are
the one desperately in need of something to live for.

check my facts.... why don;t you check your substandard ego and malformed
brain at the door...

michael


Bill Leonard

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to

> here's your facts... all the sounds in the demo are 8-bit (instead of
> 16.) most of the sounds slots are empty, all the text resources are empty,
> there is only 1 1/2 set of texture files, all the graphics are 8-bit, and
> if you do a little ResEdit inspection, you will find that there are many,
> *many* empty or half-full slots for resources. In other words, this is
> only a preview--the final version is going to be a bazillion times
> better. The preview functions just fine--but it is absolutely nowhere near
> the final product. the core engine has been writtem, but the real goodies
> are yet to come...
>
>
> michael

Sounds like a case of desperate optimism due to extreme lonliness and
social outcast to me. Get A LIFE!

Bill Leonard
bil...@magicnet.net
______________________________________________________________________________
cyber.lab g.f.x.
3D Animation * Modeling * Special Effects * Station ID Packages * Pre-Viz

407.425.5722
http://www.magicnet.net/~bill_l/top.html
______________________________________________________________________________

Andreas Varga

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to

On 13 Oct 1995, Shimpei Yamashita wrote:

> In alt.games.marathon, Claude Errera <err...@ese.ogi.edu> writes:
> >
> >[snippety-doo-dah]


> >
> >Time to get this discussion back on its original track. Bungie's

> >sites are open for business. Go get the demo (8-16 megs, depending
> >on the features you want), play it, and *then* come back and bitch
> >about what M2 doesn't do when compared to Quake/Descent/DF/whatever.
> >
> >;-)
> >
> >GO GET IT! GET IT! GET IT! GET IT!


>
> Am I the only one who's finding the site dog slow? I've been downloading
> the thing for almost three hours now over a direct net connection
> (and the client is a fast HP server, too--MacNetscape conked out on me
> midway through the download). It might have something to do with all
> those endless cgi's that keeps downloading images continuously from
> the server--can you imagine how much processing power those cgi's
> waste?
>

Is there any "good" reason for binhexing and sea-ing the files. I guess

the 16meg file would have been at least 8-10 megs if they would have used

MacBinary !!


Just my 2 cents..

Cheers,
Andreas Varga


Garner R. Miller

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
In article <bill_l-1210...@141.240.15.63>, bil...@magicnet.net
(Bill Leonard) wrote:

> Bungie is one of the most pitifal game development companies around. The
> quality of the games is sub-standard...

Have you not played Marathon?

It makes Doom II and Dark Forces look like Pong! Marathon, at this point,
is the best combat game on the market, for ANY platform, both from a
technical aspect and from that of gameplay. (And yes, I've played a lot
of them.)

It's obvious you don't like Bungie as a company, but they've put out a
HELL of a nice game.

Jamin A Brown

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
In article <45lcvl$s...@apollo0.Stanford.EDU>, Shimpei Yamashita
<shi...@leland.stanford.edu> wrote:

> Am I the only one who's finding the site dog slow? I've been downloading
> the thing for almost three hours now over a direct net connection
> (and the client is a fast HP server, too--MacNetscape conked out on me
> midway through the download). It might have something to do with all
> those endless cgi's that keeps downloading images continuously from
> the server--can you imagine how much processing power those cgi's
> waste?

No, I get 60K/sec transfer from infomac hyperarchive, and 300 bytes/sec


from Bungie's site. This blows. At this rate, I might have the file by
tonight.

---------------------------------------------------------------------
Jamin Brown jbro...@maine.maine.edu
"I'm a 21st century digital boy/I don't know how to live, but I've
got a lot of toys/My Daddy's a lazy middle class intellectual/My
Mommy's on Valium, so ineffectual/Ain't life a mystery?"-Bad Religion
---------------------------------------------------------------------

John Dunning

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
>In alt.games.marathon, Glenn Gutierrez <gl...@crworld.com> writes:
>>Of course, we will all come running when it's all available, but what's
taking
>>_this_ long? Could they really be doing extra coding things like ducking,
>>jumping, etc.? After this long, I hope so. Hmmmm.

No, there won't be any ducking or jumping. They'd have to redo the levels
they've already created to accommodate the player's new abilities (think
of how many puzzles in Marathon 1 could've been solved trivially if you
could just jump up on a platform).

What I hear they're working on is the networking, particularly ARA and
modem-to-modem support. It would be nice to include that stuff in the
final release or even a later upgrade, but they should just get the demo
out, so we'd get off their backs. It is, after all, just a demo. It
doesn't have to be perfect, just playable.


John

______________________________________________________________________________
John Dunning jdun...@cs.princeton.edu

Claude Errera

unread,
Oct 13, 1995, 3:00:00 AM10/13/95
to
In article <brymen-1310...@slip168.indirect.com>,
bry...@indirect.com (Bryan Mendoza) wrote:

:Youre right, a T3 couldnt handle it. We (ManNBlack and I) spent all night


:FTPing it directly to our shell accounts. He had a T3 and a T1 going at it
:as a backup line and I had it going to my T1 server. It took over 7 hours
:and maybe 8, I dont know how long he stayed up. It should have taken 30
:minutes max.

Hmm, I started the download at about 1 o'clock pacific time, backgrounded
the job, and went to bed. It was done by 4... Not great (about 1.5k/sec
over our T1), but tolerable.

:They weren't prepared for the load they got.

This is certainly true. ;)

--
Claude http://www.ese.ogi.edu/errera.html
err...@ese.ogi.edu ftp://wmj.ese.ogi.edu//pub/
"Own what you do."

James Wang

unread,
Oct 14, 1995, 3:00:00 AM10/14/95
to
Andreas Varga <e942...@stud1.tuwien.ac.at> wrote:
) Is there any "good" reason for binhexing and sea-ing the files. I guess
) the 16meg file would have been at least 8-10 megs if they would have used
) MacBinary !!

there is at least one. Netscape versions 1.x cannot handle
MacBinary ftp transfers correctly.

the de-hqx'ed 16-bit archive is 12MB versus 16MB.


`,`,`, Personal WWW homepage >> http://www.csua.berkeley.edu/~jwang/
`,`,`, Macintosh AV pit stop >> ftp://ftp.csua.berkeley.edu/pub/jwang/
Suzuki GS700ES gears reached >> (x) 1st (x) 2nd .. (x) 5th ( ) reverse

EEKMAN

unread,
Oct 14, 1995, 3:00:00 AM10/14/95
to
>Shimpei, the box is the same as M1, but orange. Made me
>laugh, though.

Damn!!! Someone (I think it was Gabe) posted about having the opposite of
the Marathon box, so we could store them together and not take any extra
space. Understand? They would fit like a puzzle.

Eric Case________________| One ring to rule them all,
EEK...@aol.com___________| One ring to find them,
ca...@mcnet.marietta.edu_| One ring to bring them all
aa...@seorf.ohiou.edu____| and in the darkness bind them.
In the Land of Mordor, where the shadows lie.'
----J.R.R. Tolkien----

EEKMAN

unread,
Oct 14, 1995, 3:00:00 AM10/14/95
to
>The map was originally released on AOL, and is now available on
>the HyperArchive NW Maps page (It's called Ty's Wigglies, and it's
>filed under large maps, n-z):
>For the record, I'd disagree that it's as good as anything Bungie
>ever did. They're okay, but...

The maps of AFCy...@aol.com do rival Bungie's maps. In fact, he made one
called Morpfhine that "Bungie was looking at." I assume it's so good he
can't release it to the public.

The maps he made are Pfhinale, Pfhorever, Pfhactory, and Morpfhine. Very
awesome maps. I load them up with Enter_the_Marines shapes and start
kicking ass!

nic...@deltainet.com

unread,
Oct 14, 1995, 3:00:00 AM10/14/95
to

>
>It's a myriad of problems, and it rarely lies in just one department.
>I've seen many cases of marketing asking "when will it be done?,
>engineering replying "two months", and marketing assuming that meant
>"one month" as if they were onboard the enterprise. But, yes, engineers
>can make bad estimates as well...sometimes they run into problems they
>didn't forsee and that take much longer than originally anticipated.
>
>Companies need to start adding a little slop time to their estimates
>(both engineering AND marketing), but it's difficult to do that when
>your competitor will be releasing their software "next month".
>
>On the other had, did you buy A-10, Hornet, and Marathon? You can bet I
>did, and although it's annoying for us, the companies still make their
>money (the only question is, can they stay alive long enough to ship
>the product and still have enough money to advertise?)
>

[CHOMP]

Well, I think they should give some widly innacurate dates, like, fer instance,
Bungie shoulda said that M2 will be out, oh, say, Nov. 5....1997. Instead of two
weeks, should said two years. Because that way, when they do release it in the next
month, people will ... well, you get the idea. Also, when you say something like
that for your release date, you'll get a bunch of weird looks. That's what I'm going
to do when I get into software programming n' stuff.

Lllllllllater...

Michael M Eilers

unread,
Oct 14, 1995, 3:00:00 AM10/14/95
to
On Sat, 14 Oct 1995, Bill Hastings wrote:

> >
>
> I downloaded the AMUG files three times and have still not been able to extract the .sea file from the .hqx. So far I've tried Stuffit Expander 3.5.2, BinHex 4.0, BinHex 5.0, and now DeHQX2.0.1, with no luck. I've e-mailed AMUG to let them know but have not gotten a response. Any other suggestions?
>
did you use an ASCII transfer? I d/l the 16-bit demo and extracted it
perfectly, no problems at all. My transfer speed was 55k/second! I would
say the problem is in your connection, since 2 other people I have talked
to also successfully used amug...

michael


EEKMAN

unread,
Oct 14, 1995, 3:00:00 AM10/14/95
to
>For instance, I own Marathon I, Dark Forces, and Doom II. There are
things
>I enjoy about each one, and I can honestly say that I had a blast playing
>all of them! I didn't compare them to each other, I asked myself if I
>enjoyed playing them. If the answer is "yes", its a good game. If you pit
>games against each other, you set yourself up for unnecessary
>disappointment.

Exactly. I have all 3 of these games also. Marathon just plain rules. Doom
I can play modem deathmatches with my friends on their damn pc's. Dark
Forces is great cause it's Star Wars!

EEKMAN

unread,
Oct 14, 1995, 3:00:00 AM10/14/95
to
>>Of course, we will all come running when it's all available, but what's
>>taking _this_ long? Could they really be doing extra coding things like
ducking,
>>jumping, etc.? After this long, I hope so. Hmmmm.
>>But would that take this long just for a lousy demo? I thought they had
>>Marathon ][ networked at MacWorld, and that is what they were going to
add
>>to the preview to make the demo. Bun...@aol.com does read this
newsgroup,
> but why doesn't he ever post?

>Probably because there's not much I can say that I haven't said already.
>The Marathon 2 demo and the Web page are rapidly nearing completion.
When
>they're done, I'll be all over the newsgroups. And that could be real
>soon now. :)

Matt!!!!!!! You're alive!!! Real soon now, eh? 2 weeks sound about right?

"heh heh heh" -Gabe

Bill Hastings

unread,
Oct 14, 1995, 3:00:00 AM10/14/95
to
>
> > I've placed two versions on my ftp site, which can be accessed via my
> > web page:
> >
> > "http://www.nilenet.com/~ericd".
> >
> Just a quick update. Some people had problems with my site, and the
> files. I found the Stuffit Expander didn't want to de-binhex the 16-bit
> demo, even after downloading it twice. For some strange reason, DeHQX
> *does* work, albeit a bit slow. After using DeHQX the de-binhex'd file
> will unstuff just fine. Apologies to those people who had problems
> downloading from my site.
>

I downloaded the AMUG files three times and have still not been able to extract the .sea file from the .hqx. So far I've tried Stuffit Expander 3.5.2, BinHex 4.0, BinHex 5.0, and now DeHQX2.0.1, with no luck. I've e-mailed AMUG to let them know but have not gotten a response. Any other suggestions?


Bill Hastings
RBI Software Systems
bhas...@rbi.com

ge...@apanix.apana.org.au

unread,
Oct 21, 1995, 3:00:00 AM10/21/95
to
>> Maybe they are rewriting the graphics engine to be better then Quake. :)

> From what I've seen in the preview and what I've seen from the QUAKE screen
>shots, Bungie has a ways to go. Those guys at Id have done some very cool,
>very realistic and very disturbing things with lighting. Notice how shadows
>are darker towards the middle and then fade out into a dull gray... I'd
>like to see Bungie do some stuff like that, but I simply don't think they will.

Funny, I'm of the belief that Jason did a better job with the lighting in
Pathways than he did with Marathon.

Just my 5c worth ...


Geoffrey


Mr John Philip Bingham

unread,
Oct 25, 1995, 3:00:00 AM10/25/95
to
I totally agree with this mail.
Most of "us" in this group will very likely love Marathon by virtue of the
fact that we bother to read this group!
I want Bungie to succeed and for M2 to be even better than the original and
the best way for us to acheive this is to either mail feedback about the demo
to Ma...@bungie.com or to post here. It may take Matt a long time to reply but
he does get a LOT of mail.
He's probably sick of hearing from me what with all the feedback I give him!
:-)
For example comments on the new Aliens, what about the weapons, do they look
good? fancy any new ones? etc

Sorry if this sounds pretentious!

John..........
--

"Time is a great teacher, but unfortunately it kills all it's pupils."
Hector Berlioz (1803-1869). French composer.

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