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Evil: DOA Physics I v1.0

DOA Evil Physics I

Marathon Evil physics models

5-11-98

Words

These are physics for marathon EVIL! Don't know what would happen if you tried it in Infinity, but I'm sure it would seriously screw up things.

Words about the physics in general

These are all tweaks, changes or enhancements to individual weapons. I only modified one weapon per model, since most of the changes make the weapon in question more powerful in one way or another. On that note, please design maps with this in mind. Some of them can be extremely unbalancing when used incorrectly.

These were made with map makers in mind. Don't bother trying these with any of the maps that came with Evil. They have all been pre-merged and will not accept external physics models.

If you want to test them without going through the merging process, you can do what I did when I was initially making them. I used one of my unmerged maps as a testing ground. I set it on kindergarten and left the aliens in so I could see the effects of some shots. I had it on kindergarten because I would freeze up when I got killed, and have to restart. It was easy to make changes and immediately see what the effects were. I don't recommend this except as a quick preview to see what these models are before you include them in a map.

Heed the words of the Evil Group. MERGE your physics models into your map. It's the best way. Maps without merged physics can and will crash.

You want to use these in an existing map that's already been merged with physics? I'd split it apart with Map Splitter (utility from the Hyperarchive at www.marathon.org), and then re-merge with your physics of choice. Pain in the ass I know, but that's how it goes. Be aware this could very well screw up things, especially if you're doing this to a solo map.

2-Fisted Fusion, Nukes, and Railguns- The Nukes and Railguns are taken straight from Rancid OJ, and Nukedome made by Randall Shaw (aka Frigidman). The 2-Fisted Fusion is based off those two. It's all pretty self-explanatory, right trigger-left trigger. The Nukes are toned down a bit, so as not to get too ugly. One of the downfalls of being able to do this is that there are no bitmaps of marines with two railguns, nukes or fusion pistols. From the players point of view everything looks peachy, but to everyone else it looks like you're holding a couple pistols

Holocaust Nuke- It fires nukes in 6-packs. They look a little different (very similar to cyborg bombs...hmm..) and they bounce. They are far less powerful individually then the regular nuke, and don't have quite the radius. IF you get caught by a few you're real dead, but the spread pattern is pretty loose. I really like this one. Real crowd pleaser. Big fireworks.

Shotgun Slug- The normal buckshot round of the shotgun is replaced by an armor-piercing slug. Has the effect of making the shotgun more formidable from a distance, and now shoots one barrel at a time. It fires out of phase making it a lot quicker. Best results are obtained when you fire off a quick burst of four at a time. Oh and of course it still hurts like hell.

Plasma Burn- The Fusion pistol normal shot fires a new 3-round scatter burst turning most foes into flame. As if that wasn't enough you also get a new powerful shot on the second trigger that will burn through a whole line of baddies like a hot knife through butter. Unlike the old second shot, you don't want to get too close to this one. This model really pumps up the Fusion guns' lethality. Don't hand them out like candy. Well, unless you like doing that sort of thing.

Other stuff

I like comments, so send me some. Thanks to Mark, Jason, Eric Dave, Darrin, and Jeff H. for helping me playtest all my maps during lunch. "We're...uhh...testing the network..." Thanks to FM for and everyone else I've siphoned information from. And of course thanks to the Bungie posse.

--DOA

http://home.gvi.net/~jswartz/doa

Jeff Swartz

jswartz@d3design.com