After a while experimenting with different Physics Models, I have come to a definite conclusion. Most suck. I've spent a lot of on-line time recently downloading Physics Models that sound incredible. Then I use Marathon with them. I usually get one of three results:
A) The Model was made with a total lack of consideration that if you use too many explosives, you may crash, blow yourself out of the map, or, if you're lucky, end up being blown 50 feet below ground, causing a serious delay in game play.
B) The Model kicks butt, however, even though the weapons look different, they all do the same thing. Or, one or two of the weapons are flashy, but totally useless.
C) Nothing much is changed, but there's this one killer weapon or improvement that you'd like to take, and put in with some other cool weapons from other Physics Models you've seen.
Which brings me to my Model. I hate Physics Models whose weapons are totally overpowered, so that they detract from the game play, not making it as fun anymore. So, I've taken the basic weapons set, and added customizations, mostly "borrowed" from other Models. Nothing's overpowered, but everything's fun, and pretty much faithful to the original. And nothing, through my testing, will crash Marathon.
I've also made another custom Model for network play, which includes normal enhancements, plus a few subtle changes in enemy behavior (they all basically want to kill each other). Also, nearly all enemies drop an item when they die.
The Weapons:
Fist: (How often do you use your fist? Probably never, unless you're really low or empty on ammo, or you're too damn good to use any other weapon. So, the most dramatic change is to this "weapon". It has become the infamous Wave Cannon IV. This weapon looks to you like a flame thrower, though to a net player, it looks like you're giving them the finger and launching orbs from it. The blast also really, really confuses players unlucky enough to get on the receiving end. But, anyway...) The all-new Wave Cannon IV launches energy orbs that explode on contact. As a normally-illegal experimental rapid fire weapon (luckily, you have a military license for this sort of thing), this weapon is extremely inaccurate . It was rejected by the government's Firearms Council for it's lack of control when firing. However, in the dark, alien-infested hallways of the Marathon, this has now turned to your advantage. The wide degree of fanned-out orbs bombard and kill the enemy with extremely rapid fire. One of the most impressive things about this weapon is that it can surround you with explosions, but because of their frequency, none will damage your sheilds. And, due a new saurium-krellide fusion reactor, there is unlimited ammunition. It also should not be forgotten that you come equipped with the Wave Cannon from the beginning of your mission, and are equipped with it at all times.
.44 Magnum Pistol: (Subtle change) Due to a revamped bullet chamber vacuum in new models, each bullet flies a laser-accurate path. Perfect for sniping.
Zeus-Class Plasma Pistol: (Unchanged. This is one of my favorites, and I couldn't find any way to enhance it. If you have any ideas, let me know.)
AR-75 Assault Rifle: (Since I originally figured the inaccurate AR-75 and the new Wave Cannon would be redundant, I tightened up the bullet stream of this automatic rifle.) The new ammuntion vaccum used in the .44 Magnum Pistol has been adapted to the new models of this assault rifle. This means rapid-fire shells waiting to perforate your enemies with laser-accuracy. Also, the AR-75's Grenades are now equipped with anti-gravs so that they will not suddenly fall and explode harmlessly right before they reach an enemy.
SPNKR Missle Launcher: (Another one of my favorites, only given one change. It's faster. And, darn it, it just_feels_better.)
TOZ-T Napalm Unit: (Appears to be unchanged when you pull your first trigger. However, I got guilty taking out the wild abandon of the AR-75 bullet spread, so when you pull the second trigger, the original AR-75 is back with a vengance. I made the spread even more wild, so that it has an even greater spread degree than the new Wave Cannon. I also found that using the TOZ-T ammunition provides even more bullets than usual. All I ask is that you don't use it on a far away Compiler in a narrow hallway.)
Alien Weapon: (I love this one.) It has recently been found through multiple scientific examinations that the Alien Weapon has a hidden second trigger. This second trigger fires a spread of bullets in a vertical path, at equal speed and behavior of the horizontal first trigger. If both are held at once, a "+"-shaped stream of bullets pours out in rapid succession, making the Alien Weapon the most rapidly-firing automatic weapon in the known universe. If both triggers are held in conjunction, tests show that the alien weapon bullet stream can kill a Hulk in >2.5 seconds. This is an ideal weapon for taking out enemies quickly, without the potential dangers of high-yield explosives. The recent examinations have also revealed a hidden 100-bullet compartment which can be added to the existing 150 bullets, for a combination of 250 deadly alien bullets. It is rumored that using both triggers at once creates an interesting side-effect, but this has not yet been disclosed.
Once again, if I've really ticked you off by taking elements of your Physics Model, I apologize. I'll admit, the only enhancement that I did totally on my own was the adding of the AR-75 fire to the TOZ-T Napalm Unit (easier said than done, I'll tell you that). This is my first real Physics Model, which is a fairly quick hack, done in a few hours, including learning how to use the editor.
Anyway, I've learned a lot making this Physics Model, so if you can think of any way to enhance this in a future version, let me know, and if it's possible and works well, I'll incorporate it. Things I won't do, however: While I could add more ammo to all of these weapons, but it becomes unrealistic, clutters your screen, and eliminates your ability to see how much ammo you have. Secondly, I will not likely add a shotgun, since it takes way too much ammunition, plus it makes it too easy to kill enemies. If possible, I may be convinced to add it to the second trigger of the Wave Cannon. That would take some coaxing out of me, though. Lastly, I will not make small arms so powerful that they kill in one shot. That just ain't fair, and makes regular or network games real boring for a whole lotta people. But, any other enhancement I will consider.
Also, I am the author of (so far) two net maps:
Death's Arena - A huge, yes, huge arena with only vague similarities to Waldo World. It's an arena surrounded by a seperate ring, which gives you teleporter access to four large sniper ledges on each corner of the arena. There is also a column in the middle of the arena, which uses another snipers ledge which gives you sniping access to every corner of the arena. There are also some rather impressive lighting effects. Not a shabby map, if I do say so myself.
Pacmap (a.k.a. The Sadist's Pacman) - This may have been done before, but I had to try my hand at a Pacman level. It's you against the four Pfhor codenamed Inky, Binky, Pinky, and Clyde, or you against seven buddies in the oldest video maze ever. The play against the four Pfhor, admittedly sucks, but the cat-and-mouse net play rules.
The bad news: in their current versions, I don't think either map runs on a 680X0. I know the Arena doesn't, but the Pacmap might. Send me mail if you can't find either of these and and want a copy. And yes, I can send files over the Internet (trust me).
Anyhow, I hope to see you in the next version of der physics model,
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CACanul@aol.com
Disclaimer: I am not responsible for damage to your computer, lost sleep, a messed up download, any viruses that may have been put into this thing as it circulated, bodily harm, the slow demise of American culture, most of law enforcement agencies that may bust down your door, world hunger, death, life, loss of vision, hearing, or other bodily senses thereof. At least, not yet, anyway.