Marathon Rampancy | Bridge the Gap & Bridge the Gap 2.0 | No Failure Runs
It's another one of those days where I found a dead MP mod that I wish was just a gameplay mod, instead. This one is particularly extra dead because it's not even completely finished yet before the team behind it went away. It's possible to sorta play it as an SP experience, like seen here, but it's REALLY awful fiddly and super specific to get going. Decently fun if one could get it going, it is still Marathon's weapons on HL1 architecture and (some) enemies, but like I said, it's a high ask.
For one, I'm not currently playing on SP with this setup. It's running on MP. As a result, no running long mapsets or doing any save/load shenaniganery. Monsters are on without the need to enable sv_allowmonsters, which made me wonder if this was also originally meant to have some kind of coop system of some sort. At the same time, there's only 5 surviving monsters out of the original HL1 bestiary. Most of the Xenians from islaves to ol' nil are just completely gone in the code, wiped out.
Things like item and weapon spawns not only need to be wirejammed in (naturally), but also require a master controller entity that determines how every individual pickups spawn. That right there is specifically why I need to run this on MP. It doesn't work at all in SP. Items and pickups just straight up doesn't spawn even if the correct entities are placed in the big list. Powerups also doesn't work at all on NPCs, so things like invisibility or even supershields are just useless.
Mods Used:
Marathon Rampancy: https://www.moddb.com/mods/marathon-rampancy
Personal Addon: https://www.mediafire.com/file/lp0ay79jcdzw4jg/z_marathonrampancy_addon.7z/file
Bridge the Gap: https://www.runthinkshootlive.com/posts/bridge-the-gap/
Bridge the Gap 2.0: https://www.runthinkshootlive.com/posts/bridge-the-gap-2-0/
BtG Wirejam: https://www.mediafire.com/file/ddvz6g295oqzu4u/z_hl1_wirejam_marathon_btg1n2.7z/file
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