Dusk

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Dusk
Engine: Aleph One
Levels: None included
A1-compatible? Yes
Developer: Atlantis Crew
Initial Release: June 10, 2004
Latest Release: June 10, 2004, v 1.0
Status: Complete
What's New:

Dusk (also known by longhand names such as the Dusk media package or the Dusk texture set) is a collection of replacement surface textures and sprite images created by the Atlantis Crew for their unfinished total conversion, Beyond Aurora. It was released in June of 2004 and is only compatible with the Aleph One computer game engine. Since its release, other scenarios have been altered to allow for use with Dusk including Marathon: Atlantis and Dark Rose.

Contents

History

In 1998, the Atlantis Crew began production on the Marathon Infinity scenario, Beyond Aurora. In 2001, with the initial release of Aleph One, it was decided to make Beyond Aurora into a total conversion. New texture sets and monster sprites were developed and in 2004, this package of new textures was finished to the extent that levels could be produced for Beyond Aurora’s scenario campaign. To allow for other scenarios and maps to use the new texture set in the future, it was give its own name, ‘’Dusk’’, and therefore became differentiated apart from Beyond Aurora itself. In this way, other scenarios could advertise themselves as being, for example, ‘’an Aleph One scenario for Dusk’’.

Although the scenario campaign for Beyond Aurora itself was never completed, Dusk is considered by its creators to be a complete and independent product.

Summary of altered textures

Altogether, the Dusk set replaces nine existing sequence groups within the Marathon/Aleph One engine. Four monster sprite sequences have been replaced and five wall texture sequences have been replaced.

Sequence 8 - Sprite “trooper” becomes “belladoon”

The eighth sequence originally contained fifty-eight 2D sprite bitmap graphics for the trooper monster. Dusk replaces thirty-seven with new bitmaps to represent the belladoon monster, which is a character species in the Beyond Aurora scenario. It appears as a large red humanoid figure with skeletal wings.

Sequence 9 - Sprite “pfhor fighter” becomes “loneine”

The ninth sequence originally contained seventy-two 2D sprite bitmap graphics for the pfhor fighter monster. Dusk replaces forty-three with new bitmaps to represent the loneine monster, which is a character species in the Beyond Aurora scenario. It appears as a pale humanoid figure with black armor and carrying a weapon.

Sequence 10 - Sprite “defender” becomes “tagron”

The tenth sequence originally contained forty-eight 2D sprite bitmap graphics for the defender monster. Dusk replaces sixteen with new bitmaps to represent the tagron monster, which is a character species in the Beyond Aurora scenario. It appears as a pale humanoid figure with black armor missing the lower half of its lower body and accompanied by a floating spherical robot. During gameplay, this monster would appear to float above the ground as it moved.

Sequence 12 - Sprite “bob” becomes “hundak”

The twelth sequence originally contained sixty-seven 2D sprite bitmap graphics for the bob monster. Dusk replaces fifty-three with new bitmaps to represent the hundak monster, which is a character species in the Beyond Aurora scenario. It appears as a blue-skinned humanoid figure with red armor and carrying a weapon.

Sequence 17 - Walls 1 "water" wall textures

The seventeenth sequence originally contained thirty 2D wall texture bitmaps. Dusk replaces all thirty with new bitmaps including three textures with alpha transparencies allowed through the Aleph One engine. This sequence has a focus on representing natural formations such as rocks, grass, and water.

Sequence 18 - Walls 2 “lava" wall textures

The eighteenth sequence originally contained thirty 2D wall texture bitmaps. Dusk replaces all thirty with new bitmaps including five textures with alpha transparencies allowed through the Aleph One engine. This sequence has a focus on representing artificial mechanical structures such as the interior of a spaceship.

Sequence 19 - Walls 3 "sewage" wall textures

The ninteenth sequence originally contained thirty 2D wall texture bitmaps. Dusk replaces twenty-eight with new bitmaps including three textures with alpha transparencies allowed through the Aleph One engine. This sequence has a focus on representing artificial industrial settings featuring many geometric patterns.

Sequence 20 - Walls 4 "jjaro" wall textures

The twentieth sequence originally contained thirty-five 2D wall texture bitmaps. Dusk replaces thirty with new bitmaps including three textures with alpha transparencies allowed through the Aleph One engine. This sequence has a focus on representing artificial dwelling environments of a found-materials nature.

Sequence 21 - Walls 5 "pfhor" wall textures

The twenty-first sequence originally contained thirty 2D wall texture bitmaps. Dusk replaces all thirty with new bitmaps including three textures with alpha transparencies allowed through the Aleph One engine. This sequence has a focus on representing natural and artificial landscapes and structures.

Compatible projects

The following scenarios and maps have been modified to be compatible with Dusk:

See also

External links

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