I was going through Traxus today for no apparent reason, when I found a scenario called "Beyond Aurora." It has a story in its page with the status for the scenario as incomplete. I searched the title in the archives (the ones with all those Mac files), and nothing came up. What I'm asking is: what was this scenario, and what happened to it?
Here's the link to its page: http://traxus.bungie.org/index.php/Beyond_Aurora
Beyond Aurora
Also: http://forums.bungie.org/story/?read=48261
I took a look around the time that post was made. Honestly, the story was written too poorly for me to enjoy what little I saw.
I took a look around the time that post was made. Honestly, the story was written too poorly for me to enjoy what little I saw.
underworld : simple fun netmaps // prahblum peack : simple rejected netmaps
azure dreams : simple horrible netmaps // v6.0!!!: thomas mann's greatest hits : simple simple netmaps
azure dreams : simple horrible netmaps // v6.0!!!: thomas mann's greatest hits : simple simple netmaps
Wow. A whole crew worked on a scenario for close to 7 years, and gave up. Kinda sad when you think about it. I'm only a single person, and both Dave and DEA have ended with being unfinished. I suppose this is yet another example to others.
I wish there was a demo. =/
I wish there was a demo. =/
I got hold of Adam Rose, the leader of the Atlantis group, who has restored their site, including files. I'll take a second look at their stuff.
http://beyondaurora.com/
http://beyondaurora.com/
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- Cyborg
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Destiny, be sure to update Traxus with your findings.
Weird. I downloaded the files, but I'll check with Rose before uploading them anywhere. Maybe he changed it back deliberately.
beyondaurora.com was down over the weekend. My bad. Shouldn't happen again. As for Beyond Aurora itself, Irons and others are correct: The plot was flaky and unrealized. I'm not here to make excuses, but I do enjoy trips down Memory Lane.
Back in the mid-'90s, the "Atlantis Crew" was merely two teenagers who were more interested in making CG animated trailers for Marathon scenarios than producing full-on total conversions. The past scenario works of "Atlantis" and "Dark Rose" were overwhelmingly produced by one single person (Me), and when we started Aurora in 1998, making a total conversion seemed like the next logical challenge. At any one time, there were only about three people tops working on it, and progress was slow. In 2000, I left for college and quit the Atlantis Crew, leaving a revolving door of other people in charge. In 2004, I returned to Aurora after submitting it for college credit as a proof of concept group Computer Science project. I gathered a couple classmates and we hammered out "Chapter One" in three months before putting the whole thing to bed. It is by no means a complete vision of what we intended when we originally started, and Chapter One is most likely confusing, broken, and deeply flawed. Had we never attempted to make it a TC, Aurora probably would have successfully been released as was originally intended: A 40-level scenario with dozens of new multiplayer maps. There were also projects in the pipeline for after Aurora, such as "Toll Forest", which featured a Choose Your Own Adventure form of non-linear gameplay and incredibly large levels. Alas.
Feel free to do a YouTube "Let's Play" if you find it worthwhile! You can also get a hold of me for more information or resources.
Back in the mid-'90s, the "Atlantis Crew" was merely two teenagers who were more interested in making CG animated trailers for Marathon scenarios than producing full-on total conversions. The past scenario works of "Atlantis" and "Dark Rose" were overwhelmingly produced by one single person (Me), and when we started Aurora in 1998, making a total conversion seemed like the next logical challenge. At any one time, there were only about three people tops working on it, and progress was slow. In 2000, I left for college and quit the Atlantis Crew, leaving a revolving door of other people in charge. In 2004, I returned to Aurora after submitting it for college credit as a proof of concept group Computer Science project. I gathered a couple classmates and we hammered out "Chapter One" in three months before putting the whole thing to bed. It is by no means a complete vision of what we intended when we originally started, and Chapter One is most likely confusing, broken, and deeply flawed. Had we never attempted to make it a TC, Aurora probably would have successfully been released as was originally intended: A 40-level scenario with dozens of new multiplayer maps. There were also projects in the pipeline for after Aurora, such as "Toll Forest", which featured a Choose Your Own Adventure form of non-linear gameplay and incredibly large levels. Alas.
Feel free to do a YouTube "Let's Play" if you find it worthwhile! You can also get a hold of me for more information or resources.
I just got to using the files today, and I've come across a problem. I did everything the instructions told me to do to install the texture stuff, but whenever I click Begin New Game, it loads and quits Aleph One. What's up with it? I'm going to grab the original Atlantis and play that today while I have time.
Hmm. Those instructions were written literally a decade ago... I may have to repackage the releases soon.
Yeah, it's obvious the instructions are pretty old when you're being told to put the Dusk Textures into the Textures folder. I've never had to do anything like that with previous scenarios. I'll be waiting for new instructions or whatever it takes to get Beyond Aurora working.
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- Cyborg
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Given today's bandwidth availability, you might as well assume that everyone will use the Dusk textures and make that the default package.Rabbit wrote:Hmm. Those instructions were written literally a decade ago... I may have to repackage the releases soon.
Works for me following the instructions.
- Wrkncacnter
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