Even the original Marathon games left a void area in the HUD where
the image for the fists ought to have gone. I haven't seen too many
innovations to this lacking small detail in other scenarios so far.
Here's what I did:
With MML, you can play around with the readouts in the HUD, in
the Strings. You can rename stuff, move the layout of HUD elements
around, and with level-specific MML, even have different weapon,
ammo, and item names for different levels (very handy in conjunction
with other modifications to incorporate more than 9 weapons into
your scenario).
Instead of placing an image of a fist (which is very possible),
I toyed with the Strings. I placed a readout of level-specific mission
objectives directly into the HUD to simplify what can often turn
into aimless wandering on very large and complicated maps.
When I first tried this trick, I crashed the hell out of Aleph
One. I asked Loren Petrich about it, and he found that the HUD only
allowed 90 or so characters in a String. He fixed it by bumping
it to 255 characters (thanks Loren!).
To sum, if you're playing one of my maps, scroll to the fists and
you will have a brief list of mission objectives. This, of course,
doesn't eliminate the need for terminals. It's merely a brief guide
to what you're supposed to be doing in a given level.
To get this trick to work on your own scenario, you'll need to
play around with the text box layout (with MML) to find the right
dimensions for all the text to line up properly. The biggest setback
here is that the text is centre-justified, so a lot of space-bar
characters are needed to align the text. 255 characters is a vast
improvement, but editing your readout to be very 'to-the-point'
is necessary.
I can only manage a maximum of 5 lines of text with my HUD.
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