Texturing in Forge is quite nice as you could simply texture each face individually. Blender/Godot works differently though but I don't need to worry much about as Susannah had very minimal texturing needs. I do think Sprytile might be the key though. https://chemikhazi.itch.io/sprytile
As pointed out by chemikhazi @ twitter the Blender plugin BRM-UVTools might be the way to go regarding texturing Marathon maps in Blender. https://github.com/leukbaars/BRM-UVTools
Now that we have a level, what about the player? By looking into the Marathon physics model with the tool Shapefusion ( http://shapefusion.sourceforge.net ) we get the following information about the player. First, we'll look at is the player size. 0.25 WU radius and 0.8 WU in height.
Running the same level in Marathon actually allows the player to squeeze a little bit further into that gap but it makes movement really glitchy so that's most likely down to a bug in Marathon. Also, fun little fact, the player sprite is actually larger than the collision shape.
I had some trouble attaching the gif to this post so I'll just link to the tweet. Sorry about that. https://twitter.com/johannesgunnar/status/1026081189403258885
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