Latest Updates and Submissions
Marathon 1 Redux 0.0.12-alpha
liacrow on Oct 1st 2018
Latest releases now on Github: https://github.com/ravenshining/M1R
A project to give Marathon 1 a facelift, incorporating the new features of Aleph One to flesh out and add realism to the Marathon's architecture. Eventually, to include a branching storyline- possibly even missions on the colony moon.
Featuring Marathon 1 with liquids, ambient sound, new weapons, more scenery, improved sprites, expanded architecture, new terms & terminal art, the latest HD plugins. Also including Craig Hardgrove's soundtrack, you can visit his page over at themarathonmusic.com !
Although it is now a playable scenario, I still consider this an Alpha release for development and testing, but at this stage you may find it more entertaining than, and in some respects more faithful than M1A1. To contribute to this project, download it and read the "Help Wanted.txt" and/or TODO.txt," or head over to the Pfhorums where the lists and discussion are posted: http://pfhorums.com/viewtopic.php?f=13&t=53510
Notes for version 0.0.12-alpha:
M1-style Rescue missions now work! We don't have the branching storyline yet, but you WILL get different terminal messages on The Rose and Bob-B-Q if you succeed or fail to save 50% of the BoBs. A big thanks to Treelama for patiently explaining how this works and releasing a new version of Weland to eliminate the need for hex editing!
M1-style activation triggers! Every level has been gone over to restore Glue activation mechanics for all non-teleporting monsters. Not only does this make M1R replicate M1 activation, but BoBs may freely roam the levels (provided you don't kill them) instead of being confined and/or glitching behind zone borders as in M1A1. A yuge thank-you to Wrkncacnter for writing a Weland plugin that streamlined this process!
The ridiculously-slow-on-early-levels shock staff mechanic has been scaled way back as it was not fun. Instead, early levels have you hitting monsters with the staff as a fragile but highly effective melee weapon - complete with it's own HD animation - until exposition is delivered via terminal on how to operate it properly.
As with 0.0.11, please note that if you command-option- or control-shift- begin new game, only levels 1-37 are playable. Levels 38-99 are redundancies for the planned branching storyline, and do not yet have physics, terminals, or MML. Levels 101-119 are multiplayer carnage.
The flamethrower now obscures your vision as it should when using the HD weapons plugin.
Architectural updates to seven levels (Never Burn Money, The Rose, Blaspheme Quarantine, Shake Before Using, Pfhor Your Eyes Only, Unpfhorgiven, & Try Again).
Lava and Goo should be generally shallower (more like M1) and emits noise to eliminate abrupt sonic transitions.
Welcome level removed and replaced with a placeholder, the goal being to have a populated spaceport and functional Mirata for 0.0.13.
More terminal exposition
touched up Arrival chapter screen
various physics tweaks
1494 downloads, 1 review, 6 screenshots, 3.0 rating
Screamernail on Aug 26th 2018
Tycho X on Aug 23rd 2018
W'rkncacnter on Aug 5th 2018
A set of Weland plugins.
NOTE: If these aren't showing up in your list of plugins, you may have to compile them yourself.
Includes a plugin for:
- Completely texturing levels from scratch
- Generating stairs
- Resizing maps
- Bulk modifying monster flags for a level.
- Adding annotations to maps with random complaints from DADDY_Z3RO
- A re-release of VISUAL MODE so all of my plugins are together.
The source code is available for all of the plugins.
Notes for version 1.2:
Added "Alter Monster Falgs" plugin.
1808 downloads, 8 reviews, 0 screenshots, 3.5 rating
RyokoTK on Jul 16th 2018
This is not a serious map, it's a Lua experiment.
Context for this map is here:
441 downloads, 0 reviews, 0 screenshots, 0.0 rating
Flippant Sol on Jul 4th 2018
A similar scaled texture pack as "xBR Monsters for M1", but this is for M1's weapons and the algorithm is slightly different.
I would recommend leaving linear filtering on to smooth out the textures.
Notes for version 1.0:
Shouldn't be any incompatibilities with other plugins.
447 downloads, 0 reviews, 1 screenshot, 0.0 rating
Adminn_1 on Jun 9th 2018
NEFX is proud to present the first ever custom-made map for Pathways Into Darkness...Or at least Marathon: Pathways Into Darkness. This is an extermination level, so return to your starting platform to exit after killing everything.
This level is highly action-oriented and full of edifying trials and variety like never before experienced in the game.
404 downloads, 1 review, 3 screenshots, 1.0 rating
Flippant Sol on May 13th 2018
Mazaro on May 9th 2018
Spatial Outpouring is a surrealist total conversion I created since finishing Lost Lands. I had grown to feel that Lost Lands was too old and sloppy a project to represent my current abilities.
I had the idea of creating a 'psychedelic' marathon scenario with a highly otherworldly plot, and heavy use of bright colors and fractals.
I also used synthesizers to create copious sound FX and ambiences for the game, and included an original song of mine in the title screen.
I created a new monster, a new weapon, and changed a lot of the weapon functions and physics to make gameplay feel fresh.
This version has 8 levels (one of them is a secret). I may or may not find the time to finish more of the game in the future.
Notes for version 1.3:
Player returns to main menu after Chapter 1 ends, rather than to an incomplete 9th level.