Marathon Infinity by Daily Downloads
RyokoTK on Apr 15th 2016
Kinetic Turtle on Jun 18th 2014
3 maps, two versions of one of them, plus a version of an Infinity map.
Battlemoose is a fast map, great for dueling, but handles larger groups as well.
The __ Biscuit Upset is a twisty fun zone, with contributions by my friend screamingfool. Two versions, large and small.
Communist Flirting Falls Flat is a big wet map with two big rooms and long staircases.
Wrath Some More? is a slight remake of Wrath No More? to keep up with modern play.
This pack was originally available on Fileball years and years ago but didn't make it into the archive. I thought it was lost, but amazingly Wrk had a copy, so here we are.
This is mostly here for historical purposes, but the maps are certainly fun to play, so have at.
994 downloads, 1 review, 3 screenshots, 5.0 rating
3 Boss Battles 1.0
skraeling on Mar 2nd 2015
This is a small map containing three boss battles.
It's basically three monsters with modified physics and shape files to make fighting them more interesting. Each requires a special type of arena for its behavior to work. Also, there's a Bob that heals you.
I had a lot of fun making and testing this. So, I'm sharing it.
That being said, the battles aren't totally balanced (although there are times where they work exactly as I intended), but that's why I provided invincibility if you want it. Also, each monster can be cheesed pretty easily, if you really want to.
My favorite is the Enforcer, although the Hunter actually works the most accurately, if you're not cheesing him.
Notes for version 1.0:
Contains Physics, Shape, and Forge Map files.
891 downloads, 1 review, 4 screenshots, 5.0 rating
Tycho X on Feb 13th 2016
Marathon: Trinity is a brand new scenario/total conversion which explores the cyborg's future in a parallel timeline. Pfhor dominate the galaxy and Earth has been annihilated. Stuck on board the UESC Trinity with an AI named Lysander, you and your fellow colonists discover a habitable planet after over a century of exploring. However, a mysterious ship wreck drifts nearby, which can only mean the worst...
Pfhorums link: http://pfhorums.com/viewtopic.php?f=13&t=39242
Notes for version 0.2:
Version 0.2 of Marathon: Trinity. This scenario is still in early alpha. Update Notes:
- Bug fixes
- More health & ammo
- Modified enemies
- Fixed Monster Limits issue
- Replaced 'The Devil's Playground' with 'The Devil's Playground II'
- Added a 5th (unfinished) map. Just a teaser of what is to come.
870 downloads, 2 reviews, 7 screenshots, 4.0 rating
Survival 2.0 1.6
Benoit on Jun 13th 2016
I released a new survival script for marathon infinity based on the first one made by MegaByte.
In This Edition:
Continuous wave of aliens, rather than round based combat.
The number of spawned aliens is capped at 50, in order to avoid AI frozen monsters.
Almost every type of monsters are used. They spawn from the easiest to the hardest to fight.
Bobs are included to help the player. A random invincibility power up will also spawn in the map to call in bobs when picked up.
The script works on almost all maps. Aliens can sometimes spawn in unreachable places but the script will handle this. Just ignore it. The script works better on some maps.
Players health will regenerate after some time if they're not taking damage.
The rest of the rules should be the same that in the first survival. Including reviving mates, if everyone dies the game ends,...
Some settings can also be modified in the lua script like regenerating life, bob powerup, dead body boucing, ...
I advise to play in normal mode until 3 or 4 players. It will be hard enough. Major damage is good for 4 to 6 players and total carnage for more.
Warning : Do not host it with HD Monsters Texture or it will crash. The game must load all monster collections and HD Monsters Texture will cause an insufficient ram error.
Also do not host on any maps that are extremely large or small because monster generation is based on the area and size of each level.
Thanks to aquateenhgrfrce for his suggestions and his help for testing the script.
Notes for version 1.6:
1.2 : A survival generator has been implemented. You can now customize the survival by choosing your opponents, your allies, the different levels of difficulty and the probability of spawning for each monster. You will find it in the zip folder with the survival script and the folder "Ressources" containing images for the generator. You need Java to execute it. Place the application Survival_Generator.jar in the same folder that the folder "Ressources" then you can run it.
1.3 : Ask it and you got it. I made updates for the application just for you WindBreaker :D You can now load an existing survival file in the application to make modifications. You can also edit the time of a round. But you can only load survival scripts which have been created with the generator and which have not been manually modified (except for the settings of course) That means you can't load the original survival 2.0 script but you can load the one in the actually zip folder which has been generated with the application.
1.3.1 : The display of the timer after 1 hour of gameplay has been fixed. Thanks HailErdogan to have found that bug.
1.4 : Monsters dead animation has been fixed. If you noticed when a monster dies, his body does not move and can sometimes be frozen, floating in the air. Same thing for the drones/juggernauts which often explode in the air. All is properly working with this version. These corrections also improve the fluidity of the game, that's why I really advise you to use this version.
Addition : a new functionnality has also been implemented with this version. (disabling/enabling in the settings of the script) You can teleport to the plateform you are aiming by pressing the microphone key. You need your oxygen bar full to use it and teleport will drain it. The bar will fill up with the time.
1.5 : Monsters won't spawn anymore in unreachable areas except for maps which don't have hill. In this case, the script will work like for the version 1.4.
- Disconnected players are not displayed anymore with the minimal display.
- Sometimes the character of a player who get disconnected could stay alive, he now correctly dies.
- When you generate a script with allies major or minor aliens and play it with an opposite difficulty, for instance, minor aliens with total carnage difficulty, only major aliens will spawn and they won't be friendly. This has been fixed.
- Minor bugs fixed.
- Bug with the generator's performance fixed.
- Added the possibility to choose the number of aliens by setting the options in the lua script.
- The name and the health of the target you are aiming are now displayed. Red for ennemies, green for allies.
- The score's calcul has been reviewed. It increases by dealing damages to ennemies and killing them. It decreases by dealing damages to allies and killing them. Revive a mate and kill yourself will also change your score.
Comment : If you want to use the generator to make your own script with the script's latest version, you obviously need to use the latest version of the generator.
Since the original game doesn't allow more than 32 active ennemies in the same time. I recommand you to change it. Especialy if you play big maps with a lot of aliens or if you want to change manualy the number of aliens as explained in the 1.6 section. For that, go into your marathon folder, script folder, open marathon infinity.mml with your text editor and replace the number paths value = "32" by the number you want (power of 2 and max 512)
Let me know if you find some bugs or if you have suggestions.
906 downloads, 4 reviews, 10 screenshots, 4.0 rating
Elements 2 2 Beta
Dispatcher on Jun 16th 2009
Having adopted my own creation from the Orphanage, I submit "Elements 2 Beta". This netmap pack is hostable in the usual way and will also allow nethopping, which does seem to work. Since the map was made before A1 was around, I'd be curious as to how well the levels play using a PC; they do work on Macs. If playing A1 Infinity, all levels are playable. Note that "Speed Bump" has at least one platform which causes a player to be in constant motion; die there and you will not be able to respawn. Also note that the Jjarro level's central open area is easily accessible, yet there is no way out of it except for grenade or rocket hopping or dying. ;-O If playing A1 M2, the Jjarro level will crash the game. (The Goo level will also crash since there is an SMG hidden in the level :-) The levels were built for speed rather than looks (although most look and sound pretty good). Once the bugs are edited out, it may be released as "Elements 2". Enjoy!
Notes for version 2 Beta:
1116 downloads, 0 reviews, 2 screenshots, 0.0 rating
Frog Blast the Vent Core 0.000000001
RAITHE on Jul 5th 2010
Netscript gametype where people take turns being an explodabob that has to jump in the vent core to score points and the other players have to kill him before he does.
704 downloads, 1 review, 0 screenshots, 3.0 rating
thedoctor45 on Aug 24th 2014
This is a heavily modified version of the XBLA Rubicon HUD that was posted by Nobility some time ago: http://simplici7y.com/items/xbla-rubicon-hud
The interface graphics have been replaced with proper ones from the old Rubicon HUD and all the weapon graphics have been recreated in HD.
Go check it out.
Notes for version 1.1:
• Replaced interface graphics with proper ones from the old Rubicon HUD • Weapon graphics have been recreated in HD.
1173 downloads, 2 reviews, 5 screenshots, 5.0 rating
Kill Them All! 1.02
RyokoTK on Jun 19th 2007
Kill Them All is a short but intense mini-scenario for Marathon Infinity. It is a collaborative project, wherein the goal for each mapper was to make complete, high-quality maps that had no more than 100 polygons.
KTA features 15 levels by myself, screamingfool, Kinetic Turtle, irons, and Shadowbreaker. It's a difficult but action-packed game -- very fun.
2148 downloads, 3 reviews, 1 screenshot, 5.0 rating
Atom95 on Dec 27th 2014
A map designed for racing. Set the game type to King of the Hill for scoring to work properly.
Line up, hit the switch, and run to the end of the map. When you reach the end, you begin getting hill time. Whoever has the most time wins. I suggest setting the time limit for 2 minutes.
Notes for version 1.1:
This is a work in progress, and I'd love feedback on it. I think the core concept is good, but the physics and speed could probably use some tweaking.
Also, yes, the rockets don't do damage. They are meant to simply slow other players down.