Lua gametype where the faster you're moving when killing someone, the more points you are awarded.
For example, if you kill someone while standing completely still, you get one point. If kill someone while running, you get more points. If you kill someone while running and falling, you get significantly more points. If you launch yourself with a rocket and kill someone while flying through the air, you get even more points.
This is an English translation of the Aleph One scenario "Blauwe Vingers", originally in Dutch. All due credit for the original scenario and game content belongs to Tim Vogel and Stage Game Studio. The translation was the combined effort of myself, Drictelt, and Google's translation service.
This is a translation of the map file only, which means only terminal text, map text, level names, and console text are translated. Everything else, like interface text, loading screen text, and audio, is unchanged at this time.
To install, move Kaart.sceA into the "Data" subfolder of your Blauwe Vingers installation. For more information, see the included read me file.
Enjoy!
This is the first release, compatible with Blauwe Vingers 1.2.
Back when items were strictly 2D sprites, there was little reason to care about their facing angle. We now have plugins that replace items with 3D models, yet in nearly all existing maps all weapons and ammo face the same direction.
This plugin addresses this cosmetic oddity by making all items slowly rotate (yaw), as seen in other shooters like Quake and Unreal. The 2D sprites were easy to identify because you could see them in profile from any angle. This animation restores that property, and the movement also makes them stand out more. Unfortunately, because the script physically manipulates the items in the environment, it's only expected to work in single player.
I've been using this for myself ever since thedoctor45 released his excellent 3D items plugin in February 2012. However, it's very simple and should work with any 3D items, for any scenario. Anyone making a "3D items" or similar plugin is welcome to bundle this into their work; one look at the lua and you'll see how simple the effect is to create.
Working on 3D models for Aleph One? Having trouble with lighting? This plugin lets you visualize the in-game normals, so you can get your objects looking their best. Use with the Shader renderer.
Updated documentation only.
This is a superplugin for AlephOne 1.0 that lets you easily enable all the hi-res sprites and textures from the XBLA version of Marathon: Durandal with one single click. All required graphics are inlcuded- just unzip the downloaded folder into your Marathon 2 plugins directory. In addition to that, some glow- and bumpmap textures have also been included to improve visual experience and take advantage of AOs new shader features. No custom shapes files are required for this to work. Separate plugins for monsters, wall textures and weapon sprites will be released by treellama.
Please note that this plugin will NOT function properly with previous versions of AlephOne or Marathon Infinity.
WARNING! - there has been a problem with the previous download (player graphics were missing) - I strongly suggest to everybody who downloaded v1.1. to re-download fixed v1.1.1!
These Sounds files were third-party replacements for the original M1.
The original files were created by The Legendary Frank. I have converted them to Aleph One format for use with M1A1.
The first one is the latest version. The second was included with the M1 Demo v0.0 on my old Mac Cube. Also included are the original M1 files.
Simply place this folder within your scenario folder or Aleph One directory, select either file in your Environment Preferences, Begin New Game, strap in and brace for impact! Enjoy!
From the manual for the latest version, written by The Legendary Frank:
"Enclosed is a file called HardCoreSounds. It's an alternate sound file for Marathon 1 that, once you change it's name to Sounds and start up Marathon will rip your ears off and give you a week long nose bleed. (Well hopefully not -- I don't need to get sued.) But, sufice to say, this is THE sound file to turn Marathon 1 into non stop extravganza of butchery and carnage the the game is supposed to be. So, turn off the lights, strap on some headphones and then try to stop your knees from knocking as you go 'Damn! That'll hurt bad!'
IMPORTANT NOTE: Do not use if you can't stand cuss words, loud noises, or anything that would offend normal people. These sounds ain't PC or nice. No Cub Scouts or PTA moms.
Any flak, jizz or miscellaneous comments can be sent to: tt1m@flash.net
Enjoy, kiddies,
FRANK"
For the first time in digital quality, you can hear Marathon's music as it first shipped in 1994.
The default M1A1 tracks use QuickTime 2.5, released in 1996, which changed some of the instruments. These files were recorded with QuickTime 2.0, which shipped with Marathon, to capture what it sounded like when Bungie first released the game.
Plugin Version of 'Shots Fired v1.1' by James Hastings-Trew (Nardo) for Marathon 2 Durandle and Marathon Infinity.
-For screen shots and details refer to original MOD. -Original Readme enclosed -Released under permission
INSTALL INSTRUCTIONS: 1) Cut & Paste 'shots_fired v1.1.zip' into your 'Plugins' folder in the AlephOne Folder. (Create the folder if you don't have one)
2) Start AlephOne.exe and go to Preferences->Environments->Plugins (Click to Enable/Disable Plugins)
Release Notes: Plugin Support Release.
NOTE: THIS IS NOT MY OWN WORK. IT IS A REPACK INTO A PLUGIN WITH PERMISSION FROM THE ORIGINAL AUTHOR(S).
Problems post on Pfhorums http://www.pfhorums.com/index.php?showtopic=5786&st=20&gopid=86160&#entry86160
My only good map pack.
So Underworld isn't totally dead yet. I do make levels occasionally, and I've added two to this version: Parc and The Multiplex.
Parc was formerly known as Pillow, and has seen a few small-but-helpful improvements since its original appearance on Pfhorums. The Multiplex was my contest map for Ryoko's 2008 Summer mapmaking contest; it didn't even get into the Victory Dance VI pack, so I thought I'd release it here for posterity.
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.
POWERS is a new kind of Marathon gameplay. Instead of having an arsenal of weapons, the player carries only what is inside his mind—his POWERS.
POWERS works under Aleph One with any Marathon scenario, and, in theory, any game type. However, the best way to use your new POWERS is with a friend in Co-op mode! New challenges await you in your favorite levels, and you might find that your POWERS even enhance levels you never appreciated before. Just use the POWERS Lua script when you play!
Total overhaul. See the Readme.
The TTEP (Total Texture Enhancement Package) is a massive package containing remakes of the original textures from the Marathon trilogy.
It replaces the original low-quality textures with new high-ress versions with a maximum size of 1024x1024 pixels. I've tried to get them as close to the originals as possible.
New in version 7.0:
Script files have been cleaned up and files have been renamed to make it more clear how to install.
All textures are now optimized .DDS files, with increased performance as well as quality!
Textures can now be scaled down in Aleph One's OpenGL settings. This also makes the TTEP a single size package, there's no longer 4 different sizes.
A lot of the textures have tiny flaws removed, some are completely redone to make them look better.
The Textures are now divided by their games, meaning you're not forced to download and use the Marathon 2 Textures when you only want the Marathon 1 replacements for example.
A 25 level solo scenario, seven years in the making, Marathon: W'rkncacnter explores the player's future after the final level of Marathon Infinity.
Although it uses standard Marathon Infinity shapes, monsters, and weapons, Marathon W'rkncacnter features stunning architecture and use of the cutting edge persistent Lua feature of Aleph One.
Coming soon: the Marathon: W'rkncacnter net map pack.
WARNING: There are story spoilers in the reviews! Don't read them if you don't want to be spoiled.
I didn't have anybody beta test this, so maybe you should consider this a beta release. ::shrug::
My first ever finished game, a final project during my art studies at VMA in 2008/2009.
An experiment in how far one can go by stripping the elements of a video game down to its bare essentials of mechanics, dynamics and aesthetics, while in the meantime, showcasing the importance and the purpose of audial elements in interactive entertainment.
Set in a bleak sterile world of white, where nothing exists except the disturbingly pure visuals, the game follows the avatar's journey through the bleak levels of the world, accompanied by a soundtrack, to migrate and merge to the unknown entity which called for him.
Susannah was showcased at the Þrír í Þriðja exhibition in Verksmiðjan, Hjalteyri (Iceland) in 2009.
Jóhannes G. Þorsteinsson
website
e-mail
Lower Grade weapons = More points
Weaker weapons are harder to kill with thus will grant you more points, stronger weapons are easy to kill with, therefore you will gain less points if you use them.
Many thanks to Hail, Benoit, limonene, Windbreaker, Data, and others for their help in testing and balancing the script.
Future versions may include turning off auto switch and customization.
Current Netgame point distribution:
<pre><code>• Missile = 1 points • Flamethrower = 3 points • Shotgun = 5 points • SMG = 7 points • AR Grenade = 15 points • AR Bullet = 10 points • Alien Weapon = 20 points • Fusion Bolt Minor = 20 points • Fusion Bolt Major = 15 points • Pistol = 30 Points • Running Fists = 25 points • Walking Fists = 35 Points • Standing Fists = 50 points </code></pre>