A collaborative effort by myself, Treellama, Irons, W'rkncacnter, $lave, Screamingfool, and JUICEMAN.
Journey back in time through a whopping 60 maps as we present all of the bad maps we've made and discarded throughout the years.
Some of the maps are nearly tolerable, some are quirky and stupid, some are outright terrible, and some are deformed joke maps.
Please don't host these more than once. In fact, don't host these at all.
terrible
These are some netmaps for Marathon: Repercussions of Evil.
This long-awaited scenario tells the tragic story of security officer Blam Stalvern.
WARNING! This scenario contains mature content. Parental discretion is advised.
Again, please note that this scenario contains mature content.
Stand-alone Marathon game. Windows version.
Fixed the gamma bug.
Superscalar is designed to level the playing field, giving inexperienced players an advantage while increasing the difficulty for regular players. No more will you have to hold back or intentionally miss when playing guests.
The script determines the difference in score between each player, and adjusts the amount of damage they inflict on each other accordingly. The player in the lead will do less damage per shot, while the other one does more.
The damage scale is calculated per player, so equally skilled players should generally do equal damage. Damage scales quickly as the point difference increases. This can be modified as needed by editing the scale numbers at the top of the script.
Host using one of the standard gametypes like Every Man for Himself or King of the Hill. Do not host using the Netscript gametype.
Bonus: I've included Host_Advantage.lua in the package. I attribute all of my success last year to this script, but now that I can't really host anymore there's no point in keeping all the fun to myself.
This is a map with embedded shapes and lua. There are 7 "hills" on the map, and each player or team will get a point for every hill they have control of at the end of a round. The lua HUD makes it easy to tell how much time is left in the round.
This map should be played with the netscript gametype as it has embedded lua.
This script adds a new network survival gametype that Marathon: the ghost hunt.
As an UESC Space Marine, you are sent to seek and kill an invisible and dangerous ghost escaped from the depth of Lh'owon. It is very quick and can jump from wall to wall and, worst of all, you are nearly out of ammo!
Bug correction
This is the Marathon Victum Demo. Only the maps and shapes file are included. This is compatible with the hi-res shots, WEP pack and partially with the texture enhancement pack.
Because Victum uses Marathon 2's Water, Sewage, Lava, and Pfhor texture sets as well as the Marathon Infinity Jjaro set, it would not be logical to simply add the M2 or Marathon Infinity enhancement packs because they would make the game look wrong. What you need to do is get both the Infinity and Durandal enhancement packs, then use the Marathon infinity texture script and folders, but then copy over the four Marathon 2 sets in the marathon infinity texture folder, so the folder will be like so:
-Jjaro hi-res set -M2 water hi-res -M2 sewage hi-res -M2 pfhor hi-res -M2 lava hi-res -Marathon Infinity hi-res script
Backstory: Marathon Infinity was a dream of sorts, and Marathon 2 has just ended. You awake aboard a human-built ship.
It's sweet and simple because it will be explained in the first level.
Known bugs: The third level has no ambient or random sounds.
Report bugs to ionicpaul@hotmail.com
Known bugs: The third level has no ambient or random sounds.
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.
A hilarious physics model which turns every monster into a VacBob while retaining friend/enemy data, from Ticks to Juggernauts. Works best on netmaps or novelty maps like the A1 map pack; I love testing this out on The Keep. Includes an optional MML script which turns the player into a VacBob as well as correct the motion sensor and overhead map to display every monster as a Bob.
Set overhead map to display all monsters as Bobs.
A Netmap that was built and almost abandoned because of lack of time , about a small - XS map.
After a year of chopped up progress working on this map pack and a recent 4 month break, I have managed to finish The Warehouse. Version 2.0 includes 7 netmaps. Older ones include Punk Plaza, Spaceport Alpha, Docking Bay 4, and Deserted Lobby, while the newer ones include Avoiding the Light, Imperial Uranus, and Waterloo Carnage which was completely redone!
Thanks to Sharkie Lino for helping on enhancing the sounds!
Comments and suggest are always welcome. Enjoy!
This is a handy little OS 9 program that will un-merge a map file.
From the read-me:
Marathon Map Splitter takes a merged Marathon scenario file as produced by Forge and splits it into individual map, physics, and terminal text files for each level. It also extracts any resources into a "Terminal Picts" file. It is the exact opposite of the "Merge Levels" command in Forge. This lets you do things like peeking at other people's physics models (ever wondered how to make a potatoanus?), fixing the bugs in Blood Tides of Lh'owon, and converting old Pfhorte-generated scenarios.
Formerly called "Rejects," PRAHBLUM PEAK is the set of maps I culled from Underworld as I built that pack up to its glorious state. These aren't necessarily that bad, and I'm putting them online because there is (or was, at one point) a demand from some fans of my levels. These were usually the cheap players who loved how horrible the balance was, but I still appreciate their support. The README goes into pretty good detail for every level.
PP 304f6855 has six levels.
These are plenty of physics I made using Hakvil 1.03 on my own time. These physics are made for Infinity, but if you try and use them on Durandal, it works too (I think). I took the time to make the mods more authentic, editing gun sounds as well.
Lazer Tag: Weapons mod.
Overpowered: Aliens are very strong/Weapons Mod.
Piercing explosives: Weapons mod.
Pretty Colors: Color mod (makes for a neat look?).
Quickdraw!: All weapons draw faster.
Super Punch: Fists have foward and backward recoil, 4000 damage w/ 400 random damage.
WTF?!?: Nuff said.
In the Player Physics folder: Feeling Doom?: Weapons have a side bob reminisant to how weapons in the Doom series moved.
Flying High: Typical flying physics (walking allows you to fly). Punches have foward and backward recoil to get you in flight.
Impervious: The player is invulnerable to any damage. Great for checking things on a newly built map?
Sonic Speed: You move twice as fast.
There are three? (I think) which will cause the game to crash...: - Overpowered - Piercing Explosives - WTF?!?
Enjoy!
I don't know the original author of this map but since it seems to be popular I'll add a copy here. If someone know where it came from please let me know.
Good for 3-8 people in closed arena allowing plenty of "dodge & cover" while playing.
This is a 2 physics pack that I made a while back. The first one is playable, if rather gimmicky. The second one IS NOT PLAYABLE AT ALL, EDIT and was included as an example of the variety of things you can do with this EDIT. They both involve pressing the walk key to "fly". Nofall2 is not playable because I set player gravity to a negative number when walking, but the problem is that if you're killed you just keep going up and up and up into the ceiling. Because of some unknown engine property, if you accelerate into the ceiling while dead at a constant rate, it sends you up through the ceiling, where everything looks untextured, then for about a minute of that you come up through the floor, continue upwards through the ceiling and repeat. Because your corpse is still moving, it is impossible to respawn.
There. Do what you will with this, but at least let people know what you are doing before hosting it. EDIT In response to Tim, here are some suggestions for getting the most out of this: 1) Certain maps, such as Intercontinental Divide, get the most out of this (I found quick six in general to be pretty good for it). 2) The setup of this is such that a person on the ground can usually trump a flying person. That's alright, because in my experience there's only one or two people spoiling like that. 3) You can control the rise and fall (and direction [you can build up mad speed]) by shooting in the opposite direction (preferably with a machine gun, rockets don't work as well).
All credit for concept goes to Count Roland. Other tweaks are credited to me. He has okayed this for distribution last time I saw him.
My new map, play tested , MY PRESENT TO THE COMMUNITY, alot of people on the meta liked it.
WITHOUT FURTHER ADU I BRING TO U,
A Arena map
Please dont say redo it , i think it was alright.
Tested with bobs.
(Cant Forward Ports....Lost Password)
so please use constructive criticism.
-Nameless
Version 1.1.4 Fixes
-Added in a passage -added some spawn points -added some weapons -fixed an untextured poly -added in more teleporters -added a juggernaut