A short solo map which was originally meant to be for KTA IV, but got a bit too big for the requirement, so instead of going to waste I finished it.
This will be the first time where I've used all the tools required to make a map with Aleph One.
1.0 - Initial release
I'm brand new. Please don't flame on me. I don't have a texturing program yet so my maps will unfortunately be mono-textured. I work hard on architecture on my maps. I use Weland for creating my maps. This is a VERY SIMPLE netmap. MODES COMPATIBLE TDM CTF DM
MA-75B's come randomly into the map and the other weapons are on top the climb.
The final version of my first map pack. Basically I just fixed some issues with the old versions based on player input. There is also one extra map that was not in the original pack, making the final total to nine. All were built in the original forge in OS 9.2.
All maps work with EMfH, King, and Ball games, but some were designed with specific gametypes in mind. "Puddle of Goo" works best with King and "The Beat Goes On" is best for Ball games.
This physics package changes monster behavior so that many of the enemies will begin fighting each-other. Robotic characters (Drones, Juggernauts, and A-Bobs) will attack just about everything.
Added another version of the main physics file, called 'RAMBO'.
See the ReadMe file for more information.
EasyShade contains functions for automating the lighting of Aleph One levels. It is intended to aid mapmakers in conjunction with their usual lighting techniques. EasyShade currently includes these functions (all parameters are optional):
sunlight(contrast, manual\_sun\_angle, cumulative) for simulating a directional light source that affects all surfaces and does not cast shadows
roomlight(brightness, floor\_threshold, ceiling\_threshold, radius) for assigning a brightness to an entire room at once
pointlight(brightness, max\_radius) for simulating a point light source where the player is standing (calculations done in 2D)
darken() and lighten() for nudging the brightness of the room you're in up or down. These functions are tied to the previous and next weapon keys, so you can make an adjustment by pressing one key instead of typing out a function call.
pavelight(brightness) for applying a single brightness to all surfaces in the entire level
resetlights() for restoring a level to its original lighting levels
Major update, now with wholly different types of automated lighting.
This plugin replaces all Pfhor textures with a combination of the Marathon 2 and Infinity versions into single textures. The result maintains Marathon 2's bright colors, and adds many details from the Infinity textures.
The plugin will work with either Marathon 2 or Marathon Infinity Shapes (or any scenario that leaves the Pfhor texture set unmodified).
Questions, comments, bugs? Post on the Pfhorums.
http://www.pfhorums.com/index.php?showtopic=10009
Version 1.0: Initial Release
Version 2.0: Plugin expanded to replace the entire Pfhor texture set, various improvements throughout the pre-existing textures.
Another Marathon-Style HUD plugin based on Hopper's Marathon Classic HUD.
This one comes courtesy of Hopper, who sent me the March 1995 issue of MaraMag, included on the second disc of the Marathon Trilogy Box Set.
The plugin is almost exactly like the Marathon Classic HUD, save for the background image, which was made by... a guy named ture. The full email address given in the article is:
ture@falcon.cc.ukans.edu
Initial Release
Once again building off Hopper's Marathon Classic HUD, the Trojan HUDs Pack both brings the classic Trojan interface to M1A1 (Trojan HUD with M1 weapon graphics, colored radar blips), and provides the full vanilla Trojan interface in preparation for the eventual coming of M1 support. (Eventually. Though it currently works well with the Trojan Legacy Sampler!)
Who says Trojan is dead?
Initial Release
Exactly like Hopper's Marathon Classic HUD, except the full version HUD graphics are replaced with those found in the Marathon Demo v0.0.
For players who want to go truly retro. Enjoy!
1.0 Initial Release
1.1 [Reverted] The main HUD image I pasted from Rezilla wasn't color-accurate. Corrected.
I should stop trying to fix things. It looked terrible in-game. Reverted. :\
52 maps, including 15 new ones, and a trendy hub world. The final word in the KTA trilogy.
Stop crying.
EDIT 2/11/2014: Please use the Previous AI plugin with Aleph One 1.1 for this scenario. http://simplici7y.com/items/aleph-one-previous-ai
Continue to stop crying.
This is twice as good as the single player skull script because it works in double player.
Either person in game can hit the microphone button to give both players some serious skullz.
A net map taken from the upcoming mini-scenarion AAAdventures 2 ~ Kaspar. Enjoy.
GeoCities may be gone, but the art of the GIF lives on. All multi-frame sequences from the original Marathon Shapes file are included.
It's not too late to finish that "under construction" web page you started in 1997! Add some class to your Myspace with a rapid-firing Trooper or Explodabob. Every multi-frame sequence from the Infinity Shapes file is included.
im in a roll!
this is be my second upload to Simplicy!
why didnt player of marathon series have acess to ball? skull? why.
well wont worry i have here a script i made in lua. enalbe in settings, type skul(1) and yo have the ball!
thank you
EDIT sorry the comand is skull(1) made a mistake