The fifth and final edition of my second multiplayer map pack includes 24 maps, all varying in size and layout. Version 1.4 includes 2 new maps.
Mararthon: Yuge is a 30 level scenario, plus 225 secret levels for many extra hours of gameplay.
Yuge is a community project that was created in 2017 with procedural level generation using rooms that were mapped by hand. Mappers contributed rooms of various design and size, which were then fed into the level generator, which created the overall level layouts, texturing, monster placements, items, and sounds. Therefore, you will see some of the same rooms multiple times while playing through the scenario, but each will likely have a different set of monsters in slightly different locations, different textures, and you will likely have different weapons.
The level generator was created by W'rkncacnter, and 353 unique mapped out areas were contributed by several mappers: Windbreaker, RyokoTK, Sankara, W'rkncacnter, President People, $lave, General Tacticus, Glamdring, and Adminn_1.
Yuge has 2 new weapons, 2 new boss monsters, new wall textures, new scenery objects, maps with precipitation, and a new liquid type. Along with the procedurally generated levels, the final level of the main scenario, "enter the DOUCHE", is a custom map created by Windbreaker.
Like HD textures? Check out the Yuge Definition Textures plugins: http://simplici7y.com/items/yuge-definition-textures.
Keep and eye out for a URL within the secret levels where you can download even more bonus maps.
Version 1.2 (December 2018): fixed terminals to work with newer versions of Aleph One, added fog to several levels in the original campaign, made minor adjustments to several levels in the original campaign.
Version 1.1 (August 2017): made levels work properly with co-op, added amazing icons, fixed an issue with the stats plugin.
Version 1.0 (July 2017): initial release.
ten thousand netmaps
The final edition of my third multiplayer mappack includes 20 maps for Marathon Infinity. This pack uses texture sets from all 3 games, with 5 Marathon 1 "themed" maps, 7 Durandal maps, and 8 standard Infinity maps.
Marathon: Istoria is a single-player RPG scenario set in the Marathon universe and designed for the Aleph One engine. It pushes the engine to its limits by using advanced character progression, combat, and storytelling.
Customize your character by choosing from seven different player classes, each with their own unique active and passive abilities. Decide which conventional weapons you want to specialize in, and make use of a brand new arsenal of spells. Explore Istoria while discovering its secrets and how you fit in the world through a combination of terminals and communicating with the recently deceased. Istoria features an original soundtrack by Jon Irons.
Finally, a plugin that ruins mararthon.
This is a plugin for any marathon scenario that will act kind of like GPS navigation when activated. It can show just about any worthwhile objective on the map, and in most cases lead you directly to them.
This is a huge cheat, so it's not really recommended if you want the "true" marathon experience. It's for people that either don't have the patience to navigate through mazes themselves, or for people that just want to make sure they found everything on a given level. It can be very useful for tracking down all secrets.
Height as Some Feature is a script pack that will be released incrementally from RAY LABORATORIES.
NOTE: This script pack will only be released on forward-thinking sites like Simplici7y, not sites run by the obstructionists of the Marathon community.
This version contains:
I have looked through just about everything on this map and nothing leads me to believe anything is wrong with it.
i now have Oasis and Fire in the Pfhorge Native format, and whatever the output of the pfhorge export is. if you download it, tell me what version of Aleph One you are running, and what platform you're on. thanks.
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.
This is a slightly modified version of Hopper's M2 Default HUD. It moves the HUD to the lower left corner of the screen and allows for fullscreen mode without any black bar. This works for any non-M1 scenario.
Thanks to wrkncacnter for the additional scripting.
Replaces the 2d scenery sprites with 3d models in Marathon 1
Note: works best in shader mode.
Make sure bloom is turned off!
Obviously some errors can't be avoided, but I have done my best to smooth over as many bumps as possible.
-Replaced the escape pod model with a much better one
-Changed the pfhor egg to be more like the original (an egg)
This script adopts W'rkncacnter's CTF script to the newer API. See the readme, the original CTF script, and the Magenta Filter maps for more information.
This release hopefully fixes out-of-sync issues. It also adds messages for all flag statuses (taken, dropped, returned, scored). There are also screen faders for these events. Finally, the alert sound no longer plays if a player is constantly picking up his own flag (i.e. when it continuously respawns on the base polygon).
I highly recommend updating to this version.
This Lua script introduces a number of changes and tweaks in the mechanics of co-operative games. Version 2 has a number of improvements thanks to the new Lua API found in Aleph One v0.20.
See the Readme file for a whole lot more detail.
Added a few minor changes, including one that allows the script to work with the post-1.0 betas.
A GUI theme for Aleph One inspired by Apple's System 7.5, as seen in Marathon's original preferences dialogs. Based on an earlier (now obsolete) theme by Christian Bauer.
Now more authentic. Turn off "Smooth Text" for best results.
JUICE is a Java-based--and, therefore, cross-platform--utility for editing map files. It can't replace a dedicated editor like Forge, but it is capable of editing several aspects of map files, most of which are geared toward fixing and tweaking network maps. For example, you can edit existing and place new level objects; you can change monster and item parameters; you can do some things that no other editor will let you do. If you're a mapmaker who needs to edit these sorts of things, but without consistent access to a Macintosh, give JUICE a try.
A manual is included, both in HTML and PDF forms.
v1.1.1 adds the ability to embed shapes patches.
v1.1 includes the long-anticipated texture converter.
Kill Them All II is a short but intense scenario for Marathon Infinity. It is a collaborative project, wherein the challenge for each mapper was to make complete, high-quality levels with 100 or fewer polygons.
KTA2 features 11 maps from five mappers: screamingfool, Drictelt, Hangar96, shadowbreaker, and myself. It's difficult, with loads of carnage -- very fun.
[PLEASE READ BELOW]
In the latest multimedia dispatch from NEFX, spend time stuck in a mad one's dimension trying to attain the most amount of glory in the most amount of time before the current iteration of your condemned (blessed?) soul is snuffed. In the cracks, drink of all the details of the strange essence you've stumbled into. More levels and optional files (i.e textures) may be added across updates (note also the extra maps folder with one map in it).
IMPORTANT NOTE: You will need to toggle the included (and modded) Survival script to play this scenario. I got Hopper's permission for its use -- just ask him. Thanks, Hopper!
New sounds come from Hollywood, sundry YouTube, SWB Audio Capture, and Cythera by Ambrosia Software.
I added a separate map called "Permachthon Autocraft - Eternal Passage" in April.