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.
Here are two XL maps that I made. I don't know if anyone likes big maps, so please tell me in the comments if I should continue the Weight Watchers series. Also please give me tips, reviews, criticism, whatever. Thanks. Sorry about the tags; something went horribly wrong, and the pictures...
Please use the double doors.
Want to get the most out of your renderer? Download the OFFICIAL douchemaps plugin! Created by W'rkncacnter with supervision from RAY LABORATORIES, this plugin has unmatched quality.
Just drop the zip file into your Marathon Infinity "Plugins" folder, and enable DOUCHEMAPS in the preferences. You need at least the latest preview build to use this.
Version 1.1: Now with 500% more douchiness with bloom turned on!
This script adds some basic quality-of-life improvements to Marathon's default cooperative play:
Select "Use Netscript" while gathering a co-op game, and choose Basic Co-op.lua as the netscript, to activate it.
Requires Aleph One 1.3
Changes:
Heretical Cyborg is VikingBoyBilly's first complete single player map. It is also customized for co-operative play. It is modeled after the first map of Heretic, E1M1 "The Docks," and is an attempt at remaking a Doom-engine map into the Marathon Infinity Engine.
It started off as an entry for Kill Them All: Volume IV, but the polygon count went up too high. Instead of letting it go to waste, here is this completed standalone map for you to play.
Following a lot of suggestions from Ryoko and Brilliant, the shading has been enhanced, textures have been re-aligned, the architecture of the dock has been remade (the posts were missing before), and scenery has been added, with l'howon cylinders as a 'barrel' substitute.
A scenario set between Marathon 2 and Marathon Infinity. Intended to enhance the story experience of playing Infinity by giving enough context to work out key plot points as they happen in game.
As Departure intended as a prequel to Infinity it's fairly short. Only 12 levels and some of them are fairly short.
Any feedback is welcome. Alternatively feel free to unpack the game file with Atque and make improvements.
Version 1.1 - Fixed bug in smaller walkway area of Noctem where player could clip through wall and be trapped in centre
Version 2.0 - Fixed sticky polygons at start of Eye of Khfiva - Modified section with water level switch on Mallum Sommium, including adding a new path. - Various texture changes, ceiling modifications, and lighting tweaks, especially on Thirteen Bonfires and the larger areas of Elevate Injured Areas, Eye of Khfiva, and Endure. - Minor edits to some terminal text.
Version 2.1 - Fixed wrong start location in Mallum Sommium and polygon height to reenable Flick'ta beach assault (sorry about stuffing them up)
Play as a replicant designed by Lysander.
Project Iris is a Rubicon scenario which will likely never be finished.
It features two full-fledged levels and a transition level.
Violet is arguably the best map I've ever made and I am happy to share it for others to enjoy. The level is meant to take place halfway through the story, so expect in medias res-style terminals.
Additional notes:
Your unarmed secondary is a "kick" with major knockback.
You will need Rubicon X to play this scenario. Make sure to follow the instructions I've included in the zip.
The main thing to know about this plugin is that if you're going to refer to it, you must use ALL CAPS.
Along with that, you should know that it adds extra gore to every monster that dies. Some monsters spill blood when you shoot them. Bullets/explosions leave marks on the ground and walls. All changes are purely visual. The amount of gore you see is configurable (see readme for details).
This is compatible with M2 and Infinity, and any other scenario that largely uses unmodified versions of those monsters.
Decided to release Glow as an unfinished game because it feels like it will change when The Silence gets released.
Glow is built from Lost Land's resources, which is why the menu image is the base game's as well as textures and sprites. Music is taken from my iTunes list which features Tineidae, Totakeke and Cybernetika. Don't use the songs for your scenario if you haven't brought them yourself. (Cybernetika's was however free) No copyright intended for any song. Removal is acceptable.
Don't criticize this scenario. It's unfinished and are only mean't as a glance of history.
Meerjel01
Made a global version AND a less law breaking one as-well.
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 is a full port of the 1993 mac game "Pathways Into Darkness" by Bungie to the Aleph One engine. Therefore, Pathways into Darkness is now available on Windows, Linux, and Mac.
Note: You must use version 1.7 of AlephOne or newer. Download here: https://alephone.lhowon.org/download.html.
This is a little different from a typical marathon scenario, as it features:
Make sure to read the readme for important information about controls. There are some non-obvious things you need to be aware of when playing the game. If you get stuck, there is a link to some Youtube videos in the readme that can be used as a guide.
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.
an instagib mod, for those who are into that sort of thing. I wrote this a while ago mainly as an exercise to teach myself lua for aleph.
note: it occurs to me that people who don't play other FPSs might not know what "instagib" means, so I'll be more specific about what this script actually does:
the script also turns the secondary trigger into a zoom function, and prevents items from appearing on maps just to make things cleaner.
I also have the script prevent players from having any oxygen and therefore swimming. this is not part of a traditional instagib setup, I put it in purely because I didn't want people hiding underwater. there are alternatives, but they either involve using a physics model or a crapload of lua hackery and I wanted to keep this simple.
A set of crosshairs designed for Apotheosis X. Based on the M2 Default HUD and Enhanced HUD plugins by Hopper.
If you think they look terrible, please leave a review!
NOTES:
This is a basic fullscreen HUD for the original Classic Marathon. It also works with TROJAN. It is very minimalist, see the screenshots for details.
Software mode works but the square motion sensor will not be clipped out.
All three HUD sizes are supported, but the plugin will not cause the HUD to cover too much of weapons. Basically, Double doesn't work until 2k, and Largest isn't really useful until 4K.
To install, copy this into the Plugins directory in your Classic Marathon install.
Changes:
Update: this plugin and goran's Visual Mode Lua Physics are no longer necessary with Visual Mode 3.0. Use that instead!
VML Mute replaces the default monster activation and teleport sounds with silence. You will see the teleport effects, but hear only the ambient noises of the level.
This shapes, sounds, and physics pack is designed to make the play of Marathon Infinity more realistic. In future, I may modify even more of the game's workings, such as monster movement speeds or attack speeds.
NOTE: This physics model is not designed for multiplayer use; it would make the weapons incredibly overpowered and many maps almost unplayable.
A comprehensive list of changes can be found in the Read-me file.
A physics-to-JSON and JSON-to-physics utility that creates human-readable output useful for version control systems such as git. You can then edit these JSON files using a text editor, another program, etc. and turn them into physics files. Also included are utility scripts for:
Source code and binaries are available on my website; also available there are signatures for individual binaries. I recommend using them to verify whichever you might run.
For verification purposes, here is my public key fingerprint:
65FBFB7A9BBCC58A61A566630169869EF089F812
Rolling release based on the current production branch of code.
2021-09-08: added ability to generate binary physics files from JSON
A 17-level single player scenario. The predecessor to Marathon: Phoenix. Many assets for Phoenix came from this, as well as some of the storyline beats, like that of the Renegades and a poorly written evil AI.
This scenario was released back in September 2006. It's hard, and it's not very good; fixes and updates went into Phoenix instead. This is presented just as a historical document, I guess.