Aleph One version 1.7 or newer is required.
Video: https://youtu.be/S__KGeqOdhg
Initial Proof-of-Concept/Inspirational Release.
The original Marathon weapons were not really designed with people in mind. They were designed to be effective against slow and stupid aliens that could not dodge shots and could not operate their weaponry while they were being blasted by the player. Human players are a bit more intelligent, and faster than that.
Note that this is not designed with monsters in mind!
This physics model addresses those changes and has undergone thorough balance testing during its development. Weapon switching delay is now nearly non-existant and random damage has been taken out of the game. Weapons that would normally never see action in an otherwise SPNKR filled multiplayer match can now go up against a SPNKR armed player under the right conditions.
Enjoy MIMEP.
Jóhannes Gunnar Þorsteinsson
http://www.johannesg.com
johannesg@johannesg.com
Göran Svensson
(more thorough changelog in readme) - Speed increase of all regular bullets up to 4096. - Alien Weapon is now a dual function with a regular primary trigger but secondary trigger set as chargeable long range high damage weapon - The good old automatic KKV-7 SMG is back. - Bug fix: Enforcers now use "unused 1" shot slot instead of Alien Weapon Blast so not to make them overpowered
Enjoy a Vangelis-esque, high fidelity upgrade of the Marathon soundtrack with furious guitars, deep space humming, and ethereal synth. Install by replacing the "Music" folder with this download. You may need to delete "Web Media Extensions" if file explorer freezes while attempting this. Available on Bandcamp!
Support the excellent creator of this, PixelMations if you wish.
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
Plugin Version of Tim Vogels 'High-res Landscapes v1.1' for Marathon 2 Durandle.
-For screen shots and details refer to the original MOD. -Original Readme enclosed -Released under permission
INSTALL INSTRUCTIONS: 1) Cut & Paste 'High-res Landscapes v1.1 (M2).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)
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
Plugin Version of Tim Vogels 'High-res Landscapes v1.1' for Marathon Infinity.
-For screen shots and details refer to the original MOD. -Original Readme enclosed -Released under permission
INSTALL INSTRUCTIONS: 1) Cut & Paste 'High-res Landscapes v1.1 (M3).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)
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
SL Maps is a net pack for infinity consisting of levels from Infinity, M2, and others that have been modified, usually for additions or better flow, or remade.
Proper Credits
The levels listed below in this pack come from Quick Six and were originally created by Treellama.
Age of Aquarius. Incontinental Divide.
Major Changes.
You're Gonna Die Big Time: Added a new room near the stairway which connects both sides of the upper level, and also serves as a spawn point.
Minor Changes.
Flight Of The Toolator (both versions): Straightened out the ceiling lights for the outer halls.
This is my first map ever. Its Coop or a solo map. I love it so far, idk how it works under coop, so just experiment with it. The map does have glitches. The glitches have been fixed and repaired.
Version 1.1 Fixes Bugs found within the Map. Releases Traps player behind invisible wall once the player has fallen into a trap
For mapmakers testing their terminal scripts, this Lua console command will set the current level's completion state to "finished". Install this solo Lua plugin and type 'complete_level()' in the console to satisfy any mission requirements.
Note: the command may make the level unplayable. See the included Read Me file for more information.
A full scenario for Marathon 2. It is a 6 level breach and infiltrate mission into a Pfhor military compound, complete with new terminal and chapter arts, as well as some interesting old school mapping tricks and fun bits.
This version of the scenario was built for Marathon 2's texture set, and is best played using Classic Marathon 2.
Original posting for simplici7y.
By popular demand, the The M1 Map Conversion Project has been rebooted.
Starting now, all further releases of converted M1 maps will be realized as "Netpacks" of ten (10) maps each, and with M1A1 physics merged.
In this Netpack:
The enclosed Read Me contains convenient links to all the current versions of M1A1 (the "Special Edition" release), its hi-res textures, and other assorted items.
"Hats-off" to the old-time Marathoners who started it all.
Enjoy.
My first netmap posted up here. You can choose between a close quarters firefight, or use the bigger weapons in the Battle Pit.
The title refers to The Twilight Zone episode of the same name.
Will update so irons can stop berating me (but would that change anything) (probably not)
WYSIWYG. As mentioned, the name is based on the Twilight Zone episode called "The Four of Us are Dying"
Physics model, the last of many I've made. Here are the changes: --Pistol: No change (although a little buggy with the shapes) --shotgun: Now shoots flame rounds --Fusion: bolts look different, but function basically the same. --AR: shoots orange drone bolts, grenades bounce and have bigger, blue explosions. --SMG: shoots persistent/virulent bolts that act like grenades. Looks really cool, my favorite weapon. --Flamer: shoots a beam of fire that looks like the alien weapon from M2/Inf. --Rocket: Wave Motion Cannon. Persistent and virulent, looks like a giant fusion bolt and has a huge blast radius.
Also comes with Kimblee_Shapes, the shapes file needed to run it properly, otherwise you'll just get wierdly colored sprites.
Versions 1-14 i kept to myself, but it is still a work in progress and as such any suggestions are welcome. I have some older physics models i made, and if anyone wants them i will upload those too.
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 pack contains 2 maps:
The Four Elements
The Four Elements Simplified
The map uses 4 Textures Jjaro, Sewage, Water, and Lava each separated in 4 sections all converging in towards the center. Pfhor textures were also used in different areas of the maps. The simplified version is similar to the the first map with stripped down center.
Some custom textures were used.
Map design by aquateenhgrfrce
Sounds by Sharkie Lino
Thanks to Sharkie Lino, cxmb, brilliant, hastur, dis, gyffes, ASH, KBM, nib, and Thug for beta testing this map and offering suggestions.
Navigate the path without stepping off, nor letting your crosshair fall upon the many enemies about the room. The result of which would be unspeakable.
Turn on auto-center camera and turn off the overhead map display for a greater challenge. Difficult but beatable.
A provided lua script also allows crushing enemies with your mind if you are into simple pleasures like that.
Added a film showing a completed run.
Clarification in ReadMe file.
UPDATE: This MML was created in response to an old inaccurate conversion of the scenario for the Aleph One engine. If you download RED from the following link, you are getting an accurate conversion of the original files and you do not need this Addenda: https://citadel.lhowon.org/scenarios/marathon-red/
This is a fixed version of the file here: http://simplici7y.com/items/marathon-red-addenda
To install, simply drop the .mml file into the Scripts folder in the RED scenario folder.
The idea behind this MML is to restore some of RED's appearance which was not preserved in the old Aleph One port, which as of this writing was last modified in 2011. Note that if you're playing a newer RED port then this file may not be necessary.
I make no guarantees that this does correctly restore aspects of RED, as I have not played the original scenario files. This is merely a correction of syntax errors in the MML file. I have also removed the fog that was added in that MML as it was not a part of RED originally.
The MML file will actually load in Aleph One now.
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.
This is the first map I have put up ont he internet and I am not that great at making maps, so I need some comments on how to make it better. This not a multilayer map it is a single player one. I like to see Pfhor and Bobs go at it and kill each other for some reason so I created The Works for that purpose. The game might get a little laggy because there are a lot of objects.