Lost Lands is a 25 level conversion I created entirely myself.
I started working on it when I was roughly 12 years old and I
now consider it finished and in reasonably playable shape now
that I am 25, 13 years later. As you progress through the game, you can see my mapmaking grow gradually more complex, and the way I grew pre-occupied with experimental and surreal mapbuilding techniques.
The official soundtrack is available here -
http://www.mixcloud.com/joshlandry798/lost-lands-soundtrack-part-1/
http://www.mixcloud.com/joshlandry798/lost-lands-soundtrack-part-2/
This version is an overhaul of the shapes file, replacing many embarrassing pixelated textures with more thematic, color coded and polished looking artwork.
I've also included the "Previous AI" plugin with the install to avoid issues with monsters failing to activate.
This is a heavily modified version of the XBLA Rubicon HUD that was posted by Nobility some time ago: http://simplici7y.com/items/xbla-rubicon-hud
The interface graphics have been replaced with proper ones from the old Rubicon HUD and all the weapon graphics have been recreated in HD.
Go check it out.
• Replaced interface graphics with proper ones from the old Rubicon HUD • Weapon graphics have been recreated in HD.
3 maps, two versions of one of them, plus a version of an Infinity map.
Battlemoose is a fast map, great for dueling, but handles larger groups as well.
The ____ Biscuit Upset is a twisty fun zone, with contributions by my friend screamingfool. Two versions, large and small.
Communist Flirting Falls Flat is a big wet map with two big rooms and long staircases.
Wrath Some More? is a slight remake of Wrath No More? to keep up with modern play.
This pack was originally available on Fileball years and years ago but didn't make it into the archive. I thought it was lost, but amazingly Wrk had a copy, so here we are.
This is mostly here for historical purposes, but the maps are certainly fun to play, so have at.
Henseler´s Hell a map by RealRainman
Henseler´s Hell is the first and only "Marathon map" I made back in 1997. I tried to develop a detailed storyline that, although based on the familiar "I guide you through the action" concept, comes up with surprising twists and a couple of neat tricks that pushes even the experienced player to his limits. I wanted to include a lot of cool graphics (watch out for the terminals !) , and the biggest battlebot that the "Marathon" world has ever seen (I guess) !
Believe me, I used ALL the polygons,objects and entities that are possible to use in "Forge".
Sorry guys, forgot about the fact that I uploaded here! A nice guy by the name of Greg (somehow) got in contact with me and pointed out the missing terminal pics! The HENSELER´S HELL map-file must have been corrupted years ago by copying it to a PC-file server. I was able to retrieve the original map file and it has all the terminal artwork included (which is important at some point in the story, visual hints etc.). Have fun! cheers, RealRainman
A plugin for the original weapons-in-hand graphics for Aleph One, featuring: - Different looking muzzle flash with blended edges. - Motion blur on certain frames, including bullet shells and the fists. - An optional translucent scope effect for the magnum.
Works with both Marathon 2 and Marathon Infinity!
Writing a Lua plugin for Marathon under Aleph One 1.1? This script will rename the mnemonics for monsters, projectiles, etc. so you can find the right objects.
Play "Red Light, Green Light" during net games. It's fun.
Version 1.1 adds a message when someone runs a red light, and a sound when the yellow turns red. Thanks to Sharkie Lino and his play-testing crew for the changes.
This plugin increases the number of AI monsters active at any one time. The increased number was the default setting in Aleph One until 1.1, when the Marathon 2/Infinity defaults were restored.
You should use this plugin with scenarios built specifically for Aleph One, such as Eternal X, Kill Them All, or Phoenix. When/if those scenarios are updated, you will no longer need this plugin. Do not enable the plugin for scenarios orginally designed for Marathon Infinity, such as Tempus Irae.
Marathon Durandal Textures at 1024X1024
These are the original textures created for Marathon Durandal. In game they are displayed at 512 using DirectX Texture Compression.
These Textures were created by Steven Tzé (http://www.steventze.com) and Mike Watson. Script by Jeremiah Morris. Thanks to Gregory Smith for getting me to do this finally.
License:
These Textures are free to use in any project provided
If you want to rehost these textures, please give a link back to the Aleph One team. Consider buying Steven Tzé and Mike Watson a beer, they put a lot of hard work into these, going from a postage stamp 128X128 indexed color image into a beautiful 1024X1024 image.
Also consider buying a copy of Marathon: Durandal on your Xbox 360. None of the money goes to me, Freeverse is long gone, but it's a good game.
Follow me on Twitter @hippiemanx
Check out my games at Man Up Time Studios
REVEROF NOHTARAM
I messed up the MML that was so nicely provided to me. Sorry everyone I'm rusty.
A physics file that makes Marathon (preferably Infinity) 5 times harder...
A lot of enemy reworkings...
Difficulty - Nightmare
Installation... Put into the Marathon Infinity folder, and choose the phyA file in the Environment section... >:D
Modded a lot of physics properties... Made weps 2x as powerful so you could cope...
Pistol shoots Defender bullets (A lot faster though)
Assault Rifle shoots major Defender bullets
SMG shoots pistol bullets (same power i think)
Enemies are nearly doubled in health...
Enemies fire different bullets (Purple Soldiers are dangerous - They shoot rockets)
ALOT more
Xmas 3 is the third in a series of collaborative single-player projects, in an episodic format.
Contributors: RyokoTK, Shadowbreaker, Cryos, Axle_Gear, Drictelt, Goran
Apparently this scenario had gone lost. This is what I found on my backup drive. I suspect it is the final version, but I'm not entirely sure.
This is an English translation of the Aleph One scenario "Blauwe Vingers", originally in Dutch. All due credit for the original scenario and game content belongs to Tim Vogel and Stage Game Studio. The translation was the combined effort of myself, Drictelt, and Google's translation service.
This is a translation of the map file only, which means only terminal text, map text, level names, and console text are translated. Everything else, like interface text, loading screen text, and audio, is unchanged at this time.
To install, move Kaart.sceA into the "Data" subfolder of your Blauwe Vingers installation. For more information, see the included read me file.
Enjoy!
This is the first release, compatible with Blauwe Vingers 1.2.
My first ever finished game, a final project during my art studies at VMA in 2008/2009.
An experiment in how far one can go by stripping the elements of a video game down to its bare essentials of mechanics, dynamics and aesthetics, while in the meantime, showcasing the importance and the purpose of audial elements in interactive entertainment.
Set in a bleak sterile world of white, where nothing exists except the disturbingly pure visuals, the game follows the avatar's journey through the bleak levels of the world, accompanied by a soundtrack, to migrate and merge to the unknown entity which called for him.
Susannah was showcased at the Þrír í Þriðja exhibition in Verksmiðjan, Hjalteyri (Iceland) in 2009.
Jóhannes G. Þorsteinsson
website
e-mail
My first ever finished game, a final project during my art studies at VMA in 2008/2009.
An experiment in how far one can go by stripping the elements of a video game down to its bare essentials of mechanics, dynamics and aesthetics, while in the meantime, showcasing the importance and the purpose of audial elements in interactive entertainment.
Set in a bleak sterile world of white, where nothing exists except the disturbingly pure visuals, the game follows the avatar's journey through the bleak levels of the world, accompanied by a soundtrack, to migrate and merge to the unknown entity which called for him.
Susannah was showcased at the Þrír í Þriðja exhibition in Verksmiðjan, Hjalteyri (Iceland) in 2009.
Jóhannes G. Þorsteinsson
website
e-mail
Hey all,
It's been a while. Back in 2007-2008 I created a game based on the Aleph One engine as part of a graduation project. It's quite outdated but I've had several request from people asking me to upload it here, so here it goes :)
"Blauwe Vingers' Is a Dutch translation of "Blue Fingers". It's a game about the medieval history of a city in the Netherlands called "Zwolle" in 1524.
The project has about a full year of work into it and was completely done by 5 people. Areas in the game are build after city blueprints and the story is based on real historical events. While it offers quite a campaign and large amount of content, please be aware that the game is completely in Dutch language. This unfortunately makes it almost impossible to complete it when you do not understand the language. I simply couldn't find the time to translate everything into English, as there are countless of in-game conversation, history texts, videos and whatnot.
Still, it's definitely worth to check it out (also if you're a scenario creator yourself). Many features in the game were things never done before back in 2008 with Aleph One. Later in 2010 the game received an updated to support normal maps, a floating HUD and other improvement that were later introduced to the Aleph One engine.
Note: I cannot guarantee that the game is still fully functional with the latest Aleph One features. I've quickly tested it with the latest Aleph One build on my Mac and it seems to be working great, but as I haven't updated it since 2010, there might be new or altered features in the engine that are not supported.
Enjoy! Tim
Features: - Story driven level progression with about 19 maps based on historical areas and events. - Unique use of Aleph One features such as normal maps, post-processing effects, in-game videos, 3D scenery objects etc. - Total conversion, with countless of new characters, medieval weapons and environments. - Full multiplayer support with 10 unique multiplayer maps. - Graphics that push the engine to it's limits. - Think you've mastered Marathon's melee fists? Try the flail, dual wielding axes or daggers :)
Story: As the Dutch are known for their trade; 3 cities (Kampen, Zwolle and Deventer) in the North-east of the Netherlands form an important and strategic trade area in 16th century. However, there was also a lot of rivalry between the cities which almost escalated into a war, but mostly resulted in bullying, sabotage and name calling. After the duke of Zwolle "Karel van Gelre" was banned from the city in 1524 for treating the people badly, he later came back with an army to lay siege on the city for 30 days. Food and supplies were running out but just when everything seemed to be lost, Zwolle got help from unexpected Allies. The neighbour cities "Kampen" and "Deventer" assisted resulting in a major battle right outside the city and the people were set free.
The player plays as a poor student who has to find a study and place to stay in the city and ends up becoming a war hero with a duel between you and the duke as the final battle!
Recommended requirements: - Win XP or later - 2GB free disk space - 2ghz processor or better - 1GB of system memory