Enjoy an arena netmap for Marathon 1! It is tested in live netgames with the new Steam build, and it works. The design is a little rough around the edges, but you get a lot more ammo, guns, and space to play in than the classic netmaps.
This map was created in Pfhorte and submitted to the Map of the Month back in the day. It was lost for a number of years, and I was super happy to find it on the Marathon Archives bungie.org site.
Don't stand still on the flamethrower platform! :)
The original from May 2000.
It could use some tweaks with flow, and texturing, a bouncy wall or two, but it's still pretty fun. It would be cool to find a way to edit this and polish it up.
This is a slightly modified version of Hopper's M1A1 HUD. It moves the HUD to the lower left corner of the screen and allows for fullscreen mode without any black bar. This should work for any Aleph One scenario, including M1.
I also made a few small edits to the HUD itself for aesthetics and transparency.
Thanks to wrkncacnter for the additional scripting.
Fixed margins so the lua console can be viewed. Thanks to Terin in the Marathon Discord for fixing this!
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.
Fixed margins so the lua console can be viewed. Thanks to Terin in the Marathon Discord for fixing this!
This is a basic fullscreen HUD for any scenario that uses the default Marathon 2 or Infinity HUD, and doesn't come with its own HUD. It attempts to make as few assumptions as possible, which allows it to work on a wide variety of scenarios, but is a little ugly. See the screenshots for details.
Software mode works but is even uglier due to the inability to circle clip the motion sensor.
Normal/Double/Largest preference is supported, but the plugin will try not to cover too much of the weapons. Double isn't enabled until 2k, and Largest is really only useful at 4k.
Based on the Default HUD script by Hopper.
To install, create a Plugins directory next to the Scripts directory in the scenario you want to add it to, and copy this zip file to the Plugins directory.
Changes:
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:
I (Aaron / The Man) have repackaged Goran Svensson’s Marathon Infinity textures, which were released as five separate plugins, as a single plugin, mostly for the sake of reducing clutter and clicking in our Infinity plugin menus (i.e., if you want to enable one of these, you’ll probably want to enable them all).
In my book, these are by far the best Marathon Infinity texture replacements available (unless you’re using MaraToon; then you should use MaraToon for everything), and they’re certainly the most faithful.
I used Goran’s most recent releases of the Water, Lava, Jjaro, and Pfhor sets; I used kaosof’s edit of the Sewage set with added bump maps. See the included readme for additional information; each set also includes its original documentation within its respective folder.
Screenshots coming when I feel like it.
Enjoy!
First release.
These are my first 3 maps that I have absolutely no business uploading here, but am doing so anyway. I started mapping 4 days ago so if they're terrible dont blame me. Thanks to everyone in the discord who helped me figure out how this stupid crap works. Weland and Vasara rock and are a lot of fun. I keep staying up way too late making these maps that everyone is going to complain about. Hopefully these are fun to play or mock or something Have a Nice day.
Why ThrokMaps? Idk, there's tons of ammo and weapons, power ups, and healing items to keep you in the fight. idk I think theyre kinda fun
Note: I really like the M2 XBLA textures cause they're colorful, and I textured all this with that pack. You can of course use whatever pack you want but if it looks weird somewhere or if youre like "wow that texture sucks here" thats why.
Well that's it. if these suck then just delete them I dont care
Bugfixes and 2 new maps:
Get Even - pure high speed deathmatch.
Grim Destiny - An abandoned space station; low gravity with dynamic flow.
ok fine guys literally every child who starts playing this cur
sed game. they wnat jumping and headshots, sometimes crouching. like it ruins their lifes if those things are missing. wow cool why are you evn
playing mararthon?
well anyway someome recently asked AGAIN about headshots and i swore there was a scrip here somewhere but 5 s
econds of searching got me nothing i tried head, shot, headshot searchterms.
i gotta assume it just doesn't exist the technology is to advanced too people to undersand. ok
merry chismas! heres headshots now play it for a few minutes then realize you should of played a newer game in the fist place ok bye
also
it works in solo&networkgames
First version. Customizable through specific variables. Hopefully the last version. P.S. I never tested in net games lol
Eupfhoria - Marathon Soundtrack Remake
Eupfhoria is a fully re-instrumented and re-scored soundtrack mod for the first Marathon. This replacement tries to remaster the original soundtrack while retaining the original feel. It IS the tracks you know and love, as it's based off the original MIDI files. Most tracks should fuller and more atmospheric, hopefully a bit like Marathon's younger brother, Halo.
To see if this is for you without downloading, you can stream it all here: Eupfhoria - Full Album Stream
Installation is simple, just replace your Music folder found in the Marathon directory. Backup your original folder if you want to go back to the originals.
NOTE: Don't use this for your first playthrough. Really. This is for people who've played through it before and want a new experience. Updating those pesky textures is one thing, but save this for your second playthrough.
Updated files to work with all versions of AlephOne. Simply replace the files in your Music folder of Marathon 1 with the files in this link.
An original fan soundtrack for Marathon Infinity, composed by Talashar. Featuring themes from Marathon, Halo, and M2SE. This won't just be a mashup of themes you know though, levels and character have been given their own themes to provide a new dimension to the game. Experience Infinity in a whole new way. Based on Treellama's M2SE plugin.
Preview my music here: https://talashar.bandcamp.com/album/strange-aeons
NOTE: MUSIC DOES NOT LOOP ENDLESSLY. This is intended. Many levels have added silence to allow the ambience some time on the stage. This silence is not a bug. Each level has been assigned specific tracks to emphasize narrative beats, emotional highlights, atmosphere, and overall vibe. If you would like looping versions of the songs, you can get them for free via the bandcamp link (click Buy Album then enter $0).
Recommended volume levels are 100% Master, 70% Music.
If you run into any issues with this plugin, I can be found in the Marathon Discord as @throkgaar.
Enjoy.
Slight tweaks to timing and higher quality .ogg files with Metadata.
plugin for terminals to not work anymore
it breaks them
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.
Archive of the original Marathon Rubicon release for classic MacOS Aleph One, titled Rubicon AO Light. This is the Rubicon scenario as it was before Rubicon X.
The files on this archive were taken from the Macintosh Garden here https://macintoshgarden.org/games/marathon-rubicon and passed through MacBinary II+ to make them compatible with modern Aleph One for Windows and Linux too.
Also included is a set of maps bundled with the AO Light release, including some netmaps, the Rubicon Xariim scenario and, as far as I can tell, one ported map from the unreleased scenarios that eventually became Rubicon.
Added the weapons and items MML scripts from Rubicon X to fix wrong names in the HUD.
Hosted on Mega because the Simplici7y uploader is failing to upload.
A 35-level single player major conversion.
This scenario is difficult and action-packed; it features a full arsenal of new, powerful weapons, and more threatening enemies than you could ever want.
1.4 has new Lua features like a performance overlay, weapon buffs, a lot of little bug fixes; it also applies ammo capacity limits on Total Carnage. Requires Aleph One 1.5 or newer, probably!
Adds graphics plugins by W'rkncacnter to improve weapons in hand and landscapes. On the linked webpage you can also find a download just for the plugins, which you should be able to drop into an existing 1.4.1 installation.
What?
A version of the Marathon Infinity shapes with all landscapes and the Water, Lava, Sewage, and Pfhor texture sets replaced with their Marathon 2 counterparts, which, as I showed in a submission to the Marathon’s Story page, serve as the basis for almost all of the Infinity versions. (Even the Jjaro set? As it happens, yes; more than half of it is based on the Sewage set. I did not rearrange the order of textures in that image at all.)
Why?
Primarily to make texturing for Marathon 2 a lot more convenient – you can just swap the shapes file between Marathon Infinity and Marathon 2 in Weland’s preferences rather than also having to change the scenario as well. Also, Vasara gets unhappy if the Jjaro texture set isn’t present; the Landscapes start to glitch out. (I don’t use Visual Mode.lua that much, but I seem to recall it having issues as well.)
Beyond that, this enables players to play through Infinity with Marathon 2 textures if they want to. I think the games are better with their intended textures, but it can be a neat experience to play Infinity with M2 textures at least once. (If nothing else, levels often match their terminal graphics better!)
By whom?
Sharkie copied the textures and the 8-bit landscapes over; I redid the true-color landscapes myself because I noticed issues with their palettes. The original graphics, of course, are by J. Reginald Dujour (Marathon 1), Mark Bernal and Robert McLees (Marathon 2), and Randy Reddig, David Longo, Colin Kawakami, and Beth Ulman (Marathon Infinity).
First release.
This script makes it possible to leave annotations on the overhead map. This can be useful for exploration or for reminders about ammo caches, switches to flip, etc.
There is theoretical support for co-op games, but this has not been tested extensively. Scenarios that make heavy use of Lua such as Eternal and Where Monsters Are In Dreams might not work nicely with the Annotations script.
Along with the included Readme file, you can watch a tutorial video here.
First version. Persistent annotations, presets, and custom strings.
Eternal is one of the largest scenarios ever created for Aleph One, initially created by Forrest Cameranesi (Pfhorrest) and subsequently revised and expanded by a massive team known as the Xeventh Project, which, as of this update (March 2024) now includes more than 40 people. Besides Tempus Irae, it may be the oldest scenario still being actively developed; it was first released in 2004 and has been refined and expanded almost continuously ever since. Features include, but are hardly limited to:
The current development release, 1.3 preview 6 (released on 2024-03-07), is perfectly playable despite still being incomplete; it is now our recommended way to play the game. We’ll refrain from estimating the release date of 1.3 final, as we’ve overshot too many estimates to count (thank you, feature creep). The current “stable” build, 1.2.1 (released on 2021-11-07), is missing several features listed above but is still an enjoyable game in its own right.
The screenshots seen on the right are from a development release from between 1.3 previews 4 and 5 and are a reasonable reflection of Eternal’s current appearance. Although they were taken on Normal (so as to show more monster types), we do recommend playing Eternal on the highest difficulty you can manage.
Current development release. 1.3 incorporates several new features, many detailed above. New in 1.3 preview 6:
Additions to preview 5:
Hippieman found some higher resolution renders from the XBLA game on his hard drive. This plugin combines the scraps to give you mostly complete compiler, cyborg, fighter, green trooper, hunter, tick, and f'lickta replacements.
Gather as a net script to fix Windbreaker's Imperium VII map.