Spatial Outpouring is a surrealist total conversion I created since finishing Lost Lands. I had grown to feel that Lost Lands was too old and sloppy a project to represent my current abilities.
I had the idea of creating a 'psychedelic' marathon scenario with a highly otherworldly plot, and heavy use of bright colors and fractals.
I also used synthesizers to create copious sound FX and ambiences for the game, and included an original song of mine in the title screen.
I created a new monster, a new weapon, and changed a lot of the weapon functions and physics to make gameplay feel fresh.
This version has 8 levels (one of them is a secret). I may or may not find the time to finish more of the game in the future.
Player returns to main menu after Chapter 1 ends, rather than to an incomplete 9th level.
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.
"What a hoot! If you enjoyed revisiting Earth in Tempus Irae, you're going to really like your "Vacation In Vilcabamba". The mapmaking is excellent and more than sufficiently puzzly, the new textures are gorgeous, the terminals are completely proof-read, the AI is moderately twisted, and the monster placement is quite good, with a new baddie for you to wrestle with. My only disappointment was that it was only one level; I finished it cheering for more." Description by Rigger
Created by Daniel Thomas
I have applied the old Mac patches and converted to files that modern Aleph One will read. Enjoy! -Shappie
This is a simple modification to the LUA script included with the FloatingX HUD program. It adds an ammunition counter for the Alien Weapon. In keeping with the spirit of the FloatingX HUD, the ammo count jitters and flickers around with the static displayed in the HUD when using the Alien Weapon.
Download the FloatingX HUD from this site, back up the FloatingX.lua file inside, and replace it with this one to install.
Simple code change to the FloatingX.lua file tested in Marathon 2 using latest Aleph One build.
Old maps. They're going up here for a few reasons: nostalgia, laughs, and in the event that someone has films that run on these levels. If you want something different (and maybe not in a good way), take a look in here. At least it has an extensive history of the life and times of the map pack. Oh man, I'm laughing so hard.
Back when items were strictly 2D sprites, there was little reason to care about their facing angle. We now have plugins that replace items with 3D models, yet in nearly all existing maps all weapons and ammo face the same direction.
This plugin addresses this cosmetic oddity by making all items slowly rotate (yaw), as seen in other shooters like Quake and Unreal. The 2D sprites were easy to identify because you could see them in profile from any angle. This animation restores that property, and the movement also makes them stand out more. Unfortunately, because the script physically manipulates the items in the environment, it's only expected to work in single player.
I've been using this for myself ever since thedoctor45 released his excellent 3D items plugin in February 2012. However, it's very simple and should work with any 3D items, for any scenario. Anyone making a "3D items" or similar plugin is welcome to bundle this into their work; one look at the lua and you'll see how simple the effect is to create.
NOTE: As of 2024-04-25, Rubicon X now integrates these fixes. If your Rubicon X Scripts folder has a “monsterlimits.mml” file, and its items, landscapes, scenery, walls, and weapons scripts show “last modified” dates in September 2022, you already have these fixes and don’t need this plugin, but I’m leaving it up because people who got Rubicon X before then may not want to re-download a 124 MiB scenario to get 14,100 bytes of fixes.
Rubicon X was released a long time ago, when Aleph One didn’t have bloom and when its monster activation limits were, by default, much higher than they are now. It hasn’t been updated since, so running it out of the box with no changes has several problems: monsters will randomly deactivate on several levels, and the bloom looks horrible because it defaults to overpoweringly high levels. I’ve created this plugin as an “all-in-one” fix for both these issues. It restores the monster activation limits to their intended values, and it makes the game look decent with bloom.
To run this, just put it in your Rubicon X plugins folder. (If you don’t have one, make a new “Plugins” folder in the “Rubicon X” folder – NOT the “Rubicon Data” folder – and stick this in it.) If you currently have Rubicon X running, you’ll need to quit the app and reload it.
First release.
First off, I want to make something abundantly clear: This is not a conventional remix album – I categorise it as an arrangement album. Anyone expecting these songs to preserve the originals’ mood and atmosphere is in for a severe disappointment, though I do have a much older set of remixes¹ that might be more to your taste. I also strongly recommend against using this album for your first playthrough; it’ll substantially alter the game’s atmosphere, which is one of its most memorable qualities. It would (hopefully) still be enjoyable, but it wouldn’t really be Marathon.
That said, these intricate, dense, yet dynamic mixes are brimming with retro synths, arpeggiation, musical cross-references, reverb, and entirely new instrument parts and melodies: where the OST runs for forty minutes, these run for seventy-eight. They’re Marathon’s OST by way of ’70s progressive rock songwriting and arrangement, ’80s pop production, and ’90s Japanese games’ atmosphere, with secondary influences from genres as disparate as jazz, blues, disco, ambient, post-rock, classical, electronic music, Krautrock, and metal.
I’ve included both a lossless FLAC version of this album and an Ogg Vorbis version suitable for in-game use. The Vorbis versions are mostly based on the FLAC files. The sole exception is “Flowers in Heaven”, which loops infinitely² in-game. Thus, the FLAC version in the album simply fades out after completing a loop.
The album also comes with a 16-page PDF featuring additional album artwork and my commentary on each individual song and the album as a whole.
My complete discography, including some works in progress, is available here: https://aaronfreed.github.io/discography.html
I also have these on YouTube, although I strongly encourage use of an adblocker, since YouTube has decided to take the liberty of running ads that I do not want on my videos and do not make a single cent from. There’s no copyright claim on the video, so this is just Google violating its erstwhile mantra of “don’t be evil”. https://youtu.be/bRiDh3PziWU
Plus, I’ve posted videos of “Cool Fusion” and “Bob-B-Q” showing how, respectively, “Flowers in Heaven” and “What About Bob?” play in-game.
“Cool Fusion”: https://youtu.be/QfF01WLolgM
“Bob-B-Q”: https://youtu.be/mj_Jy5HMxRc
—
¹You can get my older remixes at https://1drv.ms/u/s!AuD0MykSsmaRpiobXz51kqObAIqH?e=WogGPt
²Explanation of how looping works pre-Aleph One 1.7: https://aaronfreed.github.io/marathonlooper.html
NOTE: This October 1995 netpack has been converted to M1A1 as part of "The M1 Map Conversion Project" (see enclosed Read Me for details).
"Temple of the Pfhor" is action-packed and at times very dark. Maps in the pack are:
Temple of the Pfhor (excellent)
Drop In (very cool)
Warp 3.0 (so-so)
Cavern (fun-ish)
Busywork (carnage craziness)
Amazin' (so-so)
This M1A1 map-pack was designed with both carnage and visual aesthetics in mind. The weapons are easily accessible, and the ammo should be plentiful even with 8 players.
Original M1 version created by Ric Ewing.
Version 1.1 corrects lighting phase issue encountered in the M1A1 conversion and also merges proper M1A1 physics into each map.
[12/23/21 update: One new template added that is triangle-based, specifically by taking all the 1-world-unit squares from the unfilled grid template and dividing them into four triangles.] I use pre-prepared templates to make a lot of NEFX maps and I felt it was time to pass them along for anyone else's use.
One of these is used to create many NEFX netmaps, and is a room of 700 1-WU square polygons with pre-textured walls, ceilings, and floors, differential shading, item spawns, and sounds.
Another one is similar but spanning the entire possible map, and may be used for solo maps. Of course, you may want to delete some of the squares.
The oldest one is the same as the second one except unfilled and not configured.
One new template added: A triangle one with all 1-world-unit squares divided into four triangles.
This is a physics file that modifies weapons and also the friends and enemies that the aliens have! Plz rate, comment and make sugestions!
Changed the fusion pistol shoot, changed the smg shoot so u can see what is in front of u!
Superscalar is designed to level the playing field, giving inexperienced players an advantage while increasing the difficulty for regular players. No more will you have to hold back or intentionally miss when playing guests.
The script determines the difference in score between each player, and adjusts the amount of damage they inflict on each other accordingly. The player in the lead will do less damage per shot, while the other one does more.
The damage scale is calculated per player, so equally skilled players should generally do equal damage. Damage scales quickly as the point difference increases. This can be modified as needed by editing the scale numbers at the top of the script.
Host using one of the standard gametypes like Every Man for Himself or King of the Hill. Do not host using the Netscript gametype.
Bonus: I've included Host_Advantage.lua in the package. I attribute all of my success last year to this script, but now that I can't really host anymore there's no point in keeping all the fun to myself.
Two netscripts meant to be used with the King of the Hill gametype. They will cause the hill to move around periodically. The compass points to the hill, and the lighting on the floor of the hill will flash.
Jumping Hills will work with any map enabled for KOTH, while Base Jumping Hills requires maps set up in a specific way. The readme has more details.
These Sounds files were third-party replacements for the original M1.
The original files were created by The Legendary Frank. I have converted them to Aleph One format for use with M1A1.
The first one is the latest version. The second was included with the M1 Demo v0.0 on my old Mac Cube. Also included are the original M1 files.
Simply place this folder within your scenario folder or Aleph One directory, select either file in your Environment Preferences, Begin New Game, strap in and brace for impact! Enjoy!
From the manual for the latest version, written by The Legendary Frank:
"Enclosed is a file called HardCoreSounds. It's an alternate sound file for Marathon 1 that, once you change it's name to Sounds and start up Marathon will rip your ears off and give you a week long nose bleed. (Well hopefully not -- I don't need to get sued.) But, sufice to say, this is THE sound file to turn Marathon 1 into non stop extravganza of butchery and carnage the the game is supposed to be. So, turn off the lights, strap on some headphones and then try to stop your knees from knocking as you go 'Damn! That'll hurt bad!'
IMPORTANT NOTE: Do not use if you can't stand cuss words, loud noises, or anything that would offend normal people. These sounds ain't PC or nice. No Cub Scouts or PTA moms.
Any flak, jizz or miscellaneous comments can be sent to: tt1m@flash.net
Enjoy, kiddies,
FRANK"
[PLEASE READ DESCRIPTION AND NEWS (I.E. ADDED MAPS) UPDATES 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.
2024-07-30 - Two new maps have been added, "Rolling Dice Into the Past" and "Coalescing Trainsnake Runs". You can download these by themselves or with the other maps at the provided link.
2024-07-30 - Two new maps have been added, "Rolling Dice Into the Past" and "Coalescing Trainsnake Runs". You can download these by themselves or with the other maps at the provided link.
Almost Transparent Blue is a single level for Marathon Infinity with an emphasis on intense close quarters combat and creative use of Marathon's air movement.
I first began work on this level because I kept worrying about how the kind of combat I enjoyed would be received by the wider community. I created this level to indulge the kind of fight design I enjoy, where concepts like bullet herding and crowd manipulation come into play and the player is surrounded by enemies. Over time I decided I wanted to find the elements of challenge gameplay that are unique to Marathon's mechanics and aren't possible to recreate in other classic fps games.
If this understandably isn't appealing to you Easy and K should offer a relaxing experience for the most part.
Total Carnage is balanced for my enjoyment. Maybe you will enjoy it too :)
Due to a bug with raised dynamic limits, currently trying to load saves from this map after quitting the A1 application will crash A1. To fix this, begin a new game on the map, then exit to the main menu and load your save.
may require Aleph One 1.3 as I haven't tested with 1.2 and don't know when dynamic limits were changed. additionally software mode will experience some visual bugs with invisible liquids.
tweaked player starting position to make the jump to AR easier without straferunning, tweaked item placement in final area to give the player a better cue for when to shoot at the beginning, hopefully fixed a monster bugging out in the same area
NOTE: Many changes have gone into this game to address the two reviews. With over 900 downloads, I'd appreciate a review from someone else. Please? Many many updates to add pillars, stairs, transparency, different goals, etc. When this was originally reviewed, there were only 4 levels! Please review if you downloaded it.
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Fart or Die! is a 9-level game that uses hidden areas, terminals, switches, teleports, and more!
As a beginner, I struggled to figure out how to create switches, terminals, platforms, stairs, circles (use circle plugin around a line), uplink chips, exits and terminal variants with multiple actions. I also could not figure out how to add motion or depth to water, lava, or sewage. All that works now and is included in this game.
I am not an expert map maker by any means (more a newb) but this map contains a lot of commonly used elements for map makers and may help some newbs.
NOTE: I am not a super mapping pro and my levels are much less complex than others on here…but it is that complexity that made it hard for me to learn by studying other maps. I hope this set of maps helps someone new on here. This is NOT an advanced mapping tutorial. It is meant to help you get over the hump.
Having said all that, it is also fun to play and I enjoyed making it. While the levels are not too complex, they are challenging and require you to follow game strategy to move from one level to another. :) If you play the game at the hardest level, you will find it difficult to complete. :)
Let me know if you like it. I'm in the pfhorums as dustu and on live games as dustu.
NOTE: I have addressed most, if not all, of the comments by reviewers on here and in the forums.
If you download this, please review it.
Enjoy!
Minor bug fixes.
To be clear: I didn’t create this – it’s the work of James Hastings-Trew (of Tempus Irae fame). Hopefully he won’t mind me uploading this here.
This won the Bungie Mapmaking Contest back in the day – deservingly so; it’s a superb package in almost every manner. It’s become increasingly difficult to find, though, and the main version available requires running a patch on the classic Mac OS. Hence this upload.
Overall, this is a fun three-level pack with some great new textures. The story is fairly cursory (though well written), and it ends on a cliffhanger for an intended sequel that James never made because he got roped into Tempus Irae instead. TI is great, though, so no major complaints.
This is intended to run in Infinity; it includes a map and a shapes file. Further info is included in the “Simplici7y Megiddo Read Me” file found in the download.
NOW UPDATED FOR ULTRAWIDE AND 16:10!
Experience the authentic 1994 jank of Marathon 1's classic HUD as if it were made for your monitor!
This plugin takes the classic HUD and extends it to fill modern 16:9, 16:10, and Ultrawide displays.
The same plugin covers widescreen monitors whether it is 16:9, 16:10, or 21:9. It automatically adapts to your chosen resolution.
With the extra space, additional inventory pages are displayed. In Solo games, weapons and ammo are displayed. In Netgames, the scoreboard is always displayed.
Based on the Default M1 HUD plugin included with Aleph One's M1 release.
For a more minimal but still classic style HUD, check out my Widescreen Marathon 2 HUD plugin, which includes a specially modified variant for Marathon 1.
Wide Marathon 2 & Marathon Infinity HUD here.
v2.611 - just a re-zip since the plugin wasn't in a folder, sorry
v2.610 - Added 16:10 version for Steam Deck and Mac players. Updated to newer Default M1 HUD script.
v2.19 - Added 21:9 Ultrawide support
Young...man. You got a message. I just got it. What gives? You've never been with it, I mean with us. I'm gone, gone away. But you were here, then you went and gone. Got the word? Oh, yes, yes. The bright light, Dad, got the sign. Sign? The light. Light? The message! Then you went and gone. Why? Give it to me, baby! That's it! Give me the rest! Give, all you want's give, that's it! That's it! And take. That's it! Take's all you want. That's it! TAKE. That's it! TAKE. Take, take. TAKE. TAKE. TAKE. TAKE. TAKE.
Known bugs: + Unmutual. Patch scheduled for next release.