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.
The first ever survival map, with a base, plentiful weapons and healing, and lots of space for battle. And yes, I MADE THE PREVIOUS DEAD CITY MAP AS WELL, SO OF COURSE IT LOOKS LIKE IT. DUH.
Completely redone: you can now run up the rocks, distracting polygons are removed, others were added, and especially the size will allow for more carnage. Take note: despite size change, aliens will still get stuck on the steps, and must be killed with bullets, not by 'splodes. My solo record is now 22. Good luck.
one shot kills physics; i tried to keep a balance, so most weapons will have modifications!
plz enjoy and review, also if u think something can be inproved or u would like me to create some other bunch of physics just let me know! =D
They change the type of projectiles of weapons (like usual) and the damage and speed of those projectiles! XD
hope u enjoy! plz rate and comment! =D
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"
This physics change the size of the player! If someone wants me to upgrade the weapons just let me know! By the way: the screen will look like always but if see another player or u put the 3rd person camera u will see the difference!
I hope u enjoy! plz rate and comment. (if u arent going to make sugestions, or u are going to say something like "i have seen this physics before" or stupid things like trying to put lawyers into this just shut up) :D
A small but spacious map designed to make it easy to find other players quickly.
In an effort to reduce auto-switch, the ARs and SMGs have been tucked away in the nooks and crannies of the map (for the most part).
To increase the availability of the ARs and SMGs, these weapons have been quadrupled wherever you find them, effectively (but not actually) increasing their appearance rate beyond 100%.
Added an anti auto-switch weapon compartment for the AR (top level). Raised ceiling elevation of certain architectural extremities. Adjusted direction of player starting locations to encompass a better view of nearby weapons. Fixed texture alignment issues. Some minor re-texturing.
new physics! if u want to know what the weapons, i included a map to test them! plz rate and comment!
Sinbe bobsbrother dint like that i made a shotgun attachment i modificate it! By the way (since i have senn no one to mention it) i always make modifications to the fists!
Power Drive is a map pack with an experimental concept: to take the focus away from the powerful weapons and put strength in the little guys. 14 maps in total.
Has embedded MML/Lua for Quake-style health kits.
Adds two maps. Significantly alters how powerups work.
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!
This is a script, physics model, and shapes file that, when all are loaded, simulates being a drone (IMPORTANT: Make sure the map you are using doesn't have a physics model merged). Use the mic key (spacebar is good) to move and look up or down to change altitude. when the mic key is off, you are stationary and cannot move. Use the cycle weapons forward and backward to dodge right and left (dodging is pretty buggy at the moment, working on a solution). The more repair chips you have (uplink chips), the faster you will regenerate health. The drone bolts you fire have a homing system that homes towards the last enemy you aimed at (to turn this off, open the script and set "enabled" to "false"). I'm working on making this multiplayer, but for now that is totally a NO. KNOWN BUGS: when you land on the floor, you usually are stuck there and cannot go up again, but you can still move around on the level you are at (if you go off a ledge or go up a level (floor-wise) you'll be able to take off again).
Once I'll be satisfied with how this one turns out, I'll move on to a juggernaut one.
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.
This is just a quick physics file that I thought up in my sleep. It really amps up a lot of the weapons. Heres a description:
Pistols: Shoot Rockets
AR: Ultra Shotgun Attachment
Shotguns: 2 shots per shell
Alien weapon: Shoots Shpt'Kr Bolts (2nd trigger major)
SMG: 100 round clip
Flamethrower: Normal
Rocket Launcher: Shoots Major Spht' Bolts
Fusion Pistol: Major Damage Increase (CAUTION: DO NOT SHOOT AT CLOSE RANGE!!!!)
That's about it. If you find any bugs, or have any suggestions, just leave me a comment.
Careful of the fusion pistol because if you fire at close range it may lock up your computer. This has happened to me before.
README file: "What is one important asset to an invasion? A dropship! Invade any UNMERGED map with this script: Dropship.lua! (It won't work properly if the map is merged. If you really want to invade an merged map, you can split it using Atque). You can deploy up to 2 different types of units, which you can order to attack any enemy by 'shooting' the enemy monster (make sure you have fists out). NOTE: Your units can be distracted before they fire at their given target A dropship is also supposed to be able to fly. Press the "previous weapon" and "next weapon" buttons (for those I use Q and E since I control with WASD) to adjust the speed to reverse or forward (given in the upper left-hand corner) and the microphone button to activate the thrusters (recommended to set the caps lock key as the microphone button). Thrusters: when you have thrusters on, you are capable of flying around as you please, but you cannot use the cannon. When you have thrusters off, you are air-braked and cannot move anywhere, but you can operate the cannon and your health will charge up. NOTE: you will always know when you have the cannon as your current weapon if the weapons HUD is blank. you cannon switch from it (for whatever reason) until you activate thrusters again. To select which unit to deploy, press the toggle map button. The unit that is currently able to be deployed (by pressing the action button) is indicated on the top middle of the screen. To recall your units, press the alt-fire button. NOTE: once again, your units can be distracted by enemies before they get to you. The current cost for Hunter-Seekers is 500 credits, and 525 for the Drone Brute. You gain credits by killing enemies or from your units killing them. You cannot have more than 5000 credits. All in all, the credit system will be a bit choppy until I can figure how to fix it better.
Fixed the invisible unit bug. All the troops you deploy should be visible now. The only things I will possibly work on now is the deceleration and credit flow (and more troops maybe). You guys welcome to customize the troops and change them to your own liking in the physics model. They are the minor and major ticks. I also noticed that if you launch a game twice in Aleph One with the script, the script will not work properly. I don't know why this is, but I DO know that it works just fine if you quit and reopen Aleph One. (IMPORTANT: Make sure you that your CAPS LOCK is off before the game starts.)
(Contains no new maps)
-New Weapons -New Physics -New Item Sprites
A very Work In Progress total conversion for any Marathon game, strives to create a World War 2 Russians VS Nazis combat experience.
As I have said before, this is incomplete, so please, I am a one man team as of now, and would like help, not harsh words.
Apparently, there was some sort of recurring download error on the first release, this should fix it.
I played XBLA with just alien weapons on this map, and to my surprise, it was the most fun multiplayer game I've ever played. That's not saying much, since, you know. You all are... You know.
Did you know that Pi backwards is Pie? 3.14- 4=P, 1=I, 3=E. Anyway, I actually recommend playing with Dead Players Drop Items, because the minimum count of guns here is half as much as the total count.
A 25 level solo scenario, seven years in the making, Marathon: W'rkncacnter explores the player's future after the final level of Marathon Infinity.
Although it uses standard Marathon Infinity shapes, monsters, and weapons, Marathon W'rkncacnter features stunning architecture and use of the cutting edge persistent Lua feature of Aleph One.
Coming soon: the Marathon: W'rkncacnter net map pack.
WARNING: There are story spoilers in the reviews! Don't read them if you don't want to be spoiled.
I didn't have anybody beta test this, so maybe you should consider this a beta release. ::shrug::
An underwater map built in and around a scaled-up generator.
You'll need to do some swimming here; set your run key to something easy to reach if you haven't already.
Psycho Physics file:
*Movement is quicker underwater.
*All weapons fire underwater.
*Fusion Pistol fires safely underwater.
---NEW---
*All shots, including monsters' shots, will now fire underwater.
*The S'pht will not float to the top of the map. Instead, their "jump" height is left at it's highest.
The latter additions were made to make Psychomanteus more compatible with the Survival.Lua script. Enjoy.
Weapons and Ammo. Okay, this time I really ramped up the numbers.
Made more items floaty.
Physics no longer merged; I think there was an error with Atque.
If your favorite net maps are SPNKR Diarena, Marathon Rocket Arena, and RED, you will love this script. All weapons are changed into rocket launchers, and all ammo is changed into rockets.
Works both as a net script and a solo script.
Fixes ammo respawn problems, fixes starting weapons, requires Aleph One 0.23
These are two maps, one for RAITHE's special gametype, and one with actual weapons for regular play. I have included Merged and un-merged files. There are a few places with weird smearing. Smile and look past them please. (=
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