Ryoko asked me to re-create the "Arms Race" game type from Counterstrike in Aleph One. Here's my attempt.
From the man himself:
Basically it's an EMFH script where everyone starts with rockets, and after each kill you get demoted to a weaker weapon, and the winner is the first person to get a kill with fists.
Initial release.
Shared with Dr Sumner’s permission. These are his exhaustively detailed spoiler guides for every level of the original releases of Tempus Irae and Tempus Irae 2: The Lost Levels; they’re also accurate for the 2006 Aleph One conversion, but there will be notable differences in the upcoming Redux release (which will hopefully appear later this year).
These guides contain exhaustive walkthroughs of each level in both games with detailed information on their contents, including any bugs Dr Sumner encountered and information on every accessible terminal in each level, including images of each terminal screen and information on where to find them and when they are active. He also notes how he did in his playthrough.
These guides are attuned specifically to his play style: play on Total Carnage; use as little ammo as possible; collect all possible secrets and ammo; and defeat every enemy when practical – in short, one of the most challenging possible approaches to the game (especially since many levels provide limited shield recharges).
They’re also unbelievably comprehensive; the original Nardo spoiler guides, though admirable efforts, pale in comparison. Dr Sumner’s guides have provided us a wealth of useful information on bugs to correct for Redux (for instance, he notes monsters and items that don’t spawn in).
There’s much more where this came from, by the way. I’ll upload more of his guides soon enough.
Edit: I’m hosting several of his spoiler guides on my OneDrive for the time being (currently, Marathon 1, Marathon 2, Tempus Irae, The Lost Levels, Rubicon X, Phoenix 1.3, and Pfh’Joueur). You can find them at https://1drv.ms/u/s!AuD0MykSsmaRmx_NxpRgTRM69vgn?e=fgVHbX
NOW UPDATED TO SUPPORT MARATHON 1 AND MOST CUSTOM SCENARIOS!
This plugin allows you to experience Marathon 2's original 1995 classic status bar HUD, but modified to better support today's widescreen displays. This plugin supports Marathon 2, Marathon Infinity, and many scenarios, and even provides an M2-like HUD for Marathon 1.
This widescreen HUD has 2 flavors, a 'lite' version and an 'enhanced' version:
CLASSIC M2 (UNRESTRICTED VIEW): The original HUD, uses original graphics, but removes the letterboxing on the 3D game view, allowing any widescreen aspect ratio, should be compatible with all scenarios
CLASSIC M2 (WIDESCREEN ENHANCED): Extends the status bar graphics to fill a 16:9 screen. To utilize the extra space, a second inventory page is displayed. In Netgames, this second page shows the scoreboard.
Due to the necessity of custom graphics, "Widescreen Enhanced" HUD is only guaranteed to work with the following scenarios:
See included Readme for installation instructions.
All Lua work is based on "M2 Default HUD" posted here by Hopper, as well as the scenarios' original art, with additions by me to support the enhanced widescreen features.
Widescreen Marathon 1 Classic HUD is available here
v2.02: code tweaks to prevent redundant background fills; no visual changes
v2.01: fix terminals at 'Largest' setting scaling improperly at very low game resolutions
v2.0: add marathon 1 and trojan huds, and code cleanup
v1.9: add scenarios support, resize HUD to be a perfect 2x scale at 1080p, add lite version
This is 1 single player map. It was supposed to be part of a 3 map intro to an 11 map campaign that started a year ago. I'm hoping to get the next two maps added over the next month. Doubt I'll ever find the time to create the full campaign.
New physics file, new shapes file, and the merged map file are included in the download.
Physics of monsters has been modified so they act a little different.
The behavior of every gun has been modified. No assault rifle.
No new art.
If you're getting frustrated or just want to goof around, there's a secret door right at the start which leads to a Cheat Room containing all the guns and a recharger.
-Added 3rd level
-Changed shotgun behavior
-Added terminal explaining new pistol behavior to 1st level, also added ammo
-Added sounds to 2nd level
-Included physics and shapes file, along with infinity's original music and sound files
-12/28/15: made a change so that you actually transport to level 3 after level 2
Use this and my physics will b kooler! i dont have access to the computer i made these on so they're not perfect but have fun and review!!!
A 22 level single player game with brand new terminal art, weapons, environments, characters, and a story fleshing out the Marathon universe.
This scenario had become unattainable save for a single place, the Marathon Total Carnage Pack. I extracted and repackaged it to upload here, so everyone can access and enjoy this incredible scenario.
It is technically "unfinished" but only in the sense that it is missing some polish. It is essentially complete and you can play through the entire scenario without issue. Read the read me file for more information about Apotheosis.
Special thanks to Hypersleep.
This is a superplugin for AlephOne 1.0+ that lets you easily enable all the hi-res sprites and textures from the XBLA version of Marathon: Durandal with one single click.
All required graphics are inlcuded. In addition to that, some glow- and bumpmap textures have also been included to improve visual experience and take advantage of AOs shader features. No custom shapes files are required for this to work.
This plugin includes the high-res enemy sprites found by Hippieman with some improvements made by herecomethej2000 as well as the hi-res VacBob sprites provided by General Tacticus and the HD wall texture replacement graphics created by Goran Svensson along with a few fixes and some glow/ bumpmaps.
• Added XBLA HD sprites found by hippieman.
• Fixed white outlines on some of the sprites.
• Added glowmaps for HD sprites.
• Added AI upscaled S'pht compiler sprites.
• Added HD Player sprites.
• Added Goran Svenssons HD wall textures.
• Added General Tacticus' HD Vac-Bob sprites.
• Added Jjaro Bumpmap textures.
I’ve remastered the entire Marathon Infinity sounds file. The most obviously noticeable changes are that many sounds are much less distorted (with the side effect of being roughly half as loud as the originals – adjust your game/system volume as needed), and sounds will feature approximations of upper frequencies that were missing on the originals. Many sounds that were originally 8-bit (a good example is the “got item” sound) will also be much less noisy. Detailed information on the changes is included as a .pdf with the download.
This works with any Aleph One scenario that uses vanilla Infinity sounds. It also works with Marathon 2 on Aleph One - it probably won’t work with the vanilla Marathon 2 apps for either Windows or Mac. If you really need a version of these for vanilla Marathon 2, ask me nicely and I may consider making one (though because I’m in the process of remixing many of these directly from the CD-quality sources, I may not bother until I’m done with that).
Important: ALEPH ONE VERSIONS BEFORE 1.3.0 REQUIRE YOU TO RESTART THE GAME AFTER SELECTING THESE SOUNDS. (Bold and caps so you don’t miss it.) On the plus side, you’ll only have to do this once (unless you move back to the defaults for whatever reason). And you should really upgrade to 1.3.1 or 1.4pre2 – it’s generally a bad idea to run old software, and you can no longer even gather or join net games with releases prior to 1.3.0.
Finally uploading a new version, primarily because I’d mixed up the “S’pht Door Closing” and “S’pht Door Opening” sounds. This is because the sounds file itself had them mixed up in the 8-bit sounds slot, which was what I was using to check that I’d uploaded the right versions of everything; and also because ShapeFusion also has them mixed up. (I’m supposing Anvil may also have mixed them up, but I haven’t checked.) In any case, the game seems to want them where the vanilla file has them in the 16-bit slots, so anyone else who wants to make new versions of the sounds should take note: The “S’pht Door Opening” and “S’pht Door Closing” sounds are mislabelled in ShapeFusion. (The mislabelling may also be true of the Pfhor Door sounds; I’d advise double-checking. However, I did not mix those up, because the 8-bit and 16-bit sounds for those are in the same slot.)
The other major change is that I have moved all of the sounds to the 8-bit slot rather than the 16-bit slot. These sounds are all 16-bit, but on the whole, the game doesn’t care one way or the other; it will still play them as 16-bit sounds. Note that, on old versions of Aleph One, you’ll need to restart the game after selecting these sounds. On the plus side, you will only need to do this once (unless you go back to the default sounds for whatever reason). This was due to a caching bug that was fixed in 1.3, so if you’re running an old version of Aleph One, you should upgrade to 1.3.1 or 1.4pre2. The advantage to moving them to the 8-bit slot is that if you accidentally select 8-bit sounds, you will no longer hear silence. Everything will sound really bad, but at least you’ll hear something!
(Note that I wrote the readme file to this version before the caching bug was fixed, so it won’t reflect that this step is no longer necessary in recent versions of Aleph One. I don’t feel it’s worth rereleasing the sounds purely to update the readme, particularly since I’ve by now remixed many of them directly from the CD-quality sources – expect a major new release sometime in 2021.)
I may also have revised a few of these sounds since 1.0. I didn’t keep detailed notes, so I have no idea what I changed.
Should you have any questions, you can contact me on the Pfhorums (same username as here), reddit (/u/aaronnotarobot), or Discord (Aaron#6608; you will need to be a member of the subreddit Discord – or some other Discord I’m in – to contact me). Enjoy!
A map designed for racing. Set the game type to King of the Hill for scoring to work properly.
Line up, hit the switch, and run to the end of the map. When you reach the end, you begin getting hill time. Whoever has the most time wins. I suggest setting the time limit for 2 minutes.
This is a work in progress, and I'd love feedback on it. I think the core concept is good, but the physics and speed could probably use some tweaking.
Also, yes, the rockets don't do damage. They are meant to simply slow other players down.
EasyShade contains functions for automating the lighting of Aleph One levels. It is intended to aid mapmakers in conjunction with their usual lighting techniques. EasyShade currently includes these functions (all parameters are optional):
sunlight(contrast, manual\_sun\_angle, cumulative) for simulating a directional light source that affects all surfaces and does not cast shadows
roomlight(brightness, floor\_threshold, ceiling\_threshold, radius) for assigning a brightness to an entire room at once
pointlight(brightness, max\_radius) for simulating a point light source where the player is standing (calculations done in 2D)
darken() and lighten() for nudging the brightness of the room you're in up or down. These functions are tied to the previous and next weapon keys, so you can make an adjustment by pressing one key instead of typing out a function call.
pavelight(brightness) for applying a single brightness to all surfaces in the entire level
resetlights() for restoring a level to its original lighting levels
Major update, now with wholly different types of automated lighting.
Phoenix Falling is a large M1 scenario of 44 levels featuring a new story with new characters, weapons, creatures, sounds, shapes, and more. (48 with secret levels and one network level)
Please keep in mind - there are bugs in this release. Most of these are caused by running the game in the Aleph One engine, which did not yet exist when the scenario was created. This used to be run with the original M1 engine.
Some of the largest known bugs are related to shapes not rendering correctly with chairs, tracer rounds from the brass gun, the weapon display in the HUD interface, and most of the new creature animations.
Repackaged for Simplici7y with permission from the Phoenix Falling creators, Matt & Andrew Schenk.
This version has a fixed Map file that should allow terminals to function in the vacuum levels.
These Shapes files are for use with Marathon 2: Durandal or Marathon Infinity, and are edited to make certain bitmaps glow. Muzzle flashes, explosions, projectiles, monsters, scenery lights, and liquid splashes will now glow. Both Shapes files will work with either Scenario. OpenGL (Shader) is required to experience the full effect.
Comes in both Infinity and M2 textures!
Instructions:
Place the Radiance Shapes folder within your Aleph One directory.
Select either Radiance Shapes file in your Environment Preferences.
Make sure you are using the OpenGL (Shader) Renderer, and that Bloom Effects are turned on in the Graphics Preferences.
Eventually, I'd like to make this into a Plugin.
Initial Release. These were named the Extra Bloom Shapes at one time. Nothing's really changed about them except the name since then.
This script adopts W'rkncacnter's CTF script to the newer API. See the readme, the original CTF script, and the Magenta Filter maps for more information.
This release hopefully fixes out-of-sync issues. It also adds messages for all flag statuses (taken, dropped, returned, scored). There are also screen faders for these events. Finally, the alert sound no longer plays if a player is constantly picking up his own flag (i.e. when it continuously respawns on the base polygon).
I highly recommend updating to this version.
M1A1 Netpack Version 1.0
The M1A1 netpack version 1.0 has finally been released coming just short of the goal of 10 maps, it features 8. All maps work with EMFH, while a couple also work for KOTH or KTMWTB. All maps are merged with M1 physics and are ready to be played. Here are the maps:
A Claymaud Patina - KingKidTofu
Scape Goat - KingKidTofu
Bio Mechanical - $lave
Bogyphobia - $lave
Kashmire - $lave
Sit On My Face - $lave
Fatal Attraction - $lave
Flaming Chisels - The Thug
You can check the read me for more details.
Thanks to The Thug and KingKidTofu for contributing maps, and I'd love to see more people contributing in future, enjoy the pack!
You Better Move v1.2 This is the first map I've ever created. I submitted it into Ryoko's Map Making Contest III, which I suprisingly got 7th place in...Hey, it was an achievement for me. This is a small map, it was initially built for four players and up, and I still play it as such, but it works well as a dueling map. Really though, if you like chaos...play it with six players...really, try it out...Its fun...I swear.
Suggested Players: 6 (...2+) Polygons: 170 Weapons: Fusion Pistol, Assault Rifle, SMG, Flamethrower
v1.2 Fixes from initial contest release: -Bouncy walls fixed -Weapon placement changed -Collectable weapons slightly changed up (I took out the Alien Shotgun and put in the TOTZ) -TOTZ respawn rate and locations changed for balance reasons -Teleporter added for some fun
Simplici7y is a file sharing web application for the Aleph One community. Originally written in with Ruby on Rails 1.0 and hosted alongside The Pfhorums, Simplici7y is now a Django 4 Application deployed to Heroku from Github.
The project is named after a 7-polygon mapping challenge, which focuses on doing more with less.
When Fileball suffered downtime in early 2007, Jon Irons saw the need to fill the gap as soon as possible. He came to me with his idea for a new project. Jon's support was fundamental to the development and successful launch of Simplici7y, and I consider this project his as much as it is mine.
Simplici7y came online on the second anniversary of The Pfhorums. After Fileball was destroyed in a fire, S7 became the de facto place to publish. In the 16 years it has been online, there have been over 12 million downloads, 600 items and 1,400 reviews.
On our 16th anniversary, 2.0.0 is a complete rewrite of the original Ruby on Rails application into Python / Django 4. This also includes:
Feature development is now much easier, so head over to Github to submit requests or report any bugs you find.
CFP is a complete set of high definition textures for Marathon Infinity and Durandal. Based on the original Freeverse Marathon 2 Durandal XBLA textures, these have been further enhanced by the Alephone community with glowmaps and made to support Marathon Infinity.
IMPORTANT: These scenery textures are not compatible with the Transparent_Liquids plugin as that is for the default textures. Make sure that that plugin is disabled or it will interfere with the freeverse splash and puddle textures.
Contributors:
Freeverse, Hopper, Treellama, TheDoc45, General Tacticus, J2k, Spurious Interrupt, Tfear7
This is the scenery portion of the plugin.
Other CFP Packages
CFP Monsters - http://simplici7y.com/items/community-freeverse-plugin-monsters
CFP Weapons Inf - http://simplici7y.com/items/community-freeverse-plugin-weapons
CFP Weapons M2 - http://simplici7y.com/items/community-freeverse-plugin-weapons-m2
CFP Walls M2 - http://simplici7y.com/items/community-freeverse-plugin-walls-m2
Masters of textures for CFP can be found here: https://github.com/JoshuaPettus/Marathon-Community-Freeverse-Textures.git
2.0 - AI Upscale of all textures 2.0.1 - Fix Jjaro glow textures, somehow some bad ones snuck in
This script is a revised version of Iamanidiot123's advanced cheats script, which is based on the original Cheats.lua released by Treellama in the Aleph One download. I have added some additional functions including hard falling damage.
Some of the functions included, like the invincibility modes, and teleportation are intended to be used for recreational solo play or the testing and debugging of maps or scenarios. Others are intended to add additional features, like the ability to heal, or falling damage. Please see the included readme file for important information.
Same as 2.7D except I fixed a typo that prevented the use of the script. Everything else is same as 2.7D.
Improvements to this version include additions to the overlay function to display the oxygen level in blue and the energy levels in red, yellow, or dark red [I haven't been able to get purple yet] depending on the energy levels.
More detailed information is included in the readme.txt file
To those who don't seem to bother actually looking at the readme or code, the first few lines of both are acknowledging the work that both TreeLlama and Iamanidiot123 did, both of whose versions are included intact with their original readmes.