A pack of netscripts for Infinity (I believe most of these should function in other Scenarios as well)
-Headhunter: Kill players, collect keys, and take the keys to the hill to score!
-Infection: Don't get infected!
-Kill Confirmed: Kill the enemy team and collect the dropped items to gain points
-Life Support: Your health is slowly draining, get kills to extend your life
-One in the Chamber: You have one shot. Make it count.
-Readme with more gametype info
-Created by: Aurorable_Fox -Additional Help: Liacrow
-Aurorable_Fox on discord, and twitter
A fusion pistol physics for those who like playing on BROWN, or rounds with the Fusionize script. Basically makes it stronger, dare I say crazy. :P
The primary fire is the usual major/overload bolt, and the secondary fire shoots the major dispersal bolt. Basically the damage amount is the same, however it also has splash damage, so be careful with distance.
Admittedly this idea is not completely originally mine. It's very similar to how the fusion pistol operates in the 9 Minutes 37 Seconds scenario.
While I can't stop you from using it as such, it's not intended for games that don't only have the fusion pistol, so keep that in mind.
Improved graphics plugins are all the rage these days, so I made my own improvements for Marathon Infinity’s graphics. These graphic replacements have been created using a mathematically perfect algorithm; it’s statistically impossible to create more perfect replacements. As a bonus, these will load almost instantly, unlike inferior graphics plugins. Just enable the plugin, load the game in OpenGL, and marvel at the power of the human imagination.
Note: The readme contains important information that will help you get the most out of this plugin.
"An enormous 6-level total conversion. (Well, okay, not total... and that's its biggest weakness.) The mapmaking is pretty good, and the new creatures are quite cool (you can see them in a series of very nice pics here if you're up for a 3 meg download, or get an idea from this 500K desktop picture), but I was bugged a bit when a new monster, with lots of new looks/sounds, died with an old sound, or fired with an old sound, or... Okay, it's a trivial complaint. Overall, this is really, really well done. It's been out for a while (as have lots of the recent uploads), but it's the first time I've seen it, and maybe you, too. Lots of art, lots of sound, lots of music (that's where all the new size comes from)."
Created by Marcos T. Pinheiro - 1/30/99
Err... uhm... so i did it? The whole Infinity [and M2] spritesets and images (still minus the Player, sigh) but in a more cartoon-ish format.
The link goes to my GDrive. EDIT 2023/12/14: The permissions went haywire. I'll try to correct as soon as I can. EDIT 2023/12/14: The permissions seems correct now.
Added M2 landscapes, took down the hosted version and left the link on my drive
A one-level scenario where the player must seek out and punch the seven pumpkin beacons while avoiding Shades, Wraiths, and the occasional Pfhor.
Includes plugin that must be enabled for scenario to work properly.
Volume Warning: screamer.
Embedded Increased Dynamic Limits back to Aleph One 1.0 amounts.
Fixed glow mask artifacts with fire sprites.
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.
ATTENTION: Trying something slightly different this time and that is, adding brief descriptions of the individuals maps, with a purely subjective personal assessment included.
The Vol. 3 maps are:
"100% UESC Choice Carnage" by BrianV430 - April 1996: Very dark, very perilous map, especially in the (+A) mode. Great for three players, plus. Excellent if dangerous flow. Center chamber hole has the goodies, and is not easy to reach.
"Billy" by John Howard (aka, Rugburn) - April 1995: Repeatedly revered as one of the top 3rd-party netmaps ever made for M1, this feels more like something for M2 or Infinity. Great flow, cool but understated design, great times with three or more.
"Cannon Food v1.1" by Michael Reiske - July 1995: Simple, but a great time to be had by two players. Add more, and it's a regular riot.
"Carnage Haus" by Nick Roemer (aka, StompBox) - November 1995: This is not so good with less than three, but otherwise a fantastic layout for high-energy play. Personally, I think the design rocks, with the drop-down mezzanine, etc.
"Dark & Light" by Dan LaSota - May 1995: An excellent early example of interesting but simple lighting techniques. Gameplay ranges from so-so to quite fun. Really needs four or more.
"Dead Ringers" by Randall Scott - September 1995: The architecture is so-so, but the gameplay? Awesome. Confusing, crazy, cramped. Probably five, max, on this one, And that's pushing it.
"Dogfight" by Evan Vetere - September 1995: An example of a map from old that matches well with some of the newer standards. Perfect for CTF Lua experiences, or really any sort of "team"-oriented gameplay. However, it's great just as it is. Watch-out for the green river!
"Look At the Loser In the Middle" by Mike Salegui - February 1996: A different approach to the netmap: A center "cage" where you get invincibility...for a time. Meanwhile, everyone else tries to take you out while shifting around the room.
"Pfhor the World Is Hollow..." by Sriranga Veeraraghava - August 1995: Name obviously based on the old "Star Trek" episode. Interesting situation on this one: Which came first? The "World Wide Web" variants, or this? Difficult to tell, even with all the dates gathered. If you know the "WWW" sets, you know this. If not, play. It's also a vacuum level. Usually, that's bad. In this case, it's fun.
"Pfhree Pfhor All" v2.6.3 by Randall Shaw (aka, FrigidMan) - April 1995: A very early Pfhor incarnation. Lots of variation to the gameplay, very good flow and fantastic for four or more. The elevated "pads" in space are a great little side-trip on a pretty large map.
Yeah, jumping on the bandwagon here.
This pack includes 4 physics models: Destruction, Synergy, VacBob War and Vidmaster Physics. VacBob War has been seen on Simplici7y before (with an MML script to boot) but the other three have never seen daylight.
Destruction is a classic over-the-top superpower physics model, including such gems as a flamethrower Gatling gun (which mows down enemies like clam chowder) and a flechette blood sprayer, which is in just because it's awesome. Slightly buggy, but if played well, is VERY FUN.
Synergy is also an overpowered model, but it is more reserved and realistic overall. It bears similarities to TC++, but with a slightly different flavor.
Vidmaster Physics is ALSO an overpowered physics model, but not for you. No, your weapons are downgraded to pea-shooters. It's the ENEMIES that get the power, and if you think you've seen everything and you're truly the best, try playing this. Don't even think about Total Carnage.
More information is in the readme.
First release.
Apotheosis X is a total conversion featuring 24 massive levels of carnage brought to life with entirely reimagined sprites and textures, high frame rate animations, 16 bit audio and an original soundtrack.
The campaign features engaging combat that scales with player skill and aggression, with a roster of new enemies and weaponry that complements the original games' nuance and high skill ceiling.
Key updates for 1.1:
An extensive list of updates is available in the download.
This is the 1996 CD "Pfhrenzy" found on the Macintosh Repository here.
There was some interest in this CD on the Marathon Discord server when I pointed out this CD. Not everyone wanted to bother with emulating Mac OS, but they still wanted to see the maps at least, which can be played with modern Aleph One. Thus, I emulated it myself, and transferred all the files off of the CD and zipped them up for people to look over on whatever OS they preferred.
For this reason, most of the files will look weird or not work at all on Windows or Linux, or perhaps even Mac. I have done nothing to the files themselves aside from put them through 7zip.
This is the result of the Summer 2008 mapmaking contest. It includes six maps. Winners include $lave, CryoS, and Treellama.
A three level (plus one intro level) mini-scenario for Marathon Infinity.
This scenario is a sequel to Marathon Phoenix, although it is not as difficult. The player is reunited with Durandal, and the two follow the path of the UESC Atreides to a distant Human base.
EDIT 2/11/2014 You will probably need the Previous AI plugin to make this work! http://simplici7y.com/items/aleph-one-previous-ai
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
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
Wrk Maps is a net pack for infinity consisting of levels from Infinity, M2, and others that have been modified, usually for better flow, or to look prettier. Along with Infinity and M2, maps are based on other maps by windbreaker, RyokoTK, Treellama, irons, and $lave.
There may even be a new unreleased map somewhere in here by someone other than me.
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!
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!!!