Latest Updates and Submissions
Spooky on Dec 9th 2019
Here it is as requested. Sanctioned CLIQUE upload.
J. Kristopher Huddy was spawned in a test tube at a military laboratory just outside of Fresno, California. He was the product of a top secret government effort to clone superhuman killing machines. However, just months after the creation of "ZSC-08390" (as Huddy was then referred to), the project was scrapped after military brass concluded the fusing together of DNA from Don Knots and that guy who played Klinger on MASH could serve no real purpose against the Solviet threat. Huddy was debriefed and sent on his way with only a suit, a wristwatch and $20 to his name. After blowing the $20 on bogus lottery tickets and pawning the watch for another $20 which was quickly lost on still more lottery tickets, Huddy realized he had a problem... he need more money to throw away on lottery tickets. But instead, he checked himself into the famous Betty Ford Clinic in a desperate attempt to overcome his gambling addiction. One year later, Huddy was clean and sober, though his gambling problem persisted, mainly due to the fact he had unwittingly spent the last year in a substance abuse program. Nevertheless, Huddy had a new lease on life and was determined to make a name for himself. Immediately, he applied for unemployment and tirelessly began watching soap operas. Tragically, when Huddy's lifelong dream of hanging out and doing "whatever" proved fruitless, he decided to devote himself to his second love of designing video games. A year later, his 8-bit opus "Los Disneys," was complete. Though the game earned him no money and little recognition, it did succeed in placing his name high atop the list of people Disney was least likely to employ. He then began work on a new game, Ghetto Blaster. But it was the horrific events of September 11th that put the project on hold. After he was denied admittance into the army after becoming the first person in the history of the U.S. military to be legally declared a coward, Huddy found his patriotic calling in the form of creating a second video game. Originally titled "Sophomore Slump," the new game was later renamed "Blood of Bin Laden." Huddy has since settled down and is currently employed at Utah's third largest fish-hatchery and spends much of his time rewriting Tom Clancy novels in calligraphy, jazzercising and speaking in a thick, albeit fake southern accent.
628 downloads, 1 review, 2 screenshots, 4.0 rating
Marathon Gambit 1.1
AnonFriction on Nov 11th 2019
What is it?
Marathon Gambit is a recreation of Bungie's Destiny 2 gametype of the same name
How do I play?
The objective of Gambit is to kill things, collect the keys they drop, and turn in the keys to summon a final Boss. The first team to summon its boss and kill it wins the round. (a pdf is included that explains this more in depth)
What is included?
The download includes the following
- 3 Netmaps.
- MML and phyA files for merging with your own maps.
- A pdf manual that explains how to play and what is required for making your own maps.
Zoranel: This map was created for testing purposes and is not the prettiest, but i feel it was fun to play on so I'm including it. It is the largest map in this pack currently.
Wrath Eternal: This is a modification of the Bungie netmap "Wrath No More?" to support Gambit. It is the smallest map in the pack and can get very hectic!
Salinn: This is a modification of one of my own netmaps to support Gambit. In terms of size this map is somewhere between Wrath Eternal and Zoranel
The main feature I am looking into adding is an intro cinematic. Other than that all currently planned features are present, so updates will be limited to bug fixes or adding new netmaps
Feedback or Bugs
Feedback and Bugs can be reported on the pfhorums thread here
- Original Mode: Bungie
- Marathon Scripting: anonfriction, level47otter, liacrow
- Custom Physics: liacrow
- Levels: AnonFriction (with some maps being modifications of official Bungie netmaps)
- Testing: anonfriction, level47otter, liacrow, spooky
Marathon Gambit Artwork: wyvernzu
W’rkncacnter and jteg for answering all my dumb questions when I was getting started.
- Benoit whose Survival2.0 script helped me learn the setup of many things (and which I basically lifted Health Regen from)
- Ku-rin for sharing their cameras.lua file on the pfhorums and providing additional help!
- Everyone else who helped test or jumped into random netgames!
Notes for version 1.1:
Disabled High Value Target notifications as they were sometimes causing the match to become softlocked.
Rewriting HVT notification
Sometimes combatants fail to spawn causing a team to become softlocked
652 downloads, 3 reviews, 7 screenshots, 5.0 rating
Marathon 1 Redux 0.0.13-alpha
liacrow on Jul 29th 2019
Weekly updates on Github: https://github.com/ravenshining/M1R
A project to give Marathon 1 a facelift, incorporating the new features of Aleph One to flesh out and add realism to the Marathon's architecture. Eventually, to include a branching storyline- possibly even missions on the colony moon.
Featuring Marathon 1 with lua scripting, liquids, ambient sound, new weapons, more scenery, improved sprites, expanded architecture, new terms & terminal art, and the latest HD plugins. Also including Craig Hardgrove's soundtrack, you can visit his page over at themarathonmusic.com !
At this point M1R should contain a complete, playable, almost bug-free recreation of M1, however, I still consider this an alpha as there are many more features and levels to come, and other features present that will be cut.
To contribute to this project, download it and read the "Help Wanted.txt" and/or TODO.txt," or head over to the Pfhorums where the lists and discussion are posted: http://pfhorums.com/viewtopic.php?f=13&t=53510
WINDOWS USERS PLEASE NOTE Marathon 1 Redux's extensive HD and 3D assets may cause 32-bit builds of Aleph One to crash immediately upon starting a game. To resolve this issue, you will have to experiment with turning off plugins or reducing texture replacement resolution to taste.
Notes for version 0.0.13-alpha:
- Starting a new game now brings you directly to Arrival, rather than skipping though unfinished prologues
- Currently unplayable levels are hidden from the level-select dialogue
- Lua scripting is finding its way to several levels to control special events and functions
- 3D models fixed so they no longer cause clipping & bloom problems, and distort less on pulsating textures
- New texture variants, bringing the total number to 386! (including landscapes and animation frames)
- Most levels updated to greater and lesser degrees to take advantage of the new textures
- AI variant terminal textures applied to every terminal - e.g., a Leela terminal says LEELA on it in-world
- Differentiated solid and liquid lava, and to a lesser degree, goo
- New epilogue level (thanks to Pfhorrest for letting me re-use some Eternal geometry)
- A new defensive twist to Pfhoraphobia to balance out its new Lua scripting
- Updates to Arrival, The Rose, Welcome to the Revolution, Try Again, Beware of Low-Flying Defence Drones
- The first Pfhor terminal
- Pfhor fighter sprites optimised for bloom
- Revised Vidmaster's Oath
- Newly spawned players start with plot-appropriate weapons, at the expense of ammo
- Low resolution fallback if you disable the 3072p landscape plugin
- Lots of bugfixes in general, thank you to everyone who reported problems!
- Much saner organisation overall
- Probably more because it's been 9 months since 0.0.12!
Known bugs *A mutant pfhor teleports into space and BoBs clog corridors in the epilogue level, both fixed in weelky release *Flamethrower is wonky *Player's light is too dark, fixed in weekly release
2783 downloads, 2 reviews, 9 screenshots, 4.0 rating
Adminn_1 on Jul 11th 2019
A small pack of medium Infinity netmaps in the Wolf3D style, to be updated continuously. The newest one (07/11/19) is "Secret Machine Life". The other two were previously released individually: "Through Havoc's Various Nodes" and "Trial's Parallax" (originally released for Yuge). Future netmaps made in this style will be packaged in updates of this upload, with update notices and individual download links included in the description for those who already downloaded a previous release. This way Simplici7y won't be "clogged" or "spammed".
665 downloads, 2 reviews, 3 screenshots, 5.0 rating
Precipitation for Eternal 1.2 1.2.1-b4
liacrow on Jul 9th 2019
For those of you with proper video cards that do not have difficulty with precipitation scripts, here is a merged map of the scenario with both precipitation and the latest bugfixes.
Unfortunately, some quirk of a few people's machines - which I suspect were running integrated graphics - couldn't cope with precipitation, even after bugfixes were made, and so Pfhorrest ordered it cut from final release. Although the effect on most levels is subtle due to an A1 limitation on having 1024 objects, I thought it well worth the effort of maintaining. So, before I cut the lua from the main scenario, I created a branch to preserve it, and left the supporting alterations to the Shapes file in the main branch.
Naturally, you'll need to download Eternal 1.2, found here,, to use this map.
Then, download this map file, drop it in your Eternal directory, and select it in Environment preferences.
To test whether your machine can handle this, skip to level 13: A Friend in Need, and see if your framerate drops when you walk outside. My 12 year old rig gets 20 FPS with everything on, but some players have reported as little as 0.5 FPS with precipitation.
Since this is an altered map and not a plugin, it will not be compatible with save games from the official release or the previous 1.2.0 version of this enhanced map.
Co-op players, please ensure that everyone has the same version of the map.
Credits: Original rain and ember sprites by $lave and Windbreaker, respectively; Original precip code by Wrkncacnter, who borrowed heavily from Treelama; Eternal adaptation by Aaron Freed; Snow sprites and code fixes by Lia Gerty; Ashes are a palette swap of embers, fallout a palette swap of rain.
Notes for version 1.2.1-b4:
Made a number of things a lot easier
1097 downloads, 0 reviews, 5 screenshots, 0.0 rating
Adminn_1 on Jun 21st 2019
Screamernail was having trouble finishing a scenario called Marathon: Green, so I finished it. This is in tribute to him. It's Extermination, so return to the starting tile after killing everything.
This scenario uses the Differential Shading Checker plugin by Douchetower/W'rkncacnter, which should be checked by default. If the textures aren't defined/differentiated enough, simply adjust graphics settings until you get something like what you see in these preview images.
721 downloads, 0 reviews, 3 screenshots, 5.0 rating
Adminn_1 on Jun 20th 2019
Adminn_1 on Jun 19th 2019
Adminn_1 on May 21st 2019
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.
651 downloads, 5 reviews, 2 screenshots, 2.6 rating
Adminn_1 on May 21st 2019
Disclaimer and Credits
Please note that this is a hybrid scenario. I take no credit for any of its custom content beyond level design, the opening text, and the title screen logo and subtext. All other credit goes to the creators of Project Conflict (for the enemies), Mararthon: Yuge (for textures), Female Bob Shapes, Marathon: Pathways Into Darkness (for scenery), Tempus Irae (for scenery), Rubicon (for scenery), Damage, Inc. (for scenery), Weland (for the menu screen), the logo in the title screen, Hardcore Sounds, Hardestcore Sounds, common use movie sounds, and some sounds I took off YouTube.
Also, this scenario is (arguably) best viewed in GL Shader graphics, mainly for the platforms.
With a new cast of enemies based on edits of RadBurn’s Project Conflict mod, Marathon: Shadervoid is a brutalist, structuralist, and continuously-mapped-for take on Marathon gameplay that takes place in a strange other dimension and deals thematically with humans’ war with themselves. Released here with two levels (one an introduction) and meant to have many more individual levels made for it over time, it is intended as an ongoing exploration of the possibilities of a certain efficiency-based level design formula, and infused with a kind of uncanny Lynchian horror never before seen in Marathon.
“Humanity is currently living in deep strain under the horrid reign of the Tribecom regime and their Erosion Task Force enforcers. Somewhere and in spite of this, a secret grassroots research and development organization has formed called Inteflow Enterprises, specializing in dimensional travel technology. They eventually find and access a dimension for the first time — a strange one consisting entirely of oddly arranged colorless block units, which are distinguished by varying light shades and appear to be carved out of a great void that mixes with liftable “door-like” blocks, earning it the nickname The Shadervoid. Its exact nature, and the source of its constructions, remain unknown; yet it is technically habitable with no sign of other life, and IE hope at least to learn from it and use it as some kind of refuge spot. As such, a team of members begin setting up and testing machinery near teleportation spots in several different parts of The Shadervoid, all while keeping communication signals with other crewmembers in their original world. However, at one point, signals mysteriously start to become intercepted, and the environment within The Shadervoid reportedly begins to falter in some respects, making teleportation problematic. Eventually, all signals are abruptly cut off. You, a guerilla fighter in the precinct that IE is based out of, decide with some fellow fighters to grab some arms and teleport into The Shadervoid to check on the crewmembers “just in case”. Yet there’s some sort of malfunction, and you black out.
When you finally wake up, alone…”