Marathon 1 monster textures at 16x the original resolution using xBR scaling. Includes marine textures and every color palette.
Credits: - General Tacticus, who helped me index M1's original shapes file - Treellama, who helped me use Aorta to remove blue from the textures - Hawkynt, who created the program that could batch upscale 2,602 textures, and - Hyllian, who created the xBR 4x scaling algorithm
Archive of the original Marathon Rubicon release for classic MacOS Aleph One, titled Rubicon AO Light. This is the Rubicon scenario as it was before Rubicon X.
The files on this archive were taken from the Macintosh Garden here https://macintoshgarden.org/games/marathon-rubicon and passed through MacBinary II+ to make them compatible with modern Aleph One for Windows and Linux too.
Also included is a set of maps bundled with the AO Light release, including some netmaps, the Rubicon Xariim scenario and, as far as I can tell, one ported map from the unreleased scenarios that eventually became Rubicon.
Added the weapons and items MML scripts from Rubicon X to fix wrong names in the HUD.
Hosted on Mega because the Simplici7y uploader is failing to upload.
The Weapon Enhancement Pack replaces the weapon, ammo, blood, and explosion sprites with new HD ones.
NOTE: OpenGL must be enabled to use this pack
System Requirements: * OpenGL compatable video card (32MB of VRAM or higher recommended) * 22MB of HD space * Latest version of Aleph One recommended
Changes/Fixes * Added motion blur to shell casings * Added more detail to the Missile Launcher * Added F'lickta blood * Added impact sprites for drones, enforcers, and hunters * Improved the scope on Magnum Pistol * Other minor improvements
1.4.1 resolves an issue with Windows Vista having problems extracting the files from the WEP zip archive.
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.
This plugin enables M2SE music with the stock Marathon 2 or Marathon 2 for Windows 95 map.
Requires Aleph One 1.7b1. Simply unzip and copy the folder to your Marathon 2 Plugins directory.
Credits from the M2-SE Music Readme (included):
Added checksum for M2 Win95 map
Have you ever wanted to rend apart monsters, friends, or just your own good self with the endless amounts of energy trapped between the boundaries of space and time? Now you CAN!
Simply place and configure a platform with some simple parameters, and our magic gimmick script takes care of the rest!
Highly adaptable! Hilarious fun for all ages!
Try it today and go nowhere fast!
Cleaned up and more or less good to go!
Fixed trap contact/proximity detection, optimized monster checking
Cleaned up script in general
The Map file for Marathon 2: Durandal, as it was presented in the Windows 95 release.
The Windows map file contains several visual (and a few gameplay altering) changes from the Mac version, many small, some big. It also has a few altered terminal images.
Anyone familiar with "Waterloo Waterpark" will immediately be surprised with this rendition.
There are some players who do prefer the Windows map, so I decided it would be worth posting on Simplici7y.
The M2 Win95 map file is not particularly hard to obtain, as it is available in retail M2 copies for Windows, and it's available as a download on the Trilogy Release site, HOWEVER, that merge does not contain chapter screen sound effects. I re-merged the map file with the Mac version's sound resource folder, so now all chapter screens will play the appropriate sound.
Welcome to The BOB Factory version 1.0.1 !
Those friendly little BOBs have been kidnapped by the Pfhor for experimental purposes! After being sacked by Durandal and friends a few hundred years ago, the Pfhor Empire has almost reached it's former glory, save for one small detail...what to do about Earth and all those superhuman space marines. So those wily aliens built The BOB Factory. There they plan to develop a new type of assimilated BOB, one that is indistinguishable from normal humans and doesn't say silly things to give itself away. If they reach Earth, those assimilateds would wreak total havoc. This is where you step in and save the day...Space Marine.
The map consists of 3 levels
Version 1.0.1 fixes the terms & pattern buffers -- making the terms look like terms and the pattern buffers look like pattern buffers.
This is the Marathon 2: Durandal map file coupled with the Special Edition soundtrack, which, when the map and tracks are installed, will play over the Marathon 2 levels. I DO NOT OWN THIS MUSIC
This is a script that modifies Marathon/Aleph One's FOV values.
"Why would I need to download this if I can just find the code to this script on the various threads at the Pfhorums, copy and paste it into a text editor and save it as a mml file?" Quite simple, because you're lazy.
This script will not work on scenarios that have their own FOV modification scripts included.
Marathon 1984 is a custom 3 map scenario for Marathon Infinity, created in 1997 by Frank 'Elk' Rooke and distributed in the MacAddict issue No. 13 cover CD.
This file contains the Marathon 1984 map file and a patched shapes file in MacBinary II format, compatible with Aleph One, as well as the original installer for classic MacOS also in MacBinary II format.
Contents of the Marathon 1984 original readme file:
Marathon-1984 Scenario
Level construction, textures and terminal art: Frank 'Elk' Rooke Many thanks to Devon Belcher (UESC Marine terminal pict by Devon)
Final merge: 6-16-97
1984 consists of three levels to be played as solo maps only and using Marathon Infinity.
Send your comments or questions to: kfrooke@earthlink.net.
A plugin for the original weapons-in-hand graphics for Aleph One, featuring: - Different looking muzzle flash with blended edges. - Motion blur on certain frames, including bullet shells and the fists. - An optional translucent scope effect for the magnum.
Works with both Marathon 2 and Marathon Infinity!
Marathon: Trinity is a brand new scenario/total conversion which explores the cyborg's future in a parallel timeline. Pfhor dominate the galaxy and Earth has been annihilated. Stuck on board the UESC Trinity with an AI named Lysander, you and your fellow colonists discover a habitable planet after over a century of exploring. However, a mysterious ship wreck drifts nearby, which can only mean the worst...
Pfhorums link: http://pfhorums.com/viewtopic.php?f=13&t=39242
Version 0.2 of Marathon: Trinity. This scenario is still in early alpha. Update Notes: - Bug fixes - More health & ammo - Modified enemies - Fixed Monster Limits issue - Replaced 'The Devil's Playground' with 'The Devil's Playground II' - Added a 5th (unfinished) map. Just a teaser of what is to come.
This plugin is a port of the Durandal XBLA interface to Aleph One. Compatible with Marathon 2 and Infinity, and included in the all-in-one downloads of those games.
This version is distributed with Aleph One 1.8.1. Since the last S7 release, the following fixes were added:
This is the second installment of the Marathon Groove Sessions. The participation wasn't as great as the first one, but the songs are of equal quality. Half the songs. Same quality. Good music. Thanks to Cryos and ukimalefu for their efforts!
First release.
Here it is, at last: Marathon TROJAN. Now compatible with Aleph One (1.3 or newer), this uses the native M1 files to deliver the original, unaltered experience we know from the 90's.
M1 compatible fullscreen HUD plugins will work with TROJAN if you don't want to use the included Classic HUD plugin.
Additional files include the Weapons Pump Patch, FAQ, Manual, Spoiler Guide, and read me's from older versions of TROJAN.
Special thank you to Hamish Sanderson for giving us permission to distribute this re-release of TROJAN. Enjoy!
Update 3/3/25 - You can also find a Trojan standalone edition here https://hhas01.itch.io/trojan-se
"James’ Trojan AO scenario (2020) is a highly faithful warts-n-all port of the original M1 Trojan. This was important for historical preservation of early Marathon history, but not a great gameplay experience itself.
Trojan Standalone Edition (2021) made numerous fixes and enhancements to James’ scenario and customizations to the engine code. That’s why it’s released as Standalone Edition, not an add-on."
Version 1.0
by Gregory Ewing greg.ewing@canterbury.ac.nz
This is a set of Ruby plug-in scripts for Google Sketchup to export a model as a Marathon map file that can be played with the Aleph One game engine.
A tutorial is included which demonstrates what's been implemented so far. Start at Tutorial/index.html.
If you have used a previous version of MarathUp, see CHANGES.txt for a summary of added features, and have a look at the new sections in the tutorial.
This is free software. Share and enjoy.
This is a working version of the script the Professor helped me fix over email.
Luckily it was found in system files of old computer. It is now safe and sound.
Originally released in 2002, "Xariim" is my solo scenario for Marathon Rubicon. 14 solo levels, one solo carnage level, three Read Me's. The (positive) review on archives.bungie.org is still up - read it if you want.
Tested with Rubicon X and Aleph One 1.2.1. Select the scenario file under Environment.
ADRESSING THE 2/5 REVIEW BELOW: Yes, it is true that this release has issues. While I don't know what the reviewer is refering to with Ataraxia being "unbeatable" (I just played through the entire package), it is true that a switch in "Closed Quarters BOB Combat" should actually be a destructable surface. As a result you can block your own progress by hitting the "switch" again. There are more similar bugs in later levels. There are other minor problems too, like some polys not having ambient sounds. That all being said, I can assure the reviewer that Rubicon Xariim was tested a lot, by me, Jane Davison and partially Christopher Lund. John Sumner vidmastered the whole thing, so you can watch him beat the Ataraxia level. The reason why these issues never got fixed is that I released the package in 2002 when I finished school. After that I was off doing the mandatory military service in Germany, so not much mapmaking going on during that time.
If you aren't familiar with Paradise Lost, download the original here: http://www.simplici7y.com/items/paradise-lost
This is basically the same thing as Paradise Lost, but the maps are divided into four separate packs based on the chronological and stylistic period in which I made them.
This project is intended for people that only like a certain group of PL maps, and/or need or want help organizing them. This is the best I can do.
As a bonus of sorts, the maps SCB, Acid Rain, and Darkest Insurrection are also restored.