Marathon® Infinity takes the closed universe of the Marathon series and blows it wide open. The solo/co-op campaign, “Blood Tides of Lh’owon,” is a 20-level scenario sporting new textures, weapons, and aliens. More than that, the scenario sheds a surprising new light on the story’s characters and the meaning of events. Having defeated the Pfhor and reawakened the ancient remnants of the S’pht, the player now faces a world where friends become enemies and all is not what it seems…
Marathon Infinity is the most popular Marathon game in online play, and is compatible with hundreds of community-made maps. This release includes the classic graphics, and revamped high-definition textures and weapons.
This is a heavily modified version of the XBLA Rubicon HUD that was posted by Nobility some time ago: http://simplici7y.com/items/xbla-rubicon-hud
The interface graphics have been replaced with proper ones from the old Rubicon HUD and all the weapon graphics have been recreated in HD.
Go check it out.
• Replaced interface graphics with proper ones from the old Rubicon HUD • Weapon graphics have been recreated in HD.
3 maps, two versions of one of them, plus a version of an Infinity map.
Battlemoose is a fast map, great for dueling, but handles larger groups as well.
The ____ Biscuit Upset is a twisty fun zone, with contributions by my friend screamingfool. Two versions, large and small.
Communist Flirting Falls Flat is a big wet map with two big rooms and long staircases.
Wrath Some More? is a slight remake of Wrath No More? to keep up with modern play.
This pack was originally available on Fileball years and years ago but didn't make it into the archive. I thought it was lost, but amazingly Wrk had a copy, so here we are.
This is mostly here for historical purposes, but the maps are certainly fun to play, so have at.
Henseler´s Hell a map by RealRainman
Henseler´s Hell is the first and only "Marathon map" I made back in 1997. I tried to develop a detailed storyline that, although based on the familiar "I guide you through the action" concept, comes up with surprising twists and a couple of neat tricks that pushes even the experienced player to his limits. I wanted to include a lot of cool graphics (watch out for the terminals !) , and the biggest battlebot that the "Marathon" world has ever seen (I guess) !
Believe me, I used ALL the polygons,objects and entities that are possible to use in "Forge".
Sorry guys, forgot about the fact that I uploaded here! A nice guy by the name of Greg (somehow) got in contact with me and pointed out the missing terminal pics! The HENSELER´S HELL map-file must have been corrupted years ago by copying it to a PC-file server. I was able to retrieve the original map file and it has all the terminal artwork included (which is important at some point in the story, visual hints etc.). Have fun! cheers, RealRainman
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!
Hey all,
It's been a while. Back in 2007-2008 I created a game based on the Aleph One engine as part of a graduation project. It's quite outdated but I've had several request from people asking me to upload it here, so here it goes :)
"Blauwe Vingers' Is a Dutch translation of "Blue Fingers". It's a game about the medieval history of a city in the Netherlands called "Zwolle" in 1524.
The project has about a full year of work into it and was completely done by 5 people. Areas in the game are build after city blueprints and the story is based on real historical events. While it offers quite a campaign and large amount of content, please be aware that the game is completely in Dutch language. This unfortunately makes it almost impossible to complete it when you do not understand the language. I simply couldn't find the time to translate everything into English, as there are countless of in-game conversation, history texts, videos and whatnot.
Still, it's definitely worth to check it out (also if you're a scenario creator yourself). Many features in the game were things never done before back in 2008 with Aleph One. Later in 2010 the game received an updated to support normal maps, a floating HUD and other improvement that were later introduced to the Aleph One engine.
Note: I cannot guarantee that the game is still fully functional with the latest Aleph One features. I've quickly tested it with the latest Aleph One build on my Mac and it seems to be working great, but as I haven't updated it since 2010, there might be new or altered features in the engine that are not supported.
Enjoy! Tim
Features: - Story driven level progression with about 19 maps based on historical areas and events. - Unique use of Aleph One features such as normal maps, post-processing effects, in-game videos, 3D scenery objects etc. - Total conversion, with countless of new characters, medieval weapons and environments. - Full multiplayer support with 10 unique multiplayer maps. - Graphics that push the engine to it's limits. - Think you've mastered Marathon's melee fists? Try the flail, dual wielding axes or daggers :)
Story: As the Dutch are known for their trade; 3 cities (Kampen, Zwolle and Deventer) in the North-east of the Netherlands form an important and strategic trade area in 16th century. However, there was also a lot of rivalry between the cities which almost escalated into a war, but mostly resulted in bullying, sabotage and name calling. After the duke of Zwolle "Karel van Gelre" was banned from the city in 1524 for treating the people badly, he later came back with an army to lay siege on the city for 30 days. Food and supplies were running out but just when everything seemed to be lost, Zwolle got help from unexpected Allies. The neighbour cities "Kampen" and "Deventer" assisted resulting in a major battle right outside the city and the people were set free.
The player plays as a poor student who has to find a study and place to stay in the city and ends up becoming a war hero with a duel between you and the duke as the final battle!
Recommended requirements: - Win XP or later - 2GB free disk space - 2ghz processor or better - 1GB of system memory
Hey all,
It's been a while. Back in 2007-2008 I created a game based on the Aleph One engine as part of a graduation project. It's quite outdated but I've had several request from people asking me to upload it here, so here it goes :)
"Blauwe Vingers' Is a Dutch translation of "Blue Fingers". It's a game about the medieval history of a city in the Netherlands called "Zwolle" in 1524.
The project has about a full year of work into it and was completely done by 5 people. Areas in the game are build after city blueprints and the story is based on real historical events. While it offers quite a campaign and large amount of content, please be aware that the game is completely in Dutch language. This unfortunately makes it almost impossible to complete it when you do not understand the language. I simply couldn't find the time to translate everything into English, as there are countless of in-game conversation, history texts, videos and whatnot.
Still, it's definitely worth to check it out (also if you're a scenario creator yourself). Many features in the game were things never done before back in 2008 with Aleph One. Later in 2010 the game received an updated to support normal maps, a floating HUD and other improvement that were later introduced to the Aleph One engine.
Note: I cannot guarantee that the game is still fully functional with the latest Aleph One features. I've quickly tested it with the latest Aleph One build on my Mac and it seems to be working great, but as I haven't updated it since 2010, there might be new or altered features in the engine that are not supported.
Enjoy! Tim
Features: - Story driven level progression with about 19 maps based on historical areas and events. - Unique use of Aleph One features such as normal maps, post-processing effects, in-game videos, 3D scenery objects etc. - Total conversion, with countless of new characters, medieval weapons and environments. - Full multiplayer support with 10 unique multiplayer maps. - Graphics that push the engine to it's limits. - Think you've mastered Marathon's melee fists? Try the flail, dual wielding axes or daggers :)
Story: As the Dutch are known for their trade; 3 cities (Kampen, Zwolle and Deventer) in the North-east of the Netherlands form an important and strategic trade area in 16th century. However, there was also a lot of rivalry between the cities which almost escalated into a war, but mostly resulted in bullying, sabotage and name calling. After the duke of Zwolle "Karel van Gelre" was banned from the city in 1524 for treating the people badly, he later came back with an army to lay siege on the city for 30 days. Food and supplies were running out but just when everything seemed to be lost, Zwolle got help from unexpected Allies. The neighbour cities "Kampen" and "Deventer" assisted resulting in a major battle right outside the city and the people were set free.
The player plays as a poor student who has to find a study and place to stay in the city and ends up becoming a war hero with a duel between you and the duke as the final battle!
Recommended requirements: - Mac Os X 10.5 or later - 2GB free disk space - Intel Mac with 2ghz processor or better - 1GB of system memory
Here's a new netmap supporting EMFH and KOTH. As is often the case, this is an exercise in flow as much as anything. The map is loosely divided into four chambers. It's entirely asymmetrical, with an open floor plan. I recommend it for 4 or fewer players.
Initial release.
The Third Generation of envy is here! This is my fourth map, and I have learned a lot since the creation of cloaca dome and IETT, hope you enjoy.
Enemies, Shotguns and Rocket Launchers have been added.
Well, first off, I'd like to note that this is my first Multiplayer map, and the first map I've made that I'm willing to share. The Pfhortress on the Horizon is one of the maps that I'm currently making as a net pack, but I thought I'd release it early to get criticism. 4-players, 2 assault rifles, 2 smg's, 2 shotguns, 2 alien weapons, 2 fusion pistols, 1 launcher, and many health power ups. Enjoy the carnage, as you play in deathmatch, or every man for himself. (Please not, there will most likely be bugs. Please comment ANY issues you have, be it lighting, weapon placement, spawns, anything! I want it to be as good as I can get it! Any other feedback is also appreciated.)
1.1 - Slight texture/lighting adjustments, Doors removed
Wow, I learned a lot in Weland with this second map. BTW, Terra Pfhor was scrapped from the get go.
It's Just the map if you don't know how to install maps I think you should go to the pfhorums.
Are you tired of dying because you suck? Are you tired of dying because you were busy with your movement hand eating an ice cream cone? Are you tired of dying because the unskillful n00bs pwned you with h4xx0r weapons? Well fear no more! Professional Instagib is here to get rid of all of your complexity problems! Porfessional Instagib is not just any instagib mod, it has changes!!! From the creators of the MML music switch comes... Professional Instagib!
PLEASE PLEASE PLEASE read the rules and setup guide! Just because you know how this works doesn't mean you know how this works! Version 1.0 will always be available when future versions come out.
Navigate the path without stepping off, nor letting your crosshair fall upon the many enemies about the room. The result of which would be unspeakable.
Turn on auto-center camera and turn off the overhead map display for a greater challenge. Difficult but beatable.
A provided lua script also allows crushing enemies with your mind if you are into simple pleasures like that.
Added a film showing a completed run.
Clarification in ReadMe file.
This shapes, sounds, and physics pack is designed to make the play of Marathon Infinity more realistic. In future, I may modify even more of the game's workings, such as monster movement speeds or attack speeds.
NOTE: This physics model is not designed for multiplayer use; it would make the weapons incredibly overpowered and many maps almost unplayable.
A comprehensive list of changes can be found in the Read-me file.
The original Marathon weapons were not really designed with people in mind. They were designed to be effective against slow and stupid aliens that could not dodge shots and could not operate their weaponry while they were being blasted by the player. Human players are a bit more intelligent, and faster than that.
Note that this is not designed with monsters in mind!
This physics model addresses those changes and has undergone thorough balance testing during its development. Weapon switching delay is now nearly non-existant and random damage has been taken out of the game. Weapons that would normally never see action in an otherwise SPNKR filled multiplayer match can now go up against a SPNKR armed player under the right conditions.
Enjoy MIMEP.
Jóhannes Gunnar Þorsteinsson
http://www.johannesg.com
johannesg@johannesg.com
Göran Svensson
(more thorough changelog in readme) - Speed increase of all regular bullets up to 4096. - Alien Weapon is now a dual function with a regular primary trigger but secondary trigger set as chargeable long range high damage weapon - The good old automatic KKV-7 SMG is back. - Bug fix: Enforcers now use "unused 1" shot slot instead of Alien Weapon Blast so not to make them overpowered
This is a new, standalone release. The map is designed to support all gametypes: vanilla EMFH, KOTH, and KTMWTB; and CTF & Rugby via their respective netscripts. For the last two, download the appropriate script from right here on Simplici7y, select CTF or Rugby when gathering, and check the netscript checkbox and use the corresponding netscript as well. There is a small embedded lua script to deal with the multipurpose use of the ball, but that should all take care of itself behind the scenes.
This level is also the first release to utilize my EasyShade plugin for lighting. The screenshots for EasyShade were taken from this map.
initial release
I played a Call of Duty map that had a stair/bridge combination I thought was interesting. I loosely mimicked that structure and just sort of built things out from there. At this point the resemblance is gone, but I kept the style of an urban setting with buildings and structures positioned at regular angles.
I tried to put function over aesthetics, leaving all texturing/lighting/scenery/sounds until I was satisfied with the flow. The hill was not the initial focal point of the map, but as a player I like the variety provided by specific objectives like in KOTH, so I'm glad a natural hill area emerged. It may feel somewhat limited with no platforms, teleporters, or powerups; but I didn't want to throw everything and the kitchen sink into the same level.
I hate to bump this to the front page for such a minor change, so I waited until I was going to release something new anyway.
So, because of some discussion in the Pfhorums I decided to make a few 7 polygon netmaps. I don't really play any netmaps so they might be terrible even beyond what you'd expect from a 7 polygon map.
There are 7 maps plus an alternate version of 1 map as well as a doc with a small backstory for each map. And if you download right now you'll get an 8th bonus map FREE!!!
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The fifth and final edition of my second multiplayer map pack includes 24 maps, all varying in size and layout. Version 1.4 includes 2 new maps.