Alien forces have boarded the interstellar colony ship Marathon®. The situation is dire. As a security officer onboard, it is your duty to defend the ship and its crew.
Experience the start of Bungie™’s iconic trilogy with Marathon. This release uses the original Marathon data files for the most authentic experience outside of a classic Mac or emulator.
By popular demand, the The M1 Map Conversion Project has been rebooted.
Starting now, all further releases of converted M1 maps will be realized as "Netpacks" of ten (10) maps each, and with M1A1 physics merged.
In this Netpack:
The enclosed Read Me contains convenient links to all the current versions of M1A1 (the "Special Edition" release), its hi-res textures, and other assorted items.
"Hats-off" to the old-time Marathoners who started it all.
Enjoy.
Enjoy an arena netmap for Marathon 1! It is tested in live netgames with the new Steam build, and it works. The design is a little rough around the edges, but you get a lot more ammo, guns, and space to play in than the classic netmaps.
This map was created in Pfhorte and submitted to the Map of the Month back in the day. It was lost for a number of years, and I was super happy to find it on the Marathon Archives bungie.org site.
Don't stand still on the flamethrower platform! :)
The original from May 2000.
It could use some tweaks with flow, and texturing, a bouncy wall or two, but it's still pretty fun. It would be cool to find a way to edit this and polish it up.
Marathon's original QuickTime 2.x instruments, brought to modern DAWs in sample form.
Suitable for playing back Marathon MIDI files or incorporating these instruments into a new Marathon soundtrack.
Just set the user folder path of your SFZ player to the Aiffdisk and enjoy!
QuickTime Musical Instruments is property of Apple Computer, Inc. and Roland Corporation ©1994 All rights reserved. Do not use or distribute this reproduction for purposes other than Marathon-related activities. Do not sell this reproduction.
ampeg_release may need to be adjusted on some of the instruments to properly recreate.
2.1 accented hi-hat sounds weird but that may just be how QuickTime processes it in a mix.
Random spikes in MIDI playback may be caused by duplicate notes.
If more instruments are needed, please contact me on Discord: @Solar-Tron #6173
This 360° wrap-around starscape replacement shows the stars as they would appear in the Tau Ceti system on July 3, 2794 at 0839 UTC, as well as a few local objects likely to be visible.
The stars, colony, and positions of planets have been rendered by Celestia, the open-source universe explorer. Using data on the planets known to be orbiting Tau Ceti, I made a few tweaks within real parameters to make things more comfy for our Martian colonists.
Remember the pink-brown planet from the Pfhor chapter screen? It's now an ice giant around which the colony orbits. Or is it a water giant? Celestia says it's 40F up there. Whatever, it's like Uranus, execpt smaller, warmer, and not sideways.
The huge blue planet is the colony moon, 1300 km below. I tried to put the Marathon in as high an orbit as possible while still being close enough to be an easily reached space station.
You can see Sol in the screen shot from G4 Sunbathing. It's just above and to the left of the right gantryway, or just below and to the right of Arcturus, slightly brighter than the surrounding stars.
On Marathon levels, your point of view will be from the Marathon's surface. The Scoutship will be part of the backdrop, while the scenery item is replaced by the unused slave transport sprite. On Pfhor levels, you view from an alien ship surface, and the Marathon sprite has been enhanced.
Software used: 1 - Gravitation to find a stable orbit for the moon, 2 - Celestia to produce renders, 3 -Hugin to stitch them together into a panorama, 4 - GIMP for postprocessing and Marathon's surface texturing.
To install, please drop the zip file into your appropriate plugins folder. Also, make sure that in Preferences > Graphics > Rendering Options, that "Replacement Texture Quality" for Landscapes is set to "Unlimited."
-New landscape for Pfhor levels -Corrected star orientation on Pfhor levels -Removed floating Marathon logo -Restored & enhanced Marathon sprite -Shortened plugin UI name -Fixed Windows compatibility (I hope)
GeoCities may be gone, but the art of the GIF lives on. All multi-frame sequences from the original Marathon Shapes file are included.
NOTE: This September 1995 map has been converted to M1A1 as part of "The M1 Map Conversion Project" (see enclosed Read Me for details).
A nighttime Pfhor city scene. A solo adventure with no real goal aside from fun and exploration. Challenging; nice to look at.
Original M1 version by Stephen Ritchie.
Version 1.2 corrects lighting phase problem from M1A1 conversion (building searchlight now "rotates" properly) and adds merged M1A1 physics.
Another Marathon-Style HUD plugin based on Hopper's Marathon Classic HUD.
This one comes courtesy of Hopper, who sent me the March 1995 issue of MaraMag, included on the second disc of the Marathon Trilogy Box Set.
The plugin is almost exactly like the Marathon Classic HUD, save for the background image, which was made by... a guy named ture. The full email address given in the article is:
ture@falcon.cc.ukans.edu
Initial Release
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.
In the original Marathon 1 game for Macintosh, there is a white screen flash fader that happens when you teleport in. I created a .lua script to emulate this behavior. Installation instructions included.
This is an initial version that works perfectly fine most of the time. However, if you manage to shoot yourself across a map at a high rate of speed (i.e. from a rocket), that may falsely trip the teleport detector.
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.
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.
Plugin Version of Tim Vogel's 'Total Texture Enhancement Pack' v7 for Marathon. Updated to be compatible with Aleph One 1.2.1 and above.
The all-in-one (AOI) Marathon installer has these textures at 512x512 resolution. Install this to enjoy Marathon's textures at double that.
This folder is identical content wise to the 'TTEP v7' folder contained by default within Marathon's plugins folder, except all textures have been replaced by ones with a resolution of 1024x1024.
To install: unzip, and drop into Marathon's plugins folder, then activate it in-game.
IMPORTANT: Delete or deactivate the original "TTEP v7" folder.
The entire Marathon OST meticulously restored with new instruments and better production value.
Unlike most M1 music replacers, this one does NOT try to heavily alter the original composition nor is it simply a sound font swap. I remixed everything inside of FL Studio 20 with high quality VST instruments and (occasionally) real hardware synths and sounds. My goal was to create a faithful reinterpretation of the OST with mostly appropriate sounds (nothing more modern than 1990's electronic instruments, etc) but with a better overall balance and less cheap sound. I'm extremely proud of the outcome, and I think fans of the original game and its score will really appreciate it too!
This download contains a FLAC and OGG version, to replace the in game music, simply drop the OGG files into the "Music" folder in your Marathon directory.
If Aleph One is ever updated to allow gapless looping of music, I will create a loopable mix.
(if you enjoyed this music, check out fragileforms.bandcamp.com , where I post my original music as MetaMorphosys)
Corrected typographical errors in the tags
The music that is shipped with the Marathon release is based off of the classic Quicktime synth. This is the fed through fluidsynth which utilized a modern sample set — in this case, Don Allen's Timbres of Heaven. All tracks have been normalized and made working for in-game.
To install, simply replace the Music folder within the Marathon data folder
-A new attempt utilizing Timbers of Heaven 3.4 and the latest fluidsynth.
fixed missing track 14
This simple modification to the FloatingX LUA script file adds an ammunition counter to the Alien Weapon using the M1A1 FloatingX HUD. In keeping with the style of the FloatingX HUD, the ammo counter jitters and flickers back and forth to mimic the static effect seen when the Alien Weapon is selected.
To install, download the M1A1 version of the FloatingX HUD plugin, back up the FloatingX.lua script file inside, and replace it with this one.
Simple code change to the FloatingX.lua file included with the M1A1 FloatingX HUD.
Exactly like Hopper's Marathon Classic HUD, except the full version HUD graphics are replaced with those found in the Marathon Demo v0.0.
For players who want to go truly retro. Enjoy!
1.0 Initial Release
1.1 [Reverted] The main HUD image I pasted from Rezilla wasn't color-accurate. Corrected.
I should stop trying to fix things. It looked terrible in-game. Reverted. :\
From way back in November 1995 comes this high carnage, high energy, high DPM collection of four mostly well-designed, extremely fun netmaps, now fully converted for use with M1A1, only.
Original M1 maps by Chris Painter.
You'll definitely need to read the enclosed "Read Me" on this one, but in the meantime...
NOTE: The following maps are truly the stand-outs which deserve your special attentions: Home Pfhor the Holidays, Milestones, Pfhor a Few Dollars More, and The Woolen Mill. While the rest are absolutely fun and great in their own rights (or they'd not be here), these mentioned four are the cream of the pack (in the opinion of the converter...your mileage may vary, of course).
The Vol. 2 maps are:
Enjoy your carnage.