A 35-level single player major conversion.
This scenario is difficult and action-packed; it features a full arsenal of new, powerful weapons, and more threatening enemies than you could ever want.
1.4 has new Lua features like a performance overlay, weapon buffs, a lot of little bug fixes; it also applies ammo capacity limits on Total Carnage. Requires Aleph One 1.5 or newer, probably!
Fixes a small Lua issue that could desync multiplayer. The "Final" iteration of this edition of Phoenix.
This is the public beta of an ongoing solo scenario project. So far, seventeen levels have been made, containing twelve full solo levels and a net map. Enjoy.
Contained are all the scenario files, along with music. Included is the Total Weapon Enhancement Pack as standard, with altered alien weapon DDSs. Latest Aleph One is required. Operates stand-alone.
Please can you review it? This is a beta after all, and it'll be greatly appreciated for future reference. ß)
I was going to save up all the new additions for the 2.0 release. But hey. It's Christmas. ;)
1.10 - XBLA HUD added - Goran's Hi-Res Landscape Plugin added (modified) - Terminal glitch on Words Which I Command and Jjaro Jjaro Evolution fixed - Textural oversights on Lapsus Linguae, Vae Victis and Command fixed
1.9 - Two new full solo levels - Gameplay enhancement on all main solo levels (generally more difficult rather than easier) - 3x Canister DDS made blue rather than purple (oops) - Expanded texture files - Music files heartily expanded - Loads of smaller fixes - All teleportation errors fixed
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.
Mararthon: Yuge is a 30 level scenario, plus 225 secret levels for many extra hours of gameplay.
Yuge is a community project that was created in 2017 with procedural level generation using rooms that were mapped by hand. Mappers contributed rooms of various design and size, which were then fed into the level generator, which created the overall level layouts, texturing, monster placements, items, and sounds. Therefore, you will see some of the same rooms multiple times while playing through the scenario, but each will likely have a different set of monsters in slightly different locations, different textures, and you will likely have different weapons.
The level generator was created by W'rkncacnter, and 353 unique mapped out areas were contributed by several mappers: Windbreaker, RyokoTK, Sankara, W'rkncacnter, President People, $lave, General Tacticus, Glamdring, and Adminn_1.
Yuge has 2 new weapons, 2 new boss monsters, new wall textures, new scenery objects, maps with precipitation, and a new liquid type. Along with the procedurally generated levels, the final level of the main scenario, "enter the DOUCHE", is a custom map created by Windbreaker.
Like HD textures? Check out the Yuge Definition Textures plugins: http://simplici7y.com/items/yuge-definition-textures.
Keep and eye out for a URL within the secret levels where you can download even more bonus maps.
Version 1.2 (December 2018): fixed terminals to work with newer versions of Aleph One, added fog to several levels in the original campaign, made minor adjustments to several levels in the original campaign.
Version 1.1 (August 2017): made levels work properly with co-op, added amazing icons, fixed an issue with the stats plugin.
Version 1.0 (July 2017): initial release.
A 25 level solo scenario, seven years in the making, Marathon: W'rkncacnter explores the player's future after the final level of Marathon Infinity.
Although it uses standard Marathon Infinity shapes, monsters, and weapons, Marathon W'rkncacnter features stunning architecture and use of the cutting edge persistent Lua feature of Aleph One.
Coming soon: the Marathon: W'rkncacnter net map pack.
WARNING: There are story spoilers in the reviews! Don't read them if you don't want to be spoiled.
I didn't have anybody beta test this, so maybe you should consider this a beta release. ::shrug::
This is a full port of the 1993 mac game "Pathways Into Darkness" by Bungie to the Aleph One engine. Therefore, Pathways into Darkness is now available on Windows, Linux, and Mac.
Note: You must use version 1.7 of AlephOne or newer. Download here: https://alephone.lhowon.org/download.html.
This is a little different from a typical marathon scenario, as it features:
Make sure to read the readme for important information about controls. There are some non-obvious things you need to be aware of when playing the game. If you get stuck, there is a link to some Youtube videos in the readme that can be used as a guide.
This is a 30 level scenario that truly deserves official sequel status to the original Marathon trilogy. We're so confident about that, that we're calling it Marathon 4. There are too many people that helped with this project that it's impossible to name everyone. Thank you all fans of marathon!
This scenario is truly groundbreaking in that every time you play the game, your experience will be different. No two players will ever have the same experience playing through this game. The replayability is endless!
KTA3: The Complete Masterworks is every Kill Them All map to date, as well as 12 new maps, in one massive 38-map mega-mini-scenario adventure.
If you want to play co-op, using Co-op.lua is nearly a requirement.
Added two more maps and fixed a lot of bugs, mostly related to co-op.
Marathon: Istoria is a single-player RPG scenario set in the Marathon universe and designed for the Aleph One engine. It pushes the engine to its limits by using advanced character progression, combat, and storytelling.
Customize your character by choosing from seven different player classes, each with their own unique active and passive abilities. Decide which conventional weapons you want to specialize in, and make use of a brand new arsenal of spells. Explore Istoria while discovering its secrets and how you fit in the world through a combination of terminals and communicating with the recently deceased. Istoria features an original soundtrack by Jon Irons.
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!
My first ever finished game, a final project during my art studies at VMA in 2008/2009.
An experiment in how far one can go by stripping the elements of a video game down to its bare essentials of mechanics, dynamics and aesthetics, while in the meantime, showcasing the importance and the purpose of audial elements in interactive entertainment.
Set in a bleak sterile world of white, where nothing exists except the disturbingly pure visuals, the game follows the avatar's journey through the bleak levels of the world, accompanied by a soundtrack, to migrate and merge to the unknown entity which called for him.
Susannah was showcased at the Þrír í Þriðja exhibition in Verksmiðjan, Hjalteyri (Iceland) in 2009.
After all, what is a metastable AI but an electric god?
You've been sent by Durandal to assist a UESC assault on the Vylae homeworld. As Pfhor resistance crumbles, a strange discovery offers new opportunities... and new perils.
A mini-scenario for Marathon Infinity. Six levels, plus one interstitial and one secret bonus level.
Notable changes in v1.1:
I'm always looking to hone my craft as a mapper -- reviews, suggestions, &c are greatly appreciated. Special thanks to hypersleep for feedback on v1.0 and help with Lua!
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.
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
[PLEASE READ BELOW]
In the latest multimedia dispatch from NEFX, spend time stuck in a mad one's dimension trying to attain the most amount of glory in the most amount of time before the current iteration of your condemned (blessed?) soul is snuffed. In the cracks, drink of all the details of the strange essence you've stumbled into. More levels and optional files (i.e textures) may be added across updates (note also the extra maps folder with one map in it).
IMPORTANT NOTE: You will need to toggle the included (and modded) Survival script to play this scenario. I got Hopper's permission for its use -- just ask him. Thanks, Hopper!
New sounds come from Hollywood, sundry YouTube, SWB Audio Capture, and Cythera by Ambrosia Software.
I added a separate map called "Permachthon Autocraft - Eternal Passage" in April.
Portal of Sigma is an Aleph One scenario with a new story, landscapes, textures, weapons, and updated sprites.
I've repackaged it and fixed a few things with the MML to make everything work with modern Aleph One. -Shappie
Simon Dupuis, Chris Wheeldon, Andrew Cormier, Rony Sanchez, Goran Svensson, Alex Bolton, Mike Finley, Scott Noblitt, Alex Dupuis
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
NOTE: Many changes have gone into this game to address the two reviews. With over 900 downloads, I'd appreciate a review from someone else. Please? Many many updates to add pillars, stairs, transparency, different goals, etc. When this was originally reviewed, there were only 4 levels! Please review if you downloaded it.
Fart or Die! is a 9-level game that uses hidden areas, terminals, switches, teleports, and more!
As a beginner, I struggled to figure out how to create switches, terminals, platforms, stairs, circles (use circle plugin around a line), uplink chips, exits and terminal variants with multiple actions. I also could not figure out how to add motion or depth to water, lava, or sewage. All that works now and is included in this game.
I am not an expert map maker by any means (more a newb) but this map contains a lot of commonly used elements for map makers and may help some newbs.
NOTE: I am not a super mapping pro and my levels are much less complex than others on here…but it is that complexity that made it hard for me to learn by studying other maps. I hope this set of maps helps someone new on here. This is NOT an advanced mapping tutorial. It is meant to help you get over the hump.
Having said all that, it is also fun to play and I enjoyed making it. While the levels are not too complex, they are challenging and require you to follow game strategy to move from one level to another. :) If you play the game at the hardest level, you will find it difficult to complete. :)
Let me know if you like it. I'm in the pfhorums as dustu and on live games as dustu.
NOTE: I have addressed most, if not all, of the comments by reviewers on here and in the forums.
If you download this, please review it.
Minor bug fixes.
9 levels. This may be the most difficult scenario you will ever play.
Here's a review from the only person I know that completed it.
I just finished Ra'thor (except for the hidden level, which I did not find the entry point for).
"I've been playing Marathon since late '95, and think I'm a pretty good player, but your scenario is hands down the most difficult I've ever played. In fact, I'd say it's pretty near impossible to beat on Total Carnage, especially the last 3 vacuum levels. I freely admit that I cheated constantly for oxygen and once or twice for ammo (especially on Igor Ra'thor), and occasionally used Forge. I do have a life, and I just didn't have the time (or desire) to play those levels over and over again to reach the level of perfection needed to complete them on the available oxygen or ammo (at least what I could find). I believe I never cheated for shields, but I may be mistaken. It took me a long time to get through the maps, so memory fades. You made free use of hidden switches that made things that much harder".
D. Supanich, North Hollywood, CA (March 2003)
This scenario was created back in 1998 and is based on Marathon EVIL. It's my original version and is meant to be almost impossible to complete. I'm working on an updated version that will be much easier and include 2 new levels...Version II coming soon!
Lost Lands is a 25 level conversion I created entirely myself.
I started working on it when I was roughly 12 years old and I now consider it finished and in reasonably playable shape now that I am 25, 13 years later. As you progress through the game, you can see my mapmaking grow gradually more complex, and the way I grew pre-occupied with experimental and surreal mapbuilding techniques.
The official soundtrack is available here -
This version is an overhaul of the shapes file, replacing many embarrassing pixelated textures with more thematic, color coded and polished looking artwork.
I've also included the "Previous AI" plugin with the install to avoid issues with monsters failing to activate.
Fixed gamma bug (nuclear) Bettered main menu text (LESS chance of cut-off, recommended setting is still 1024+)