This is the latest release of this scenario.
Winter 1 is a collaborative single player project originally made in 2010 to succeed the Xmas series. It consists of 7 levels.
Contributors: Drictelt, Shadowbreaker, $lave, Axle_Gear
This version is from 2022 and was packaged with modern tools, so it should work on every platform. It also has some other improvements:
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.
A one-level scenario where the player must seek out and punch the seven pumpkin beacons while avoiding Shades, Wraiths, and the occasional Pfhor.
Includes plugin that must be enabled for scenario to work properly.
Volume Warning: screamer.
Embedded Increased Dynamic Limits back to Aleph One 1.0 amounts.
Fixed glow mask artifacts with fire sprites.
These are compatibility files for Wheels! (a marathon engine game) to make it work in Aleph One. If you happen to own Wheels!, you can combine it with these files to play it with Aleph One. The original game supported input devices for people learning to use a wheel chair, and I don't know if those work in Aleph One. You will be limited by whatever inputs it supports, so this is mostly just for people curious to go through the game outside the context of its original purpose.
Archive backup of the partial conversion scenario Pfh'Joueur for Marathon Infinity, converted to an Aleph One compatible unimap format. Originally at Fileball.
Welcome to Pfh'Joueur by Candace Sherriff, Gareth Wood and Rainer Udelhoven. Playing Pfh' Joueur with Aleph One:
Copy the Aleph One (0.16 or higher) application or exe into the Arx Immanis folder.
Users must have Aleph One 0.16 or higher. "Pfh' Joueur Classic" can be decoded (.bin file) and used with the the decoded (.bin) Image and Map files in classic. The look and feel of the game should be the same. The mml scripts are for text strings and opengl code.
Any unimap problems email
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.
"An enormous 6-level total conversion. (Well, okay, not total... and that's its biggest weakness.) The mapmaking is pretty good, and the new creatures are quite cool (you can see them in a series of very nice pics here if you're up for a 3 meg download, or get an idea from this 500K desktop picture), but I was bugged a bit when a new monster, with lots of new looks/sounds, died with an old sound, or fired with an old sound, or... Okay, it's a trivial complaint. Overall, this is really, really well done. It's been out for a while (as have lots of the recent uploads), but it's the first time I've seen it, and maybe you, too. Lots of art, lots of sound, lots of music (that's where all the new size comes from)."
Created by Marcos T. Pinheiro - 1/30/99
It is 40 years after the combined forces of Earth and the S'pht Kr sacked the Pfhor system. You were put back into stasis after your legendary battles at Tau Ceti and L'howon. You've been recalled from stasis to help the UESC on a mission of utmost importance. You are aboard the UESC Leviathan and headed towards the Kolana system. Hobbes, the onboard AI, informs you of the situation. The Pfhor are back. So are the S'pht. More importantly, there is a new player in town, an AI called Wanda.
Created by John A. Hancock, 1998
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!
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
"What a hoot! If you enjoyed revisiting Earth in Tempus Irae, you're going to really like your "Vacation In Vilcabamba". The mapmaking is excellent and more than sufficiently puzzly, the new textures are gorgeous, the terminals are completely proof-read, the AI is moderately twisted, and the monster placement is quite good, with a new baddie for you to wrestle with. My only disappointment was that it was only one level; I finished it cheering for more." Description by Rigger
Created by Daniel Thomas
I have applied the old Mac patches and converted to files that modern Aleph One will read. Enjoy! -Shappie
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.
"A 19-level solo masterpiece, with new sounds, shapes, terms, physics, bobs... and it's totally non-linear (you decide what order to do the levels in). Brought to you by the folks who did U.S.S. Raider, Athens Outpost, and the Marathon's Story page."
This scenario has been converted to an Aleph One compatible format and repackaged for Simplici7y.
A 22 level single player game with brand new terminal art, weapons, environments, characters, and a story fleshing out the Marathon universe.
This scenario had become unattainable save for a single place, the Marathon Total Carnage Pack. I extracted and repackaged it to upload here, so everyone can access and enjoy this incredible scenario.
It is technically "unfinished" but only in the sense that it is missing some polish. It is essentially complete and you can play through the entire scenario without issue. Read the read me file for more information about Apotheosis.
Special thanks to Hypersleep.
Decided to release Glow as an unfinished game because it feels like it will change when The Silence gets released.
Glow is built from Lost Land's resources, which is why the menu image is the base game's as well as textures and sprites. Music is taken from my iTunes list which features Tineidae, Totakeke and Cybernetika. Don't use the songs for your scenario if you haven't brought them yourself. (Cybernetika's was however free) No copyright intended for any song. Removal is acceptable.
Don't criticize this scenario. It's unfinished and are only mean't as a glance of history.
Made a global version AND a less law breaking one as-well.
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
This is another solo level for Shadervoid, findable here: http://simplici7y.com/items/marathon-shadervoid-the-labyrwraths-of-growth. It's Extermination, so return to the starting tile after killing everything.
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…”
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.
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.