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!
This is the Marathon Victum Demo. Only the maps and shapes file are included. This is compatible with the hi-res shots, WEP pack and partially with the texture enhancement pack.
Because Victum uses Marathon 2's Water, Sewage, Lava, and Pfhor texture sets as well as the Marathon Infinity Jjaro set, it would not be logical to simply add the M2 or Marathon Infinity enhancement packs because they would make the game look wrong. What you need to do is get both the Infinity and Durandal enhancement packs, then use the Marathon infinity texture script and folders, but then copy over the four Marathon 2 sets in the marathon infinity texture folder, so the folder will be like so:
-Jjaro hi-res set -M2 water hi-res -M2 sewage hi-res -M2 pfhor hi-res -M2 lava hi-res -Marathon Infinity hi-res script
Backstory: Marathon Infinity was a dream of sorts, and Marathon 2 has just ended. You awake aboard a human-built ship.
It's sweet and simple because it will be explained in the first level.
Known bugs: The third level has no ambient or random sounds.
Report bugs to ionicpaul@hotmail.com
Known bugs: The third level has no ambient or random sounds.
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!
In this new scenario shell from NEFX, solve platform puzzles to reach the Shells of Ascension and escape.
The scenario shell is completed, with one level so far. I intend to release more levels in the future to be played in any order wished.
Kill Them All is a short but intense mini-scenario for Marathon Infinity. It is a collaborative project, wherein the goal for each mapper was to make complete, high-quality maps that had no more than 100 polygons.
KTA features 15 levels by myself, screamingfool, Kinetic Turtle, irons, and Shadowbreaker. It's a difficult but action-packed game -- very fun.
In this new NEFX scenario shell for Marathon Aleph One, travel around a corn maze to get to the exit without a map. If you try to use a map, you'll die, because that's cheating. So really use your navigational skills, prowess, memory, etc. You'll become a better person if you persevere through this.
Today I added one new map for Marathon: Corn Maze, "The Weight of Cumulative Collective Memory". This can be downloaded individually or with the scenario itself at the provided link.
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!
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.
Jóhannes G. Þorsteinsson
website
e-mail
This is an English translation of the Aleph One scenario "Blauwe Vingers", originally in Dutch. All due credit for the original scenario and game content belongs to Tim Vogel and Stage Game Studio. The translation was the combined effort of myself, Drictelt, and Google's translation service.
This is a translation of the map file only, which means only terminal text, map text, level names, and console text are translated. Everything else, like interface text, loading screen text, and audio, is unchanged at this time.
To install, move Kaart.sceA into the "Data" subfolder of your Blauwe Vingers installation. For more information, see the included read me file.
Enjoy!
This is the first release, compatible with Blauwe Vingers 1.2.
An entire soundtracked 50-level pack by NEFX for the 1998 Marathon-engine-based game Wheels! by RJ Cooper. Much thanks to the original Wheels! creators and to W'rkncacnter/Douchetower for help with the bundling. To play:
Copy the Wheels! files into the directory.
Open the graphics/shapes file in ShapeFusion and apply the contained shapes patch to it.
Put Aleph One in the directory and launch it.
Stop.
Bend.
Lean.
Kiss ass goodbye.
Fresh from your triumph on the starship Marathon®, you are seized by the rogue computer Durandal to do his bidding in a distant part of the galaxy. Within the ruins of an ancient civilization, you must seek the remnants of a lost clan and uncover their long-buried secrets. Battle opponents ancient and terrible, with sophisticated weapons and devious strategies, all the while struggling to escape the alien nightmare…
This release of Marathon 2: Durandal includes the classic graphics, and revamped high-definition textures and monsters from the Xbox Live Arcade edition.
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 -
http://www.mixcloud.com/joshlandry798/lost-lands-soundtrack-part-1/
http://www.mixcloud.com/joshlandry798/lost-lands-soundtrack-part-2/
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.
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.
Features:
Created by John A. Hancock, 1998
Xmas 1 is the first in a series of collaborative single-player projects. It consists of 5 levels.
Contributors: Goran, RyokoTK, Drictelt, Zero
I retrieved this scenario from fileball.whpress.com, unstuffed it, zipped it, and uploaded it here.
"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.
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.
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 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!
Adds graphics plugins by W'rkncacnter to improve weapons in hand and landscapes. On the linked webpage you can also find a download just for the plugins, which you should be able to drop into an existing 1.4.1 installation.