Marathon: Pathways into Darkness Version 0.5 now available!
I am sorry it took so long to get this beta out to the public. The reason was that the MPiD Images file was giving a lot of trouble and so I have decided to replace it with a regular Infinity Images file.
If you download the beta I would love to hear your opinions and/or suggestions. I will not appreciate ugly rants but any sort of constructive criticism is VERY welcome. Please post your thoughts here or email me at: nhoad at sunbeach.net
Now, there are several problems in this beta that I am already aware of. If you have a suggestion for how to best fix them I would be happy to hear it:
Most blue in the game is transparent: This is a problem caused because of the blues used in PiD. DeepThought is indirectly helping me fix this problem. Monsters get stuck in walls or don't attack immediately: This is a mapping problem which I intend to fix as I polish the levels. Any mapping tips are welcome! There is no resting: Bobwithkeycard is helping me implement resting, for the moment there are only a set number of health potions per level. Some items are undersize or oversized Levels seem really short. This is simply a fact of PiD levels, if you move at any sort of decent speed the levels become much shorter PLAY ON NORMAL DIFFICULTY! PiD was not designed for multiple difficulty levels and neither is MPiD! Monsters on Total Carnage WILL eat you alive! You cannot go back between levels: A1 doesn't like this feature and it would be incredibly hard to implement (and not really worth it in the end). So there will be no backtracking.
Those are the big problems and I hope to fix them all. I REALLY want to hear your recommendations, opinions or even encouragement! If there are any problems in the beta (such you cannot travel between level 3 and 4) let me know and I will upload a corrected map file for the beta.
What to expect in future versions:
A completely new Images file. New high-res textures, weapons and sprites by DeepThought New LUA by bobwithkeycard (LUA which will allow resting, talking to the dead PiD style, nuclear bombs and more) Chapter screens by Phobos-Romulus All of the original PiD levels
Thank you all very much for your support and I hope you enjoy this beta until the full version of MPiD is released! Note: There is no release date so don't bother asking.
Many of the MPiD team members have come and gone over the years and I believe that myself and Patrick White are the only remaining active members of the team listed below.
Beta Credits:
Raul Bonilla Nicholas Hoad Loren Petrich J�³hannes Gunnar Alexander Strange Tim Vogel Patrick White - Images Hugo Forss - Icons
Special Thanks: Bungie Forrest Cameranesi The Marathon Mape Making Guild Hamish Sinclair (for maintaining PiD at Bungie.org) The Aleph One Team James J Cousar Goran Svensson Claude Errera Gregory Smith (Treellama)
PS: The MPiD Team is in no way responsible for any damage caused to your computer by this beta.
PPS: I have a serious issue with crediting people, I MUST do it. If you notice anything in this beta you believe you were not credited for let me know immediately please!
The number one comment I hear when hosting the Co-Op 2.0 Lua script is, "I really miss the old script."
Now, with the Co-Op 2.0 - 1.0 Edition script, those players will feel right at home.
This modified script spawns players with full health. By default, players will be "slaved" to the host's beacon, simplifying the teleport system for new players. The HUD elements from the original script also return, showing deaths, kills, and enemies remaining. While in the map view, helpful text explains how to set beacons, change targets, and initiate a teleport. Also, this script crashes more often.
Two netscripts meant to be used with the King of the Hill gametype. They will cause the hill to move around periodically. The compass points to the hill, and the lighting on the floor of the hill will flash.
Jumping Hills will work with any map enabled for KOTH, while Base Jumping Hills requires maps set up in a specific way. The readme has more details.
Have you ever wanted to rend apart monsters, friends, or just your own good self with the endless amounts of energy trapped between the boundaries of space and time? Now you CAN!
Simply place and configure a platform with some simple parameters, and our magic gimmick script takes care of the rest!
Highly adaptable! Hilarious fun for all ages!
Try it today and go nowhere fast!
Cleaned up and more or less good to go!
Fixed trap contact/proximity detection, optimized monster checking
Cleaned up script in general
Finally, the new gametype craze taking the metaserver by storm is released!
MUNITIONS DISPOSAL, the latest gametype out of Ray Laboratories, is as simple as it is fun: fire weapons to gain points. Gives a new meaning to "Never Stop Firing"!
Ray Laboratories does it again with this must-have update to the original smash hit!
This is an attempt to mimic the gameplay of the old Joust arcade game. Players fly around maps and collide with each other to score kills. More detailed instructions await you in the README.
This is the fifth attempt at a total Joust rewrite. Compatible with the latest version of Aleph One. Can be played on the EMFH, KOTH, and KTMWTB gametypes.
Teaser Video: https://youtu.be/vQ6sbB7itnE?si=QkkvPqLQUeK_2GFI
Fixed file loading on Linux and Mac OS. Changed "\" to "/" in mml folder paths.
A pack of netscripts for Infinity (I believe most of these should function in other Scenarios as well)
-Headhunter: Kill players, collect keys, and take the keys to the hill to score!
-Infection: Don't get infected!
-Kill Confirmed: Kill the enemy team and collect the dropped items to gain points
-Life Support: Your health is slowly draining, get kills to extend your life
-One in the Chamber: You have one shot. Make it count.
-Readme with more gametype info
-Created by: Aurorable_Fox -Additional Help: Liacrow
-Aurorable_Fox on discord, and twitter
This is a script demonstrating a simple turret AI using .lua and scenery objects. You can turn all lights, some other scenery (just look for something that could look anything at all like a turret) into turrets by pressing the action key next to them (don't worry how close you are to it in height.)
The Pfhor have captured our dear Hero, and now the Hero must fight through the legendary commanders in the gladiatorial arena to earn freedom!
Lua scripting gives each boss phase a different flavor.
Aleph One v1.7+ recommended.
Tweaked balance slightly. Replays should work now. Fixed a couple bugs.
See Read-Me for more details.
NOTE: As of 2024-04-25, Rubicon X now integrates these fixes. If your Rubicon X Scripts folder has a “monsterlimits.mml” file, and its items, landscapes, scenery, walls, and weapons scripts show “last modified” dates in September 2022, you already have these fixes and don’t need this plugin, but I’m leaving it up because people who got Rubicon X before then may not want to re-download a 124 MiB scenario to get 14,100 bytes of fixes.
Rubicon X was released a long time ago, when Aleph One didn’t have bloom and when its monster activation limits were, by default, much higher than they are now. It hasn’t been updated since, so running it out of the box with no changes has several problems: monsters will randomly deactivate on several levels, and the bloom looks horrible because it defaults to overpoweringly high levels. I’ve created this plugin as an “all-in-one” fix for both these issues. It restores the monster activation limits to their intended values, and it makes the game look decent with bloom.
To run this, just put it in your Rubicon X plugins folder. (If you don’t have one, make a new “Plugins” folder in the “Rubicon X” folder – NOT the “Rubicon Data” folder – and stick this in it.) If you currently have Rubicon X running, you’ll need to quit the app and reload it.
First release.
Play the Survival solo gameplay mode from Durandal XBLA. Rack up carnage points as you face off against hordes of increasingly difficult enemies.
Play on the four Survival maps built by Freeverse for the port. Or use the plugin, pick any netmap, and try not to die.
For a similar co-op experience, see Survival.lua.
Version 2.1 fixes a bug which caused films to go out-of-sync.
Gather as a net script to fix Windbreaker's Imperium VII map.
A work-in-progress update of Hopper & Ares Ex Machina’s texturing plugin Vasara (which itself is based on treellama & Jon Irons’ Visual Mode.lua), with several new features:
It also fixes several bugs, including:
To install:
This remains a work in progress, and updates may be slow, as Vasara’s code is sparsely documented and frequently quite dense, but I intend to continue working on it. I welcome constructive suggestions (best delivered through GitHub or Discord) and will attempt to implement them as time permits.
Enjoy!
Work in progress beta.
Dumb scripts for making projectiles hitscan (meaning they travel instantaneously).
(Requires Alephone v1.4)
Aleph One version 1.7 or newer is required.
Video: https://youtu.be/S__KGeqOdhg
Initial Proof-of-Concept/Inspirational Release.
A small collection of Lua experiments you probably shouldn't host.
2 small bug fixes.
New Scripts:
Spawn_Kamping.lua - Players respawn with 3x health and a rocket launcher. Kill them within 10 seconds to score bonus points. Each second after they spawn players lose 10% of their extra health and are worth one less point. Who should you target? You'll know by the color of their shirts.
Homing_Rockets.lua - Now it's even easier to home in on your enimies. Just aim in their general direction and wait for the sound that tells you it's time to fire. But be careful. It's hard to maintain a lock at a large distance and if you hear the juggernaut then find something to hide behind.
Changes:
Fly-by-wire rockets can now be disabled by individuals.
Quantum Loched King of the Hill displays carnage report as time.
Lua script which allows the player to turn on night vision goggles to help them see in the dark.
Use the Microphone key to toggle.
Intended for single player only, though you are free to mess with it in multiplayer if you dare.
Initial Release
This is a script that modifies Marathon/Aleph One's FOV values.
"Why would I need to download this if I can just find the code to this script on the various threads at the Pfhorums, copy and paste it into a text editor and save it as a mml file?" Quite simple, because you're lazy.
This script will not work on scenarios that have their own FOV modification scripts included.
(playable with every gametype)
my first file which overpowers the players weaponary, here are the changes I made: pistols: shoots rockets, fusion: no change, Shotgun: single weild and shoots grenades. AR:100 bullets and 2 grenades, SMG:no changes, Flamer: no changes, Missile launcher: shoots one rocket(makes rocket launcher feel more modern), alien gun: shoots staff bolts that can launch an enemy upwards if aimed at the right spot, most effective at close range.
None available, first physics file. I am a terrible mapper so i will not upload maps.