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.
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.
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
52 maps, including 15 new ones, and a trendy hub world. The final word in the KTA trilogy.
EDIT 2/11/2014: Please use the Previous AI plugin with Aleph One 1.1 for this scenario. http://simplici7y.com/items/aleph-one-previous-ai
Continue to stop crying.
I have looked through just about everything on this map and nothing leads me to believe anything is wrong with it.
i now have Oasis and Fire in the Pfhorge Native format, and whatever the output of the pfhorge export is. if you download it, tell me what version of Aleph One you are running, and what platform you're on. thanks.
A three level (plus one intro level) mini-scenario for Marathon Infinity.
This scenario is a sequel to Marathon Phoenix, although it is not as difficult. The player is reunited with Durandal, and the two follow the path of the UESC Atreides to a distant Human base.
EDIT 2/11/2014 You will probably need the Previous AI plugin to make this work! http://simplici7y.com/items/aleph-one-previous-ai
This Lua script introduces a number of changes and tweaks in the mechanics of co-operative games. Version 2 has a number of improvements thanks to the new Lua API found in Aleph One v0.20.
See the Readme file for a whole lot more detail.
Added a few minor changes, including one that allows the script to work with the post-1.0 betas.
Kill Them All II is a short but intense scenario for Marathon Infinity. It is a collaborative project, wherein the challenge for each mapper was to make complete, high-quality levels with 100 or fewer polygons.
KTA2 features 11 maps from five mappers: screamingfool, Drictelt, Hangar96, shadowbreaker, and myself. It's difficult, with loads of carnage -- very fun.
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.
Raul Bonilla Nicholas Hoad Loren Petrich JÃ?Â³hannes 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!
I released a new survival script for marathon infinity based on the first one made by MegaByte.
In This Edition:
Continuous wave of aliens, rather than round based combat.
The number of spawned aliens is capped at 50, in order to avoid AI frozen monsters.
Almost every type of monsters are used. They spawn from the easiest to the hardest to fight.
Bobs are included to help the player. A random invincibility power up will also spawn in the map to call in bobs when picked up.
The script works on almost all maps. Aliens can sometimes spawn in unreachable places but the script will handle this. Just ignore it. The script works better on some maps.
Players health will regenerate after some time if they're not taking damage.
The rest of the rules should be the same that in the first survival. Including reviving mates, if everyone dies the game ends,...
Some settings can also be modified in the lua script like regenerating life, bob powerup, dead body boucing, ...
I advise to play in normal mode until 3 or 4 players. It will be hard enough. Major damage is good for 4 to 6 players and total carnage for more.
Warning : Do not host it with HD Monsters Texture or it will crash. The game must load all monster collections and HD Monsters Texture will cause an insufficient ram error.
Also do not host on any maps that are extremely large or small because monster generation is based on the area and size of each level.
Thanks to aquateenhgrfrce for his suggestions and his help for testing the script.
1.2 : A survival generator has been implemented. You can now customize the survival by choosing your opponents, your allies, the different levels of difficulty and the probability of spawning for each monster. You will find it in the zip folder with the survival script and the folder "Ressources" containing images for the generator. You need Java to execute it. Place the application Survival_Generator.jar in the same folder that the folder "Ressources" then you can run it.
1.3 : Ask it and you got it. I made updates for the application just for you WindBreaker :D You can now load an existing survival file in the application to make modifications. You can also edit the time of a round. But you can only load survival scripts which have been created with the generator and which have not been manually modified (except for the settings of course) That means you can't load the original survival 2.0 script but you can load the one in the actually zip folder which has been generated with the application.
1.3.1 : The display of the timer after 1 hour of gameplay has been fixed. Thanks HailErdogan to have found that bug.
1.4 : Monsters dead animation has been fixed. If you noticed when a monster dies, his body does not move and can sometimes be frozen, floating in the air. Same thing for the drones/juggernauts which often explode in the air. All is properly working with this version. These corrections also improve the fluidity of the game, that's why I really advise you to use this version.
Addition : a new functionnality has also been implemented with this version. (disabling/enabling in the settings of the script) You can teleport to the plateform you are aiming by pressing the microphone key. You need your oxygen bar full to use it and teleport will drain it. The bar will fill up with the time.
1.5 : Monsters won't spawn anymore in unreachable areas except for maps which don't have hill. In this case, the script will work like for the version 1.4.
1.5.1 : - Disconnected players are not displayed anymore with the minimal display. - Sometimes the character of a player who get disconnected could stay alive, he now correctly dies. - When you generate a script with allies major or minor aliens and play it with an opposite difficulty, for instance, minor aliens with total carnage difficulty, only major aliens will spawn and they won't be friendly. This has been fixed.
1.6 : - Minor bugs fixed. - Bug with the generator's performance fixed. - Added the possibility to choose the number of aliens by setting the options in the lua script. - The name and the health of the target you are aiming are now displayed. Red for ennemies, green for allies. - The score's calcul has been reviewed. It increases by dealing damages to ennemies and killing them. It decreases by dealing damages to allies and killing them. Revive a mate and kill yourself will also change your score.
1.7 : - Added missing monsters "Tick" in the generator (minor, major and kamikaze) as suggested by Tycho X. - Added possibility to group monster families by team in the generator by right-clicking on a monster to attribute him a color (see screens). Monsters with the same color are on the same team. Which means enemies or allies with different colors will fight each other. If no color are attributed, it works by default "Ally vs Enemies". This was also suggested by Tycho X. - Monsters teleport in the map instead of spawning from nowhere. - Small other improvements with monster spawning.
Comment: - If you want to use the generator to make your own script with the script's latest version, you obviously need to use the latest version of the generator. - If you want to upgrade a version of a custom survival script you made, just load it in the generator and regenarate it to be upgraded to the last version.
Since the original game doesn't allow more than 32 active ennemies in the same time. I recommand you to change it. Especialy if you play big maps with a lot of aliens or if you want to change manualy the number of aliens as explained in the 1.6 section. For that, go into your marathon folder, script folder, open marathon infinity.mml with your text editor and replace the number paths value = "32" by the number you want (power of 2 and max 512). If there is no such thing in the file, you have to add it yourself like this:
<dynamic_limits> <paths value="128"/> </dynamic_limits>
inside the <marathon> tag.
Let me know if you find some bugs or if you have suggestions.
Answer to helviusrufus: Haha indeed. Sorry for that and thanks for you feedback. I focused on the generator and forgot to upload the new version of the script with it. You could have still upgrade yours by loading it in the generator 1.7 and regenerating it. I have added the script in the archive but it's possible you don't see it right now if you browser cached your previous download. If so you will have to either wait or download if from a different browser or delete your browser cache.
Marathon Gambit is a recreation of Bungie's Destiny 2 gametype of the same name
The objective of Gambit is to kill things, collect the keys they drop, and turn in the keys to summon a final Boss. The first team to summon its boss and kill it wins the round. (a pdf is included that explains this more in depth)
The download includes the following
Zoranel: This map was created for testing purposes and is not the prettiest, but i feel it was fun to play on so I'm including it. It is the largest map in this pack currently.
Wrath Eternal: This is a modification of the Bungie netmap "Wrath No More?" to support Gambit. It is the smallest map in the pack and can get very hectic!
Salinn: This is a modification of one of my own netmaps to support Gambit. In terms of size this map is somewhere between Wrath Eternal and Zoranel
The main feature I am looking into adding is an intro cinematic. Other than that all currently planned features are present, so updates will be limited to bug fixes or adding new netmaps
Feedback and Bugs can be reported on the pfhorums thread here
Marathon Gambit Artwork: wyvernzu
W’rkncacnter and jteg for answering all my dumb questions when I was getting started.
Disabled High Value Target notifications as they were sometimes causing the match to become softlocked.
Rewriting HVT notification
Sometimes combatants fail to spawn causing a team to become softlocked
A 17-level single player scenario. The predecessor to Marathon: Phoenix. Many assets for Phoenix came from this, as well as some of the storyline beats, like that of the Renegades and a poorly written evil AI.
This scenario was released back in September 2006. It's hard, and it's not very good; fixes and updates went into Phoenix instead. This is presented just as a historical document, I guess.
This script uses the microphone button to jump. It will only allow you to jump while on the ground so you can't go flying across the map.
Be sure to this host with microphones off.
Version 1.1: Now makes a grunt sound when you jump and has cleaner beginning text (uses overlay instead of print).
Version 1.2: Now the microphone wont interfere with the sound. This should be the final version.
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.
In this new NEFX scenario shell for Marathon Aleph One, you're a pedestrian trying to get past a crowd of other pedestrians to get to the exit, in part by yelling and shoving. But no one can die, so be patient, persevering, and careful about where, when, and how you shove and yell.
Today I added one new map for Marathon: BOBJam, "How Originary Understandings Get Re-Reached". This can be downloaded individually or with other maps or the scenario itself at the provided link.
This map was made for Marathon Shadow, long dead. It was textured in a prototype of a texture set that never saw the daylight; hence, it needs a total repaving (however the lighting may be ok). There are no monsters.
It is, in other words, wholly unfinished. But it is architecturally the best map I ever made. I release it under GPL and creative commons and what not.
It is not finished.
A two-level mini-scenario consisting of maps that were intended to become part of Marathon Syndicate, itself a project building on Marathon Rubicon.
Maps are by myself. Project Syndicate was by Cryos, Drictelt, effigy, Goran, Lhowon and John Doe; the maps rely on some textures and a terminal picture by others in the team.
Xmas 2 is the second in a series of collaborative single-player projects. It consists of 8 levels.
Contributors: Goran, Simon, RyokoTK, Sinjid, Drictelt, Shadowbreaker, Phobos Romulus
Apparently this scenario had gone lost. This is what I found on my backup drive. I suspect it is the final version, but I'm not entirely sure.
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.