(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.
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Winter 1 is a collaborative single player project originally made in 2010 to succeed the Xmas series.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:
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.
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 is hopefully a "fixed" version of my maps. I works on OSX and OS9, but I don't have a PC or UNIX computer to test the other versions of A1.
There's only one terminal picture (which is a placeholder) so if you lose the resource fork on a PC, don't sweat it.
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.
This is a set of 2304 Mararthon: Yuge style single player maps. There is pretty much no plot on any of these maps, it purely exists for killing monsters.
If you are unfamiliar with Mararthon: Yuge, it can be downloaded at http://simplici7y.com/items/mararthon-yuge.
The maps can all be played with the Mararthon: Yuge scenario (recommended) or Marathon Infinity.
Version 1.3: * Fixed terminals to make it work with newer versions of AlephOne.
Version 1.2:
This script adds some basic quality-of-life improvements to Marathon's default cooperative play:
Select "Use Netscript" while gathering a co-op game, and choose Basic Co-op.lua as the netscript, to activate it.
Requires Aleph One 1.3
Changes:
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.
Yeah, just another crappy physics file. Made it a long time ago. Like all physics files, don't use on a merged map. CHANGES:shotgun shoots fusion bolts with blast radius, AR and SMG fires a larger burst (3 and 4 at a time) and shoot faster. AR bullets are powered up just a little. AR grenades have no changes; the AR just fires 5 at a time even though it might not look like it. Again, this is a PHYSICS MODEL, not a script. So don't use on a map with embedded physics. Also, FloatingX, TTEP and WEP not included. Get them in Simplici7y (except for the FloatingX; that's a 1-of-a-kind floatingx i made by modding Treellama's FloatingX. It's not posted anywhere to download.) Also, I made Super Magnum Physics ;) I just wanted to change my name. Also, the Ray Shotgun was not named after Ray. The idea of a "Ray Gun" was invented by H.G. Wells, a famous writer. "A very early example of a raygun is the Heat-Ray featured in H. G. Wells' novel The War of the Worlds (1898)." (Information page: bit.ly/eDTJ1l )
OMG! ARNOLD'S DAMN MINIGUN!
The game is still vastly incomplete, but the maps themselves should work just fine.
Things that are missing: -Logon/Logoff screens -Terminal pictures -A proper intro? (Considering making a neat little 'unplayable' level in the future to kick it off). -The rest of the levels
Things it DOES have: -5 playable maps, including the extra path for failing to be 'stealthy' in the first level. -Physics and terminal text for every map -Use of color tables left untouched in the orignal Marathon Infinity
With any luck, all you'll need to do to run the scenario is download the map, and use all the other standard shapes and images that come with MI, leaving the whole download at just a smidgen more than a megabyte.
If you download this, please try to break the levels in any way you can: grenade hop, launch yourself, take goofy paths, etc. And let me know if you find any bugs. I'm trying my best to make these very high-quality maps, since there are so few of them.
And another thing: I'm holding a little contest. Make a proper Marathon film, and try to beat 'Satellite of Love' as quickly as you can on Total Carnage (bonus points for playing through the first level to get there). I assure you, you'll be in for a challenge: I, the creator of the level, can barely beat it... sometimes. I hope some unfortunate players are prepared to bathe in grenades. :D
Enjoy!
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 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
WELCOME TO TC++ v1.4
As with all the previous versions of TC++, the main objective was to create something completely insane to add to the mayhem already associated with Marathon. All the weapon's have been changed, however, there are no flying BOBs, screaming Pfhor rockets, or anything like that. TC++ is actually a fairly simple modification to the Marathon weapons. All the weapons have been modified so that they fire more, fire faster, and overall, fill the level with bullets, energy blasts, and high explosives. However, this isn't one of those increase everything to max and have a completely Uber SPNKR that makes the player who gets it first God. TC++ is as balanced as I could get it. So, there are no ultimate weapons, the weapons are as close to their roots as I could keep them. The SPNKR is still the SPNKR, and the TOTZ is still the TOTZ. v1.4 is probably one of the more balanced versions of TC++. I've toned down some of the weapons, changed the rates of fire, and lowered the amount of damage done by some weapons.
So, if this is your first time playing TC++, enjoy it! If you've played the previous versions, this is an update to have.
NOTE ABOUT TC++: The previous versions of TC++ had problems sharing weapon physics. They seemed to like taking the SMG and pfhuxing it up in the Standard physics file. To fix this, you have to select the Standard Physics and then restart Aleph One.
I AM NOT THE AUTHOR OF THIS SOFTWARE
I notice that the version of Marathon: Freedom on Simplici7y is actually out of date. CubicCircle released a 047 version some time after the 036 version (the one on S7 now), but it seems that isn't available here anymore.
I am uploading this for posterity.
Marathon Freedom v047 by CubicCircle.
Application is available in MacOSX only, since, well, that's the only version I have.
Improvements since 036- two new levels and a World Arena: three new tracks. Tears of K'lia architecture slightly modified.