Tagged 'Solocoop' by Most Downloads
Marathon Phoenix 1.4
RyokoTK on Jan 19th 2022
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!
17116 downloads, 39 reviews, 21 screenshots, 4.4 rating
Marathon Aeon 1.10
Dugit on Dec 24th 2011
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)
Notes for version 1.10:
I was going to save up all the new additions for the 2.0 release. But hey. It's Christmas. ;)
- 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
- 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
5171 downloads, 15 reviews, 15 screenshots, 4.3 rating
irons on Aug 14th 2013
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.
Notes for version 2.2:
Added a few minor changes, including one that allows the script to work with the post-1.0 betas.
4213 downloads, 4 reviews, 1 screenshot, 5.0 rating
XBLA Survival 2.1
Hopper on Nov 1st 2020
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.
Notes for version 2.1:
Version 2.1 fixes a bug which caused films to go out-of-sync.
3343 downloads, 1 review, 4 screenshots, 4.0 rating
Mararthon: Yuge 1.2
W'rkncacnter on Dec 21st 2018
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.
Notes for version 1.2:
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.
3288 downloads, 12 reviews, 10 screenshots, 5.0 rating
irons on Jul 7th 7777
This is the original READ ME!!!!!!!!!!!!11 for RKYOKOTK's CARNAGE VILA 46!
NOW WITH A LIFETIME ACHIEVEMENT AWARDd
Notes for version 3.0:
yo i tried real fame and fortune, but the reviewer YOULOVEME was all like YO DIS GAME IS DEAD and i was like SHEEIT DAWG THEN WHY U REVIEWIN and he was like J'ACCUSE and i tried askin wut was wrong then he said DAMN I TAKE JOKES SERIOUSLY FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK so we laughed bout that but he stopped laughin and said U WORSHIP THE DEVIL so i told him DAWG DAT WAS 2.5 YEARS AGO DAYUM
3283 downloads, 12 reviews, 2 screenshots, 3.1 rating
Marathon 1 Redux 0.0.13-alpha
liacrow on Jul 29th 2019
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.
Notes for version 0.0.13-alpha:
- Starting a new game now brings you directly to Arrival, rather than skipping though unfinished prologues
- Currently unplayable levels are hidden from the level-select dialogue
- Lua scripting is finding its way to several levels to control special events and functions
- 3D models fixed so they no longer cause clipping & bloom problems, and distort less on pulsating textures
- New texture variants, bringing the total number to 386! (including landscapes and animation frames)
- Most levels updated to greater and lesser degrees to take advantage of the new textures
- AI variant terminal textures applied to every terminal - e.g., a Leela terminal says LEELA on it in-world
- Differentiated solid and liquid lava, and to a lesser degree, goo
- New epilogue level (thanks to Pfhorrest for letting me re-use some Eternal geometry)
- A new defensive twist to Pfhoraphobia to balance out its new Lua scripting
- Updates to Arrival, The Rose, Welcome to the Revolution, Try Again, Beware of Low-Flying Defence Drones
- The first Pfhor terminal
- Pfhor fighter sprites optimised for bloom
- Revised Vidmaster's Oath
- Newly spawned players start with plot-appropriate weapons, at the expense of ammo
- Low resolution fallback if you disable the 3072p landscape plugin
- Lots of bugfixes in general, thank you to everyone who reported problems!
- Much saner organisation overall
- Probably more because it's been 9 months since 0.0.12!
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
3208 downloads, 3 reviews, 9 screenshots, 4.3 rating
Kill Them All II 1.00
RyokoTK on Oct 15th 2007
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.
3152 downloads, 4 reviews, 1 screenshot, 5.0 rating
Kill Them All IV 1.00
RyokoTK on Jul 17th 2012
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.
2925 downloads, 6 reviews, 4 screenshots, 5.0 rating
Winter_Wolf on Aug 12th 2007
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!