Marathon: Istoria is a single-player RPG scenario set in the Marathon universe and designed for the Aleph One engine. It pushes the engine to its limits by using advanced character progression, combat, and storytelling.
Customize your character by choosing from seven different player classes, each with their own unique active and passive abilities. Decide which conventional weapons you want to specialize in, and make use of a brand new arsenal of spells. Explore Istoria while discovering its secrets and how you fit in the world through a combination of terminals and communicating with the recently deceased. Istoria features an original soundtrack by Jon Irons.
25 multiplayer maps for Marathon Infinity. Seventh edition features 3 new maps.
Many of these feature precipitation/weather/novelty Lua scripts, while others are simpler in design.
The final edition of my third multiplayer mappack includes 20 maps for Marathon Infinity. This pack uses texture sets from all 3 games, with 5 Marathon 1 "themed" maps, 7 Durandal maps, and 8 standard Infinity maps.
The fifth and final edition of my second multiplayer map pack includes 24 maps, all varying in size and layout. Version 1.4 includes 2 new maps.
Sovereignty is my first netpack now containing 8 maps. I first released this netpack in April, 2007. I am pleased with the outcome and quality; even for the older maps.
In this final update (v1.2), I have added 1 new map, and fixed a blatant ambient sound error in The King of Infinite Space. I also managed to fix a terrible error in 50% of the maps, where the players would only spawn in one or two places throughout an entire game.
NOTE: For best results, don't use the hi-res textures.
From the long expository terminal submerged in water, to the numerous crushers, liquid cannons, and death pits, to the necessary survival script not enabled by default, this scenario is completely on-brand from Adminn, in the best way.
However, it's the NEFX soundtrack, coupled with the textures made up of overhead map screenshots, as well as the main menu/title screens, that earn this one-level scenario a rare five Fun Roberts from this guy.
Good job.
I haven't downloaded these yet, but just from the screenshot, if you're going to remake maps, you should make them look better not worse.
Please stop spamming Simplici7y with quality uploads so we can get back to wasting everyone's time with visual mode plugins. Thanks.
To be serious for a moment, this is a fantastic port that makes great use of Lua, and is a lot of fun to play. It's clear a lot of work went into this, and it certainly deserves a 5 star rating -- something I never ever give out.
Good job, douche.
don't expect anyone to notice the writing on New School Bollywood in any upcoming playthroughs D:
I'll take my YugerPax now, please.
If I may be serious for a moment, this is a great seriousupload with some well-executed concepts. Shows the scope of what Lua is capable of in Marathon. I'm torn between Takecovermap and Spookymap being my favorite, so I'll say Zoomap is my favorite, because who doesn't like fishies and fishtank gradients.
Who knew in 2017 we'd still be seeing new and interesting concepts applied to Marathon maps? No one did. Jesus, we all need to get the hell out of here already.
Survival 2.0 manages to improve on some of the problems presented in Megabyte's script, by eliminating rounds and implementing continuous waves, as well as tweaking enemy balance and adding Bobs. The slow build in difficulty up to the rocket juggernauts is more rewarding and engaging in my opinion. Having the ability to call in Bobs for reinforcements adds another layer to the game as well, and has rekindled my own and others' interest in the survival gametype.
However, the biggest addition to this version is Ben's survival script generator, which allows the player to easily design and implement their own survival scripts. While still somewhat limited at this point (you can't open existing scripts as far as I know), the user interface is pretty intuitive, and the ability to customize your own survival script is worth the price of admission on its own. So far I haven't run into any problems with it. Well worth the download, and good job Benoit!
Though these maps all share the limitations imposed by the 7 polygon limit, it's impressive to see the sheer variety in design that irons was able to produce from the formula. Some creative use of scenery/lighting/geometry goes a long way, and that is the stand-out quality of this pack. The small to medium maps are the standouts as they play pretty fast and have decent variation in height.
Now I'm just waiting for the Greatest Hits Remastered® release which should include some 777-polygon maps. Irons totally promised me it'd be out soon so we can just cross our fingers can't we!
What's most surprising about this great, simple-to-understand script is how well it handles in a two-player game. While you may get off to an early lead, the constant downgrading of your arsenal gives the other player an obvious advantage, and most games I've played using this script have ended up pretty close.
I imagine it works well with larger groups as well, though I haven't seen that yet. Good job!
These maps maintain the high standard that Ryoko set for himself with his other successful mappacks. But what's more impressive is the fact that these maps all act as a cohesive set and have their own signature feel, different from Paradise Lost or Red Spectrum. And the Power Drive maps fit right in, as well.
My favorites are Gustav Garden, Rocket Rider and Das Jerk. Hollow Void is the standout dueling map here. Good job!
I always liked your map "Red Sauce on Pasta" and am glad that your other maps are seeing the light of day again. This is a strong set of maps, especially considering they were made eight or so years ago.
I particularly like "Battlemoose" and "The Foolish Biscuit"; both have a fast pace and plenty of ammo to keep the action going. "Battlemoose" takes a fairly straightforward, square design and makes it pretty unique through the use of tasteful architecture. If you ever decide to modify these, the only thing I'd say is to add more ammo to the last two maps. Other than that, great job eight years ago!
As the title states, this is a solid pack of multiplayer maps that also sees a lot of action online. It's nice to see someone still producing new content for the community; especially of this quality. The layouts here are pretty complex (especially in newer maps), but you've done a great job I think in making them easy to navigate at the same time; I haven't noticed any big potential gameplay issues. Great job! Make more maps!
With the added ability of texturing unpaved surfaces, this script makes Forge's visual mode obsolete. The script is extremely easy to learn, and, in my opinion, beats Forge's VM in terms of how it operates. Unlike Forge's VM, you can use textures from all sets easily, you can "freeze" in the air to texture hard-to-reach places, and you don't have to deal with too many lines overloading the engine. If you're still hesitant about making the switch to this script, I assure you that it is easy to learn, and you'll be far better off in the long run.