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.
Err... uhm... so i did it? The whole Infinity [and M2] spritesets and images (still minus the Player, sigh) but in a more cartoon-ish format.
The link goes to my GDrive. EDIT 2023/12/14: The permissions went haywire. I'll try to correct as soon as I can. EDIT 2023/12/14: The permissions seems correct now.
Added M2 landscapes, took down the hosted version and left the link on my drive
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.
This is a simple physics file that uses a modified version of the physics file found merged into the level "You Think You're Big Time? You're Gonna Die Big Time!". This "project" initially began as a way to humor myself but I found out that it is actually lots of fun to play around with using the Survival game type, so I began trimming stats until I was happy with the difficulty.
For the most part, all you need to know is-
Most enemies are now completely gray, good luck guessing rank between fighters! Major troopers and major hunters now drop x1 HP powerups Slight increase in enemy vitality across the board Slight increase in enemy projectile speed across the board Fighters move very quickly, troopers are more grenade happy, hunter projectiles now track their target (just like in YTYBT?YGDBT!)
I don't know if these are available elsewhere nowadays, but the copy available at "http://files3.bungie.org/trilogy/MarathonRED.zip" has incomplete mml.
So, here are some mml tags to make your copy more like the original Marathon RED. A few things are changed slightly; those are marked with a <!-- --> tag.
Enjoy.
When previously editing this for upload, I carelessly omitted the </marathon> closure. Oops, I'm an idiot and a shame to the Nakh legacy.
Also a few small changes to blankspace or comment tags.
ok fine guys literally every child who starts playing this cur
sed game. they wnat jumping and headshots, sometimes crouching. like it ruins their lifes if those things are missing. wow cool why are you evn
playing mararthon?
well anyway someome recently asked AGAIN about headshots and i swore there was a scrip here somewhere but 5 s
econds of searching got me nothing i tried head, shot, headshot searchterms.
i gotta assume it just doesn't exist the technology is to advanced too people to undersand. ok
merry chismas! heres headshots now play it for a few minutes then realize you should of played a newer game in the fist place ok bye
also
it works in solo&networkgames
First version. Customizable through specific variables. Hopefully the last version. P.S. I never tested in net games lol
The unofficial remake of Kampfers map, Gemini, is my improved edition, Jumeaux. Also, the sequel/prequel to TecnoIds first map, Caverns 2, comes Ravenous, an exciting puzzle shooter. Notes: The bug appears on jumeaux, where you step into the teleporter. Be careful which one, becuase one will crash Aleph One.
First upload. Yeah!
ReadMe has information. To find it you could also find it in the Aleph one.dmg Extras file, also i didn't create this .lua file but i want to share it with others.
Its fun. Also my second file upload. Have fun! JUST TO MAKE THIS KNOWN: I DID NOT MAKE THIS SCRIPT! ALSO I DO NOT TAKE CREDIT FOR THIS SCRIPT, AND ORIGINALLY DID NOT KNOW THAT TRELLAMMA MADE THIS SCRIPT.
The main thing to know about this plugin is that if you're going to refer to it, you must use ALL CAPS.
Along with that, you should know that it adds extra gore to every monster that dies. Some monsters spill blood when you shoot them. Bullets/explosions leave marks on the ground and walls. All changes are purely visual. The amount of gore you see is configurable (see readme for details).
This is compatible with M2 and Infinity, and any other scenario that largely uses unmodified versions of those monsters.
My long-overdue remastered Marathon 1 sounds. They should be noticeably less noisy, crisper, and (in some cases) less distorted than the originals - even more so than my remastered Marathon Infinity sounds, since all of the original Marathon 1 sounds were 8-bit.
Includes a readme with a bunch of (hopefully) useful information, but you should be aware of a few caveats before downloading or using these:
These will only work with Aleph One, not the vanilla Marathon app.
These will only work with the classic Marathon files, not M1A1.
If, for some reason, you are still using an Aleph One version prior to 1.3: (a) you really should upgrade to the latest version; (b) if you don’t, you’ll need to quit and reopen Aleph One after selecting these in your preferences.
These are half as loud as the original sounds. You may wish to adjust your music volume.
Should you have any other issues, please let me know via one of the forms of contact included in the readme. Beyond that, enjoy!
First release.
This'll be my first thing ever posted online. 9 level demo no pictures yet or chapter art. All made with old Marathon tools. Please rate and comment and tell me what else should be in it. btw this is for M1A1 for people who don't want their computers to crash!
Fixes some errors. Adds enforcers to alien level. Addes a 9th level.
For the first time in digital quality, you can hear Marathon's music as it first shipped in 1994.
The default M1A1 tracks use QuickTime 2.5, released in 1996, which changed some of the instruments. These files were recorded with QuickTime 2.0, which shipped with Marathon, to capture what it sounded like when Bungie first released the game.
A net map taken from the upcoming mini-scenarion AAAdventures 2 ~ Kaspar. Enjoy.
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
For those of you with proper video cards that do not have difficulty with precipitation scripts, here is a merged map of the scenario with both precipitation and the latest bugfixes.
Unfortunately, some quirk of a few people's machines - which I suspect were running integrated graphics - couldn't cope with precipitation, even after bugfixes were made, and so Pfhorrest ordered it cut from final release. Although the effect on most levels is subtle due to an A1 limitation on having 1024 objects, I thought it well worth the effort of maintaining. So, before I cut the lua from the main scenario, I created a branch to preserve it, and left the supporting alterations to the Shapes file in the main branch.
Naturally, you'll need to download Eternal 1.2, found here,, to use this map.
Then, download this map file, drop it in your Eternal directory, and select it in Environment preferences.
To test whether your machine can handle this, skip to level 13: A Friend in Need, and see if your framerate drops when you walk outside. My 12 year old rig gets 20 FPS with everything on, but some players have reported as little as 0.5 FPS with precipitation.
Since this is an altered map and not a plugin, it will not be compatible with save games from the official release or the previous 1.2.0 version of this enhanced map.
Co-op players, please ensure that everyone has the same version of the map.
Credits: Original rain and ember sprites by $lave and Windbreaker, respectively; Original precip code by Wrkncacnter, who borrowed heavily from Treelama; Eternal adaptation by Aaron Freed; Snow sprites and code fixes by Lia Gerty; Ashes are a palette swap of embers, fallout a palette swap of rain.
Made a number of things a lot easier
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.