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The Yota Saga Pt 7 V1.0

Installment 7 of an ongoing series - you NEED the shapes patch from Part 4 (supplied in this download) for this to work. Two levels, this time... but the first level is mostly story development. (Be careful about shooting on this level.) It took me a while to figure out how to get off the first level - the last terminal is NOT intuitive. (Keep tabbing - you'll find it.) Once again, filled with eye candy (lighting/shapes tricks) - the chain-operated door is pretty cool. Play it through!

The Yota Saga, Part 6 v1.0

Installment 6 of a pretty good ongoing series. This one's focused on jumping. Grenade jumping, primarily... but you NEED rockets in at least 2 places. Gravity has been dropped just enough to make it all work nicely... I had a blast (literally). Special effects, as usual, are well-used - I especially liked the implementation of the Battle Cat's Split Poly technology. And there's a section, near the end of the level, that couldn't be done in Infinity - there are just too many lines in view. (Very cool floors, though.) A film is included, if you get stuck - I didn't look at it, but the readme says it shows the best way through the level. This series continues to impress!

The Yota Saga, Part 5 v1.0

The fifth installment of a work in progress. This one requires the shapes and sounds released with Part 4 - grab that if you don't have it already. You're suddenly on a pirate ship... and all the baddies are pastel. (Don't think for a minute that they're wusses, though - they'll kick your butt if you let 'em.) Lots of 'find the next switch' puzzles - level construction is pretty nice (you get teased with open areas before they're actually open), but be careful - the ending's a doozy.

The Yota Saga, Part 4 v1.0

Installment 4 of an ongoing series. (This needs to be played in order.) This one's 3 levels... but the first one's pretty short.) Take your time with level 2... there's a LOT to discover, even though the threat factor's pretty low. (I'd say nonexistent... but kill a few bobs, and you'll be in trouble.) Level 3... well, all I can say is he did a good job. Go play. (In case it's not clear: I had a great time playing this map. I don't want to spoil any of it for you.)

M1A1 v1.2

This is a full port of Marathon 1 to the Aleph One engine. It contains the 27 original solo levels, the 10 original net levels, plus several bonus (solo) levels... 18 original music tracks. Requires Aleph One.

The Yota Saga, Part 3 v1.0

The third of 20 levels, to be played in order. The two-week schedule has been bumped up a bit - apparently the next chapter is gonna take a while. This one's quite a bit tougher, puzzle-wise, than the last two. (Baddie-wise, too.) Lots to kill, not all that much to do it with, and lots of places to fall down. Several of the critical switches are in unlikely places - if you're totally stuck, look around in map mode, and you might see likely alcoves. (The map's quite dark - at least one switch needed to be shot totally blind, at least on my computer.) This one'll take you a bit longer than the last two...

The Yota Saga, Part 2 v1.0

The second of 20 levels, to be played in order. (The plan is a release every two weeks - he's on schedule.) Again, ammo is sparse, and again, mapmaking is quite good. Puzzles aren't too tough, though monster placement has moved strongly in the 'Rear Admiral' direction - lots of ambushes. The 'boss' battle is a rough one - though I discovered after I was done that there was an easier way. (Pays to read the readme...) All in all, a rollicking good time! Looking forward to chapter 3.

The Yota Saga, Part 1 v1.0

The first of 20 levels, to be played in order. (The plan, at the moment, is to release one every two weeks.) Straightforward gameplay, new AI (could use a spellchecker), nice mapmaking. Too many baddies just standing around (though I was happy - the ammo's relatively sparse, so the fact that I could see baddies before they saw me made life a bit easier)... but a good start to a long scenario. Here's hoping that the rest of the chapters follow the plan!

Kill Pfhor!Kill Anger! v4.2

Kill Pfhor!Kill Anger! is a map designed to get rid of those angry built up feelings because you had a bad day or whatnot. Its just supposed to be a lot of pfhun, without having to think to much. There are a few different areas, and its mainly desingned for NetPlay but can be used as a single play just as well.

Inf - > Aleph Converter v1.3

A tiny applescript app that does one thing (and does it right) - it converts any Marathon file to Aleph One format (maps, shapes, sounds, Infinity files, Evil files, almost anything goes). Far more convenient than ResEdit. v1.2 adds folder/disc drag-n-drop and compatibility with all 3rd party scenarios. v1.3 now converts entire folders, instead of just one level deep.

Marathon Fell -SDL- v2.0

An Aleph One/SDL conversion of Marathon: Fell. Converted by Craig Caroon.

In April 1999, Fell 1.0 was released, and it was a pretty impressive debut. The work of predominately one person, Fell was an extremely playable, engrossing scenario. Now, 7 months later, Fell 2.0 is released.

Blinking Launcher Patch

This is pretty cool. It adds a small patch to your SPNKR shapes - when the launcher is capable of firing, it blinks green. When it's not (because it's between shots, or reloading), it blinks red.

Restored A1/Infinity Shuttle

A replacement for about a third of the infinity textures, using the M1 and M2 counterparts. An interesting effect... try it out and see. (Suggested for Aleph One, but works fine with Infinity ,as well)

Bovine

Otherwise known as Marathon 1-2-3 Converter, this tool will convert M1 data files (maps, shapes, sounds, you name it) to Aleph One format. It's more than just a simple translator - when you tranlsate a map, you also get the MML files needed to make it work as the original. Source is included.