Browse Files

How to install Icons, Windows Registry v1.0

This is a (hopefully) simple, easy to read guide that will help you to install the Icons that I provided earlier, using the windows registry.

Multiple Texture Sets v1.0

A quick guide I wrote on how to hex edit maps for multiple texture sets.

Archive Sherlock Plugin v2

The Sherlock Plugin's ability lets you search all of the site archives with the ease of Sherlock. Once you punch in a word OR date, a results window comes back with any file that has that word, or was posted after that date!

MKT Tutorial v.1.1

A 6-level (well, a few more, but who's counting) map containing tutorials on making a slew of cool effects in Marathon. These range from trivial (more realistic smoke contrails via a single change in the physics model entry) to seriously complex (swinging doors, breaking windows, exploding walls). You even get tasty bonuses like a real laser sight and a working flashlight (this is too cool for words). It's all described in easy-to-follow language, and shows off some of Chris's amazing Killing Time artwork. Absolutely worth a download, for all scenario makers. Upgrade adds curved archways, ...

Marathon Master Scenario Guide v1.0

Ben Potter (creator of Fell, has compiled a list of all solo maps he's played since he discovered Marathon a few years ago, along with some useful statistics about them. (There are over 600 in all.) With the renewed interest in Marathon generated by the Marathon: Open Source project, some folks are revisiting the archives, looking for good, older maps. This list should help narrow the search!

Teleport Switcher

A short tutorial and a demo map showing how to make user-controllable teleporters... that is, teleporters whose destination is configurable by the player. Pretty slick... download it, use it in your scenario, give Jägermeister credit, and make your players happy.

Marathon: Fell v2.0 Spoiler Guide

Fell v2.0 is a 35-level solo scenario that's wholly the work of one person. As such, it can be less accessible to the masses than a large map made by a variety of mapmakers, because if you don't think the way Ben does, you might miss a lot. To that end, Ben has put together a spoiler guide for you... which includes secrets and strategies for all levels in DocMaker format, plus a film which shows Ben playing through all of the major new levels in one shot. (Yes, it can be done.) This should help anyone who's been stuck on a particular level of Fell for any length of time. (Don't read this i...

Better Lighting v1.0

In the hopes of increasing the overall lighting quality of released maps, the author has created three preset collections of lights, allowing for more variability in level lighting. The enclosed example map also shows how to use some of these. If folks actually take the time to learn the basics of lighting, levels will look much more realistic. This small package can help.

Forge/Anvil FAQ v2.0

A standalone version of Bungie's Forge FAQ v2.0, for easy access. Includes the Forge Companion (available tools) and as a bonus, a promotional page.

No More Teleporters

Jesse Simko, creator of the eagerly awaited Muerte Machine, has uploaded this nice demonstration showing how to remove half of the warping effect which happens when a player changes levels. (He's eliminated the warp out effect from the start level... but not the warp in effect on the end level. He does, however, give some suggestions for diminishing the latter effect.) This should be very useful to anyone creating levels based in universes where teleporting makes little sense (Earthlike scenarios, for example), or to someone who's looking for a way to get around the 1024 poly limit on a si...

Lift Test

If you've built complicated elevators (lifts, to those across the pond from us Americans), you've almost certainly run across a Marathon engine limitation which can make it impossible to use the action key to trigger the elevator control (punching or projectiles are all it recognizes). This happens because the active area for a switch comes at some fixed percentage of the floor-to-ceiling height, which may or may not correspond to where you've got a switch. HAS has released a quick demo map showing a rather elegant way around this problem. (If you don't understand my wording of the problem...

Dual Sided Force Fields

Force fields have been around since Fm created them in Seige of Nor'Korh, but they've been one-sided (That is, they work from one side, but are passable from the other).

Then Jeff Swartz created dual sided force fields in an award winning map for the Evil Map Making Contest called "FireCracker".

Here, by Michael Watson, is a description (and demo map) showing how to make two-sided forcefields. Nicely done.

Anvil Physics Model Reference

A much-needed guide to the ins and outs of physics model editing, using Anvil. Arranged in html format, it's clear and easy to navigate. Still missing a little bit of information, but if you're working with physics models, you definitely want to have this around.

TI2-The Lost Levels Spoiler Guide

The spoiler guide for Tempus Irae 2: The Lost Levels. Lots of useful info and insight from each level's creator. Inexplicably not here before now. (It was created almost 3 months ago.)

The Hastur's Workshop Archive

Hastur's Workshop, at Double Aught's site, has long been a source of inspiration and answers for marathon mapmakers intent on a better product. Michael Watson decided to preserve those pages in an offline form, in case they are ever removed from Double Aught's pages. (I think as an offline source of mapmaking tips, they're useful enough as they are, no need to justify them as historical.) Comes with a bonus Bungie Forge/Anvil FAQ v2.0.

Exploding Pipes Tutorial

Have you ever wanted to allow players to destroy walls, or other types of large environmental objects? Here's a tutorial that shows you how to do it. Perfect for the scenario maker who wants a spectacular effect in their project... (I actually had to redownload An AI Called Wanda to make sure a similar effect wasn't used to make the hull breach in Station Alpha (the sequel), but it seems that was just a hole. I have a recollection of it not being there when I started... but there aren't any platforms in the area. As far as I can tell, Mark's come up with a completely unused technique... a...

Simple Bypassing Levels in Coop Tutorial v1.0

A set of techniques useable by mapmakers attempting to force coop players to bypass areas that solo players need to pass through. Simple, clearly explained, these have some limitations (spelled out in the tutorial), but should work quite well regardless. They are far simpler than either Coop-Only Level Bypass Demo or Counter Revolutionary, both to build, and to use. The platform tags mentioned are the Pfhorte versions, since that's what the author uses. Yet another cool tool to extend the marathon experience...

Cheat Detector v1.oh

An interesting demonstration of a technique that can (usually) weed out the cheaters from those that aren't using cheats in a given solo scenario. It doesn't always work, but it should work enough of the time that you (as a scenario maker) will get much less mail complaining about problems from people who only encounter those problems because they've cheated to a place they shouldn't be. (It was inspired by, to some degree, Jason Harper's Level Detector, and can be similarly used to control where a player goes based on his playing style.) Like others in this genre, most of the information ...

Level Detector

From the master of cool tricks comes a bizarre, but thought-provoking idea... a mechanism by which you can determine the difficulty level at which someone is playing. The included demo simply has different terminal messages for each difficulty level (kindergarten through total carnage), but you could, in theory, use the technique to decide where to send a player, depending on what level he's playing on. The possibilities are pretty far-ranging...