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Marathon: Resurrection Released


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#1 IMG News

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Posted 07 July 2007 - 08:55 AM

After nearly seven full years in development, Team Unpfhorgiven has released Marathon: Resurrection, a complete single and multi-player recreation of the original, legendary game, Marathon by Bungie Studios, as a free total conversion modification (Mod) for Unreal Tournament.

The total conversion mod offers a complete single player experience, 27 solo maps, 16 new multiplayer maps, new skins, new monsters, and a variety of new weapons.

Our goal was to bring a classic game into a modern engine, on a more universal platform that allows the re-telling of this fascinating story in a way that does justice to the original, but also allows us to give it an updated and unique flavour. We hope that it will appeal to the old Marathon fans looking to re-live some nostalgia and witness things they only dreamed of in the original engine, as well as new fans, looking to enjoy a classic in a new way. Thank you for playing Marathon:Resurrection and thank you for standing by our efforts.

This release is not a simple patch or a beta, it is a complete install and as such can be installed by itself over a fresh Unreal Tournament 436 install or over a previous version of Marathon:Resurrection.

Once installed, the single player experience is meant to be a loosely based replica of the original Marathon by Bungie. Many things that we included were not part of the original, and a few small things may have been omitted, but otherwise this release stays true to the original.
Some of Resurrection's features:

- Complete Single Player Experience
27 Solo Maps, new Chapter Screens etc
- 16 new Multi-Player Maps
- More than 10 new monsters, including:
Pfhor Fighters, Pfhor Troopers, Pfhor Enforcers, Pfhor Hunters, Pfhor
Juggernauts, Sp'ht Compilers, Drinniol Hulks, Wasps, BOBs, and
Lookers
- More than 10 new weapons, including:
The .44 Magnum Pistols, MA-75 Automatic Rifle, Fusion Pistol, WST-M
Shotguns, KKV Flechette, SPNKR Rocket Launcher, TOZT Flame Unit
and two alien weapons, plus your own battle-hardended fists
- More than 150 recreated high resolution textures
- 15 new and re-mastered music tracks
- Several Player Models and skins including:
The Mjolnr Mark V, BOB and BAB.
To play the module interested players must have a working copy of the original Unreal Tournament patched to version 436. It is available to any system capable of running UT and will work with Mac OS 9 and OS X.

Follow the link below for more information and a download link.
Return to Full Article - InsideMacGames News


#2 George the Flea

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Posted 07 July 2007 - 11:54 AM

Until they add a UT2K4Mod.ini file to the download, you will not be able to use UTMods with Marathon: Resurrection.
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#3 mrimac00

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Posted 07 July 2007 - 12:04 PM

But the mod requires the original UT... Unless UTMod makes UT mods compatible for UT2K4?

#4 Magnum

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Posted 07 July 2007 - 01:36 PM

Standalone Version PLEASE!
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#5 the Battle Cat

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Posted 07 July 2007 - 03:33 PM

This is fricken awesome.  I had no problems downloading or installing this.  I fired up UT, toggled Marathon:Resurrection in the Mod menu and started playing Marathon.  This is soooooooo sweet looking.  What a treat.  Hats off to Team Unpfhorgiven!  You've made an old cat very happy.
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#6 Eric5h5

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Posted 07 July 2007 - 04:55 PM

I don't have Unreal Tournament.  :(

--Eric

#7 the Battle Cat

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Posted 07 July 2007 - 05:35 PM

There are a number of Mac UT games for sale at eBay.  You should get this game just because of it's history and some of the maps just can't be beat.  Also, how the hell can you play Marathon:Resurrection without it?  What were you thinking not getting this years ago???
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#8 Tesseract

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Posted 07 July 2007 - 05:52 PM

UT refuses to run for me. I'm using UT OS X preview 3 under Rosetta. I'm using the .ini files that came with the OS X patch. The game starts up, shows the splash screen, loads everything, switches resolutions, fades to black, and then quits. There's nothing in the log at all. Any tips?

#9 Eric5h5

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Posted 07 July 2007 - 07:23 PM

View Postthe Battle Cat, on July 7th 2007, 07:35 PM, said:

What were you thinking not getting this years ago???

Well, 'cause I got Unreal instead.  At the time I had no particular interest in multiplayer games (and my Quake collection goes like this: 1, 2, 4).  By the time I realized multiplayer games with decent bots could be worth getting, I ended up with UT2004 and there didn't seem like much point trying to get ahold of earlier versions...until now....

--Eric

#10 hambone

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Posted 07 July 2007 - 08:57 PM

Pathways Into Darkness FTW......  :happy:

But seriously, this is a monumental achievment. In fact, I already would have downloaded it if I knew where my copy of UT was. Actually, I do. It's in my mom's basement. Somewhere.  :bleedingeyes:

Hasn't the original UT been converted to an open-source project? Maybe you can beg Epic Games to allow you to make a stand-alone game. THAT would be unbelievable, and give them some free advertising from an old property too.

#11 the Battle Cat

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Posted 08 July 2007 - 07:29 AM

View PostTesseract, on July 7th 2007, 04:52 PM, said:

UT refuses to run for me. I'm using UT OS X preview 3 under Rosetta. I'm using the .ini files that came with the OS X patch. The game starts up, shows the splash screen, loads everything, switches resolutions, fades to black, and then quits. There's nothing in the log at all. Any tips?
UT requires the 436x3 patch to run this mod.  Is that your version of UT?

View PostEric5h5, on July 7th 2007, 06:23 PM, said:

Well, 'cause I got Unreal instead.  At the time I had no particular interest in multiplayer games (and my Quake collection goes like this: 1, 2, 4).  By the time I realized multiplayer games with decent bots could be worth getting, I ended up with UT2004 and there didn't seem like much point trying to get ahold of earlier versions...until now....

--Eric
I had Unreal, and I played the net games in it with the bots.  It was a hoot, very satisfying.  At the time I was playing Marathon and I would put PM beefed up BoBs and Pfhor into a map like Hell Hole and other maps.  Unreal upped the ante by making them halfway intelligent, as well as running around sucking up the health, ammo and armor.  It was mind blowing, so when UT came out I snapped it up.  It made a great solo experience.
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#12 ozzy

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Posted 08 July 2007 - 08:44 AM

View PostTesseract, on July 7th 2007, 07:52 PM, said:

UT refuses to run for me. I'm using UT OS X preview 3 under Rosetta. I'm using the .ini files that came with the OS X patch. The game starts up, shows the splash screen, loads everything, switches resolutions, fades to black, and then quits. There's nothing in the log at all. Any tips?

The only thing I could suggest is checking the resolution in the .ini file.  I know people have had problems before where it wouldn't start if it didn't have a valid resolution.  Try setting it to 640x480, or even the native res of your monitor.

If that doesn't work, you might have to re-install.

#13 George the Flea

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Posted 08 July 2007 - 10:03 AM

View Postmrimac00, on July 7th 2007, 11:04 AM, said:

But the mod requires the original UT... Unless UTMod makes UT mods compatible for UT2K4?

I just need to learn to read.  :D
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#14 Ichigo27

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Posted 08 July 2007 - 12:11 PM

View Postthe Battle Cat, on July 8th 2007, 08:29 AM, said:

UT requires the 436x3 patch to run this mod.  Is that your version of UT?
I had Unreal, and I played the net games in it with the bots.  It was a hoot, very satisfying.  At the time I was playing Marathon and I would put PM beefed up BoBs and Pfhor into a map like Hell Hole and other maps.  Unreal upped the ante by making them halfway intelligent, as well as running around sucking up the health, ammo and armor.  It was mind blowing, so when UT came out I snapped it up.  It made a great solo experience.

That game has to be carbonized!
What is a man?

#15 Tesseract

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Posted 08 July 2007 - 02:46 PM

View Posthambone, on July 8th 2007, 12:57 PM, said:

Hasn't the original UT been converted to an open-source project?
Nope. Ryan Gordon got permission to release new builds, but an OS X version hasn't materialised (see below).

View Postozzy, on July 9th 2007, 12:44 AM, said:

The only thing I could suggest is checking the resolution in the .ini file.  I know people have had problems before where it wouldn't start if it didn't have a valid resolution.  Try setting it to 640x480, or even the native res of your monitor.
Thanks. Fiddling with the resolution seems to have fixed it. Maybe it was trying a weird refresh rate or something.

View PostIchigo27, on July 9th 2007, 04:11 AM, said:

That game has to be carbonized!
UTPG was supposedly close to releasing an OS X build in 2004, but that seems to have stalled completely.

#16 bobbob

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Posted 08 July 2007 - 04:37 PM

View PostMagnum, on July 7th 2007, 12:36 PM, said:

Standalone Version PLEASE!

They can't legally without paying for an engine license and buying distribution rights for any UT content they've used. Making it for UT was kind of pointless, too, considering UT2k4's been out for a while and has similar mod tools, Doom 3 would have been a big step up and allow a lot more atmosphere, and Quake 3 would have allowed a stand-alone release.

#17 Magnum

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Posted 08 July 2007 - 06:30 PM

View Postbobbob, on July 8th 2007, 05:37 PM, said:

They can't legally without paying for an engine license and buying distribution rights for any UT content they've used. Making it for UT was kind of pointless, too, considering UT2k4's been out for a while and has similar mod tools, Doom 3 would have been a big step up and allow a lot more atmosphere, and Quake 3 would have allowed a stand-alone release.

I'm pretty sure that the source has been released, doesn't that mean they could make a standalone?
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#18 Tesseract

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Posted 08 July 2007 - 06:41 PM

View PostMagnum, on July 9th 2007, 10:30 AM, said:

I'm pretty sure that the source has been released
For Q3 yes, for UT no.

Also, from the FAQ:

Quote

Q: Why the Unreal Tournament Engine?! Quake 3 is so much better!

A: We chose Unreal Tournament for one, big reason. When Durandal (our Project Lead) first started this project, it WAS a Quake 3 mod. The Quake 3 community wasn't very responsive to his cries for help, and the UT community was. Very simple. After the TC is done, we would like to release the source materials for the Mod (models in their original format, textures, etc...) so someone CAN port it to Quake 3. We want to spread Marathon as far out as we can.


#19 xcman22

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Posted 08 July 2007 - 09:20 PM

I'm sure these are silly questions, but I was under the impression UT was never fully carbonized with OS X-it required OS 9 or Classic to run.  I see that the download page says it works with OS X and the OS X Preview 3 release...what is this OS X Preview 3 release? Does this actually allow me to play UT in OS X without OS 9 or Classic? Will an Intel Mac run it? Any help would be greatly appreciated-thanks!

#20 Endymion

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Posted 08 July 2007 - 09:53 PM

The Preview 3 release you speak of is in fact a MOSX-specific beta work-in-progress courtesy of Aspyr's, formerly of Westlake, Glenda Adams. It works well enough but is very unoptimised so may have some bugs, and also has no music although it does have sound. It was never completed. All hopes were on Ryan Gordon's version but as mentioned, that one has never materialised either. The PR3 does still require an installation of the MOS9 version in order to work, so you'll need to install it on another computer if you don't have Classic on your current one in order to move over to your newer Mac.