Marathon (1994)
- Caveat lēctor: I do not have a fast way to verify the accuracy of the Marathon 1 data at the moment; once I get a stable emulator setup working, I’ll double-check it.
# | Level Name | Class 1 | Class 2 | Class 3 | Class 4 | Class 5 |
---|---|---|---|---|---|---|
1 | Arrival | Fighter | Compiler | |||
2 | Bigger Guns Nearby | Fighter | Compiler | |||
3 | Never Burn Money | Fighter | Compiler | Wasp | ||
4 | Defend THIS! | MADD | Fighter | Compiler | ||
5 | Couch Fishing | Fighter | Compiler | Trooper | ||
6 | The Rose | Bob | MADD | Fighter | Hulk | |
7 | Smells Like Napalm, Tastes Like Chicken! | Fighter | Compiler | Wasp | ||
8 | Cool Fusion | Fighter | Compiler | Trooper | ||
9 | G4 Sunbathing | MADD | Compiler | Hunter | Trooper | |
10 | Blaspheme Quarantine | Fighter | Compiler | Hulk | ||
11 | Bob-B-Q | Bob | Fighter | Hunter | ||
12 | Shake Before Using… | Fighter | Compiler | Looker | Trooper | |
13 | Fire! Fire! Fire! Fire! Fire! | Compiler | Looker | Trooper | Wasp | |
14 | Colony Ship for Sale, Cheap | Fighter | Looker | Wasp | ||
15 | Habe quiddam | Bob | Fighter | Looker | Wasp | |
16 | Neither High Nor Low | Hunter | Looker | Wasp | ||
17 | Pfhor Your Eyes Only… | Fighter | Enforcer | Hunter | ||
18 | No Artificial Colors | Bob | Fighter | Trooper | Wasp | |
19 | Unpfhorgiven | Bob | Fighter | Hunter | Looker | Wasp |
20 | Two Times Two Equals… | Fighter | Enforcer | Trooper | ||
21 | Beware of Low-Flying Defense Drones… | MADD | Enforcer | Trooper | ||
22 | Eupfhoria | Enforcer | Hunter | Wasp | ||
23 | Pfhoraphobia | Fighter | Enforcer | Compiler | Cyborg | |
24 | Ain’t Got Time Pfhor This… | Compiler | Trooper | Wasp | ||
25 | Welcome to the Revolution… | Compiler | Hunter | Trooper | ||
26 | Try Again | Enforcer | Hunter | Juggernaut | ||
27 | Ingue ferroque | Compiler | Fighter | Trooper |
Marathon 2: Durandal (1995)
- In most versions of the map, all levels use three monster collections except for “For Carnage, Apply Within”, which only uses Compilers and Enforcers. The third column is hence left blank for that level.
- The Windows 95 version adds one additional exception, “Waterloo Waterpark”, as explained in the endnotes (you can also just hover over the level name, or click the link after the level name).
# | Level Name | Class 1 | Class 2 | Class 3 |
---|---|---|---|---|
1 | Waterloo Waterpark | Fighter | Bob | Drone |
2 | The Slings & Arrows of Outrageous Fortune | Fighter | Drone | F’lickta |
3 | Charon Doesn’t Make Change | Flappyboi | Fighter | F’lickta |
4 | What About Bob? | Fighter | Bob | Cyborg |
5 | Come and Take Your Medicine | Compiler | Drone | Trooper |
6 | We’re Everywhere | Compiler | Bob | Hunter |
7 | Ex Cathedra | Drone | Trooper | F’lickta |
8 | Nuke and Pave | Drone | Cyborg | Trooper |
9 | Curiouser and Curiouser… | Cyborg | Trooper | F’lickta |
10 | Eat It, Vid Boi! | Compiler | Fighter | Cyborg |
11 | The Hard Stuff Rules… | Flappyboi | Cyborg | F’lickta |
12 | Bob’s Big Date | Hunter | Trooper | F’lickta |
13 | Six Thousand Feet Under | Flappyboi | Cyborg | F’lickta |
14 | If I Had a Rocket Launcher, I’d Make Somebody Pay | Bob | Hunter | Trooper |
15 | Sorry Don’t Make It So | Fighter | Cyborg | Enforcer |
16 | For Carnage, Apply Within | Compiler | Enforcer | |
17 | Begging for Mercy Makes Me Angry! | Enforcer | Hunter | Trooper |
18 | The Big House | Fighter | Bob | Enforcer |
19 | This Side Toward Enemy | Compiler | Trooper | F’lickta |
20 | God Will Sort the Dead… | Bob | Hunter | Trooper |
21 | My Own Private Thermopylae | Bob | Cyborg | Trooper |
22 | Kill Your Television | Flappyboi | Cyborg | F’lickta |
23 | Where the Twist Flops | Compiler | Bob | Hunter |
24 | Beware of Abandoned Rental Trucks | Cyborg | Enforcer | F’lickta |
25 | Requiem for a Cyborg | Compiler | Fighter | Trooper |
26 | Fatum iustum stultorum | Bob | Trooper | Defender |
27 | Feel the Noise | Cyborg | Hunter | Defender |
28 | All Roads Lead to Sol… | Fighter | Hunter | Juggernaut |
Marathon Infinity (1996)
- Owing to custom monster physics, the monster placements in Marathon Infinity’s levels often don’t match the expected shapes collections. Barring potential errors, this list takes that into account.
- Infinity levels range from using no monster collections at all (“Two for the Price of One”) to using five (“One Thousand Thousand Slimy Things”). Blank columns signify that a level used fewer collections than that.
- I’m also not counting the Items collection, which always loads for every level; Infinity’s Items collection contains the “ambient wildlife” that the shapes file names Grendel (small creatures seen hopping about on the ground), Potato Anus (blue and orange spherical creatures seen wandering in all kinds of liquids), and Mothrid (translucent flying octopodes). Names of levels that use any of these monsters are italicized.
- Since most of Marathon Infinity’s levels actually have Marathon 2-formatted physics models merged in, the physics for monsters in the VacBob slots aren’t set in stone (nor are the behaviours of the SMG and its projectiles). This is rarely consequential in the former case (most “VacBobs” you see in Marathon Infinity levels actually use the “Bob” slots), but there’s a spawn for a Security VacBob in the northwest corner of “A Converted Church in Venice, Italy” that could be something completely different if you’d loaded a physics model that reassigned the Security VacBob before loading “A Converted Church”. This list assumes the default physics for such cases.
# | Level Name | Class 1 | Class 2 | Class 3 | Class 4 | Class 5 |
---|---|---|---|---|---|---|
1 | Ne cede malis | Compiler | Fighter | |||
2 | Rise Robot Rise | Fighter | Enforcer | Hunter | ||
3 | Poor Yorick | Drone | Hunter | Trooper | F’lickta | |
4 | Confound Delivery | Bob | Hunter | Juggernaut | F’lickta | |
5 | Electric Sheep One | Flappyboi | Enforcer | |||
6 | Where Are Monsters in Dreams | Defender | ||||
7 | Acme Station | Compiler | Fighter | Cyborg | ||
8 | Post Naval Trauma | Fighter | Enforcer | Hunter | Juggernaut | |
9 | Where Some Rarely Go | Compiler | Fighter | F’lickta | ||
10 | Thing What Kicks… | Fighter | Drone | Juggernaut | ||
11 | Electric Sheep Two | Flappyboi | Enforcer | |||
12 | Whatever You Please | Compiler | Enforcer | |||
13 | Naw Man He’s Close | Compiler | VacBob | Trooper | ||
14 | Foe Hammer | Compiler | VacBob | Cyborg | Hunter | |
15 | Hang Brain | Compiler | Bob | Hunter | Trooper | |
16 | Electric Sheep Three | Flappyboi | Enforcer | |||
17 | Eat the Path | Flappyboi | Compiler | Enforcer | ||
18 | By Committee | Fighter | Bob | Drone | Cyborg | |
19 | One Thousand Thousand Slimy Things | Compiler | Bob | Fighter | Trooper | Hunter |
20 | A Converted Church in Venice, Italy | Flappyboi | Bob | VacBob | ||
21 | Son of Grendel | Fighter | Drone | Trooper | ||
22 | Strange Aeons | F’lickta | ||||
23 | Bagged Again | Fighter | Trooper | Defender | ||
24 | You Think You’re Big Time? You’re Gonna Die Big Time! (Campaign) |
Fighter | Hunter | Trooper | Juggernaut | |
25 | Aye Mak Sicur | Hunter | Defender | Juggernaut | ||
26 | Robot World Arena | Fighter | ||||
27 | Two for the Price of One | |||||
28 | Aie Mak Sicur | Hunter | Defender | Juggernaut | ||
29 | Carroll Street Station | Hunter | Defender | Juggernaut | ||
30 | You’re Wormfood, Dude | Hunter | Trooper | Defender | Juggernaut | |
31 | Try Again | Cyborg | Enforcer | Hunter | Juggernaut | |
32 | If I Had a Rocket Launcher, I’d Make Somebody Pay |
Hunter | Trooper | VacBob | ||
33 | You Think You’re Big Time? You’re Gonna Die Big Time! (Secret) |
Fighter | Hunter | Trooper | Juggernaut |
…why put this together?
Two primary reasons:
- I think the techniques developers used to conserve memory in the ’80s and ’90s deserve much more attention than they’ve received. Frankly, modern developers could learn a lot from the efficiency of ’80s and early ’90s games. This is just a small microcosm of that tendency.
- I’ve long held that most third-party scenarios place monsters too indiscriminately. If every level uses every monster type, then the combat throughout the game becomes effectively interchangeable. Restricting monsters to a few types per level results in each level’s combat feeling far more unique. Seeing everything laid out like this may help drive home how restricted the monster placement in the original trilogy was.