Imperium
Edition X
40 Multiplayer Maps
08/23/2026


Imperium is a pack of 40 multiplayer maps for Marathon Infinity made over the last ten years. Many of these maps feature precipitation/weather/novelty Lua scripts, while others are pointedly simple in design. Some are just weird. The tenth and final edition features six new maps: [XXS] Arco, [L] Lost at Sea, [XL] Potemkin Town, [XXL] Escape from Spiderhead, [S] Still Pacifica, and [M] Commander of Time.


--IMPORTANT
You must have Aleph One 1.11 or later, and fog/ephemera enabled in preferences, to experience the full effects in many of these maps.


--CUSTOM GAMETYPES & ROCKET-LESS MAPS
Many Imperium maps are compatible with two particular custom game types: Survival 2.0 by Benoit, and Base Jumping Hills by W'rkncacnter, both available on Simplici7y.com. See the map breakdown below for more info.

Imperium also features a number of maps without rocket launchers, if you're looking for a change of pace:

[XS] Flashpoint
[XS] Dig for Fire
[S] Turnabout Intruders
[S] The Tremolo Call
[S] Brains Rot
[M] Commander of Time
[L] Turquoise Galaxy
[L] Lost at Sea
[XL] Taste the Waste


--CREDITS
Windbreaker - level design, custom TRON COLORS, Istoria textures, hail/snow/ember/sun shapes, SFX
W'rkncacnter - lightning/sunrise/volcano/hail/dynamic weather Lua, star shapes, Istoria textures
Treellama - original author of precipitation Lua
$lave - raindrop shapes, Il Descent textures used on Inaugural Trams
EDDIE DINGLE - the captain we need in these rough seas


--CHANGELOG
Edition X - 08/23/2026
 - The final edition adds six new maps: [XXS] Arco, [L] Lost at Sea, [XL] Potemkin Town, [XXL] Escape from Spiderhead, [S] Still Pacifica, and [M] Commander of Time.
 - Fixed a polygon issue on [XXS] Lorem Opus.
 - Usual texture touch-ups and fixes on older maps.

Edition IX - 12/23/2025
 - Added four new maps: Turquoise Galaxy, Taste the Waste, Viva Tirado, and Crash Map II.
 - Changed size of Cosmic Schooner from [L] to [XL] and beefed up weapon/ammo spawns.
 - Usual texture touch-ups and fixes on older maps.

Edition VIII - 12/17/2024
 - Added five new maps: Sea Sequel, Dig for Fire, Brains Rot, Cosmic Schooner, and Bloodplay.

Edition VII - 10/07/2023
 - Added three new maps: Beacon Light, Night Terror, and Space Invasion.
 - Minor architectural/shading changes made to Lorem Opus, Blue Comet, and Mandala.
 - Shading adjusted on Flashpoint, making one area significantly darker.
 - Sunrise sequence extended from roughly three minutes to five minutes on Dead by Daybreak.

Edition VI - 09/24/2022
 - Added two new maps: Turnabout Intruders and The Tremolo Call.
 - Boosted fusion pistol ammo on nearly all existing maps.
 - Minor architectural changes made to Dead by Daybreak and Blue Comet.

Edition V - 10/20/2020
 - Added five maps: Inaugural Trams, Phantom Power, TRON, Flank Speed, and Channel Z.
 - Reduced precipitation count on Iconic Something.

Edition IV - 03/06/2018
 - Added two maps: Iconic Something and Lorem Opus.
 - Base Jumping Hills compatibility added to the first nine maps.
 - Several platforms added on End Times to increase accessibility.
 - Usual texture touch-ups and fixes on older maps.

Version 1.2 - 03/21/2017
 - Added three tinymaps: Mandala, Flashpoint, and Dead by Daybreak.
 - Base Jumping Hills compatibility added to the first six maps.
 - Embers brightened on End Times.
 - Minor texture touch-ups on older maps.

Version 1.1 - 01/29/2017
 - Added four maps: Yucatán Dive, Old School Bollywood, End Times, and Hyacinth House.
 - Added bases to Argus Array, Getaway UK, and The Palace of Ice for the Survival 2.0 script by Benoit.

Version 1.0.0 - 08/23/2016
 - Initial release featured six maps: The Palace of Ice, Getaway UK, Stabtown, Cabrón Dating, Argus Array, and Blue Comet.


--MAP BREAKDOWN
% = Compatible with Base Jumping Hills script by W'rkncacnter
* = Compatible with Survival 2.0 script by Benoit


1. [XXS] Arco: A cramped, dimly-lit hellhole where you can get by using almost any weapon. Hiding behind boulders and swooping in from above are effective moves here. Chaotic with any number of opponents. (1-8 players). %

2. [XXS] Lorem Opus: Tightly wound with plenty of exits to navigate. (2 to 3 players). %

3. [XS] Flashpoint: A quick, tight map with a lot going on in a little amount of space. Assault rifles are the dominant force here, especially grenades. The underground corridor helps subvert opponents, and dropping down from above can prove to be useful. (2-4 players). %

4. [XS] Blue Comet: This one is streamlined in layout and highlights a different weapon selection. A lone rocket launcher appears infrequently on the hill, in a send-up to some of the old stock maps, but otherwise SMGs and ARs are the dominant forces here. Also, King of the Hill is bonkers with a large crowd. (2-4 players). %

5. [XS] Mandala: A circular arena meant for 2-3 players, ideally. There's enough space here for some protracted battles, but keep an eye on the outer rims. (2-4 players). %

6. [XS] Dig for Fire: Simple enough. No rockets. (2-8 players). %

7. [XS] Cabrón Dating: A tight-quarters map focused on quick gameplay and complex aerial maneuvers. The underground tunnel is especially effective at throwing off your enemy. (2-4 players). %

8. [S] Dead by Daybreak: A map set at the break of dawn; witness the beautiful Lh'owon sunrise over the course of three minutes, just like in that one Coldplay video. This map is deceptively simple, and it is easy to track your opponents, or be tracked. (3-4 players). %

9. [S] Channel Z: A simple sewage map. I made a point to stick to one texture set here and keep the architecture relatively uncomplicated. (3-5 players). %

10. [S] Still Pacifica: This map uses M2 Pfhor textures, which is the most vibrant texture set in the original trilogy, in my opinion. I've only made a couple other maps with these textures. Map knowledge comes in handy here with a number of twisting and forking corridors. (3-5 players). %

11. [S] TRON: A COLORS map on steroids. This map was inspired by the fact that TRON is essentially a COLORS movie. I'm pretty pleased with how the color scheme turned out here - prolonged exposure can result in excessive brain freeze. (3-5 players). %

12. [S] Turnabout Intruders: Another M2 Pfhor map. With no rockets, this is a rare instance where you'll have to rely on other weapons to succeed. (3-4 players). %

13. [S] The Tremolo Call: A map built around a circular tower with two floors. A 2X health can is available periodically, if you can find your way to it. This map also comes with no rockets. (3-5 players). %

14. [S] Brains Rot: A grid-like map featuring several streets and small buildings to weave in and out of. No rockets yet again. (3-5 players). %

15. [M] Viva Tirado: A tightly-wound, multi-level map where vertical play is king. Risks feeling a bit cramped with too many players, but is chaotic all the same. (3-5 players).

16. [M] Beacon Light: A simple concept map with a standard large circular hill. Battle against your enemies inside the halls of an abandoned lighthouse while a storm rages outside. (3-5 players.) %, *

17. [M] Old School Bollywood: Another purposefully simple vanilla map. The layout bears no resemblance to Old School Hollywood by Mordekai, but that didn't stop me from using this sweet map name. (3-5 players). %

18. [M] Argus Array: A small relay station in deep space. Height is a definite advantage on this one, and admittedly there is a spot that is easily camped. Luckily the central tower offers a good view point to combat potential camping losers. (3-5 players). %

19. [M] Iconic Something: An ancient S'pht structure hidden deep in a narrow crevasse. Heavy runoff floods the bottom valley from the electric storm above. Lots of vertical action on this map - height and rockets are the ideal pairing here. (3-4 players). %, *

20. [M] Commander of Time: The last map developed for this pack. It features a somewhat unusual weapons balance: no rockets or shotguns. Always stay on the move, and be sure to check that you're not being followed... (3-6 players). %

21. [M] Stabtown: All about ambush. Stay on the move, and stay high if possible. Rockets are pretty much the only option here, though the shotguns can be effective. (3-4 players). %

22. [M] Flank Speed: A Jjaro ship at maximum warp hurtling through the stars. An idea I first tried some 20 years ago when I was a kid. I remember getting frustrated when I couldn't apply a horizontal slide to the space landscape. Now, through the power of Lua, my childhood dreams have been fully augmented. (3-5 players). %, *

23. [M] Sea Sequel: A structure nestled into a lone beach head. Features some decent open spaces, and a larger hill. As the name implies, this is a follow-up of sorts to Getaway UK. (3-5 players). %

24. [M] Phantom Power: Really an [XM] map, with lots of tunnels and corridors to maximize elusiveness. SPNKRs are rare. This map utilizes Lua to produce dynamic weather over the course of six minutes, and features lightning, hail, rain, and darkening skies/fog. Special thanks to W'rkncacnter for the Lua on this one. (3-5 players). *

25. [M] Hyacinth House: A manor estate caught up in an intense electrical storm. The outer courtyard offers a tactical advantage with lots of space to maneuver, but be careful to avoid getting cornered. (3-6 players). *

26. [L] Turquoise Galaxy: My attempt at a larger rocket-less map. No rockets allows for some more cramped corridors and canyons. A surprisingly sprawling map given its overall footprint. (4-8 players). %

27. [L] Bloodplay: A deceptively large map with lots of vertical action. Has an old school feel to it. Invisibility is especially effective here. (4-7 players). %

28. [L] Night Terror: An extremely localized lightning storm rains terror upon whoever is unfortunate enough to find themselves here. Avoid the munitions of your enemies while staying under cover to escape deadly bolts of lightning. But be careful where you stand; electricity travels farther in water... Special thanks to W'rkncacnter for the Lua on this one. (4-7 players) %, *

29. [L] Inaugural Trams: A snowmap/tallmap hybrid. The northeast tower provides several vantage points for surveillance. Frigid arctic air keeps Mr. Marathon on edge. (4-7 players). *

30. [L] Lost at Sea: A boat map. That's pretty much it. Don't fall overboard. (4-7 players). %

31. [L] End Times: A geothermal research station has been overrun by lava and fissures due to a nearby volcanic eruption. This one's really fun with any number of people, even though it's a larger map. Survival also works well - just stay in the central complex. (4-7 players). *

32. [L] Getaway UK: A tiny island in the middle of an ocean. Inspiration for the fog was taken from TK's map "Fishing Hamlet". SMGs and shotguns are great when on the beach, but rockets become pretty effective once inside the structure. A great map for survival - the basement does not spawn monsters and offers a good defense. (4-7 players). *

33. [XL] Space Invasion: A Pfhor ship docks with a derelict Jjaro outpost somewhere in the infinite abyss of space. A sole corridor physically connects the two vessels, but players can make use of multiple jump pads to take themselves across the map. This is a rare example of a concept map that doesn't use Lua or shapes patches. Rare for me these days, at least. (4-8 players). %, *

34. [XL] The Palace of Ice: An ancient S'pht palace nestled deep in the recesses of a canyon, evading Pfhor sensors (or whatever). This one is large and fairly complex, with lots of different ins and outs. I designed it with Survival in mind, especially with respect to the upper towers, but also with an eye on KOTH and EMFH. (5-8 players). *

35. [XL] Cosmic Schooner: A yuge map with wide open spaces. Great for KOTH. (7-8 players). %

36. [XL] Potemkin Town: Another sprawling metropolis. There's a lot to take in here, and lots of places to duck in and out of the open. Map knowledge is beneficial here. (7-8 players). %

37. [XL] Taste the Waste: A total shot in the dark concept that actually panned out: this level features two completely different zones, accessible to each other only via teleporters. No rockets. Works best with a full house. (7-8 players).

38. [XL] Crash Map II: The sequel to an Infra Apogee map from 2015, this one is of particular note because it features the map Flank Speed embedded within the crashed Jjaro ship. I've had this idea for a long time, and I think the end result turned out well. (8 players). %

39. [XXL] Escape from Spiderhead: You start the round trapped inside an industrial facility with your opponents, without any rockets. You get the distinct feeling you're being spied on. Toyed with, even. Can you escape before time's up? (8 players). %

40. [XXL] Yucatán Dive: A stupidly yuge map made for eight players or survival. The upper tower, as well as the corridor leading up to it, do not spawn monsters on survival, and thus offer great cover against rocket juggernauts and the like. Be sure to read the terminals in the tower for a heartfelt message from yours truly. (8 players). *


--WHY ARE YOU STILL READING?
If you like these maps, check out my previous three multiplayer packs available at: simplici7y.com/users/windbreaker or on the Classic Marathon Infinity Steam Workshop.

In 2017, W'rkncacnter and I developed, along with several other mappers, the largest-ever Marathon scenario, called Mararthon: Yuge. This scenario features a thirty level campaign, hundreds of secret maps, thousands of bonus maps, and many new shapes, weapons, monsters, and sounds. You can get Yuge at: simplici7y.com/items/mararthon-yuge

In 2023, W'rkncacnter, Jon Irons, and I released Marathon: Istoria, an RPG scenario set in the Marathon universe, featuring a full campaign, new spells, player classes with active and passive abilities, and more. Download Istoria at: lochnits.com/marathon/istoria/

As always, thank you to all who helped test these maps with me on the meatserver over the last 10 years. 

See you starside,
wb