Files for Frigidman™

Fb-Reason with the Sky v1

Frigidman™ — Feb 25, 2002

DoubleAught Marathon:Infinity Coriolis Loop Pack Map
-recreated for UT by Frigidman

Map details:
Who cares how many sides, entities, build hours... JUST PLAY IT! Have Fun with it.

Although there are subtle differences, new structures, and altered areas, this recreation still captures the overall flow, fun, and basic essence that made this map one of my favorite Marathon:Infinity add-on maps to date.

Recommended # of Players: 4-8. Don't go over 8, as ammo will get scarce. I didn't want to pile in ammo to accommodate 16 players, cause then 2-4 players would always be totally armed to the teeth.

Siege of Nor'Korh -SDL- v2

Frigidman™ — Dec 02, 2000

An Aleph One/SDL conversion of Seige of Nor'Korh v2.

Converted by Randall J. Currie of Electric Infinity.

To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.

Fm: Tipatae Tibatoh (oo)

Frigidman™ — Aug 08, 1998

Specs: Runs great on any mac that runs Evil, or Tempus well.

Tipatae Tibatoh is a map I designed for the Tempus Irae II: The Lost Levels. The map was then designed for Evil and then Infinity. In all actuallity though, the map was first created in Infinity, then Evil and then in Tempus... because the texture transfer was much easier to go from few (Infinity) to many (Tempus).

The Tempus version can only be gotten by downloading The Lost Levels, and playing it from that pack within Tempus Irae. If you want the single map of it, too bad, go get the pack

The Evil version has special physics built in. The Railgun and Nukegun both have second triggers that do something dangerous. Because of these second triggers, the weapons don't show up much, and only one is in game play at a time when they do. Warning, use the nukegun's second trigger, VERY carefully (I call it the panic trigger).

The Infinity version is just a plain simple carnage map with no special physics are adjustments. However, it is still very fun to play.


Fm: Tipatae Tibatoh (evil)

Frigidman™ — Jun 25, 1998

Requires: Marathon:Evil, Tempus Irae, or Marathon:Infinity
Specs: Runs great on any mac that runs Evil, or Tempus well.

Tipatae Tibatoh is a map I designed for the Tempus Irae II: The Lost Levels. The map was then designed for Evil and then Infinity. In all actuallity though, the map was first created in Infinity, then Evil and then in Tempus... because the texture transfer was much easier to go from few (Infinity) to many (Tempus).

The Tempus version can only be gotten by downloading The Lost Levels, and playing it from that pack within Tempus Irae. If you want the single map of it, too bad, go get the pack

The Evil version has special physics built in. The Railgun and Nukegun both have second triggers that do something dangerous. Because of these second triggers, the weapons don't show up much, and only one is in game play at a time when they do. Warning, use the nukegun's second trigger, VERY carefully (I call it the panic trigger).

The Infinity version is just a plain simple carnage map with no special physics are adjustments. However, it is still very fun to play.

Fm: Temporal Lab 17 v2

Frigidman™ — May 29, 1998

Initially Created: 10-4-95

Requires: Marathon or Marathon2, depending on the version you get.
Specs: Will run fast on any kind of mac.

First in a series I never finished. The reason I never finished the series was because I didn't want to be limited in what I could do. Following a series format, would have limited me.

Handles many players, and is a pain in the butt. Solo play is really fun with the monsters that are present. Wasps and Defense drones abound.

This was my first map where I messed with Portals. Thus the reason it was called Temporal Lab. I used this interesting idea in the second to last level in Marathon:Evil, where I took it all to the next step, and created a whole facility that was folded onto itself through a portal. This map was my first attempts at the idea.

This was also my last major creation for Marathon, before I moved onto Marathon2. This map was my first attempt at Marathon2 aswell. I used the first Pfhorte version made to deal with M2, and the map turned out so badly, I had to redo it. v2 is the redone version, fixed in Forge after a long tedious converting process by Carl Lineberry. Thanks to him, people can play this map in M2!

Fm: Clan Wars (oo)

Frigidman™ — May 26, 1998

Created: 3-16-97
Converted: 5-26-98
Requires: Marathon:Infinity and at least 4 players.
Specs: Was created on a PPC with Forge. Runs well for me, so it should run well for others. I suggest no 040 users play this map.

Battle of the Clans was made for Evil initially, and was supposed to be ported to Infinity. For some reason, this never happened. So, I yanked out the map and ported it to Infinity in this file called Battle of the Clans. This might be the first in a series, but I am unsure at this moment. If there is a demand, then there is a will. So eMail me!

This map is designed for two teams, and no less than 4 people playing. It consists of two huge bases, one a Fortress, and the other a Castle. Each base has a throne hill that has a special feature about it. The point of the game is to be the team with the most time on the hill.

"There are two hills, one in each base, so whats the point?"
Well, from your base, you can close off and flood the other hill, thus giving you a stronger defense on the single hill. However, they can do the same.
"The same? Does that mean the other team can just close off your hill, and you theirs and then no one gets on the hill?" No, there is a locking switch to prevent them from flooding your hill while you are on it. This switch will lock off their flood switch to your hill, thus giving you the satisfaction of standing on the hill safely.
"So what do we do when that happens?" What you do is the whole point of the map, and that is to infiltrate their base to deflood your hill and lock their switch, so you can do the same to them. But the infiltrating part shouldn't happen if you are the better team! You will have to defend, because they will be trying to get in to unflood their hill, or take yours over.

It's a game of balance and power. Once one team manages to flood the other teams hill, and lock their flood switch to your hill, the battle begins. They try to attack in force to either take over your base, or get theirs opened up for time gaining. But be warned, because once the other team gets the edge, you are out in the cold and will have to attack.

It's a really fun game with like 8 players, lemme tell ya. The map has a terminal in the center of the level that outlines and explains the switches. But after a few runs, playing the map like it is supposed to, you will understand it. If you have Evil, and wish to watch to see some players playing this map the way it is INTENDED, then go grab the film pack in the downloads and watch.

Fm: Time Becomes a Loop

Frigidman™ — May 17, 1998

Requires: Marathon:Evil
Specs: Runs great on any mac that runs Evil.

Time Becomes a Loop is an interestingly small, but large, map. The structures form a loop because they are around a fissure in the ground. Some structures have two levels, and others don't. Many windows, angles, areas for surprise attacks, and full frontal assaults make this a good run for your skill.

This map was originally made for Marathon:Infinity. The map for Infinity will be released soon in a net map pack that is being created by some highly talented people. Only thing I can say now is, that the map pack is going to be really really nice. And, two more maps of mine will be in it as well.

So, I was given the go ahead to make an Evil version of the map, and release it early, so that you will all get a taste of whats to come.

Evil Concept Sketches

Frigidman™ — May 14, 1998

Marathon: Evil Sketches

Sketches were drawn from April '96 to December '96 by Randall Shaw.

This pack contains 22 sketches from my sketchbook that pertain to Evil. They are numbered in the order they were in my sketchbook, so I am guessing that is the order in which I made them (heh, even I am not sure of what I do).

Some sketches make sense, and some do not, that's the joy of looking at them. But the most part, if you have played Evil, and enjoyed it, then you might enjoy looking at some of the idea sketches behind it.

This pack does not contain any sketches that any of the other members of the Evil Group might have made. This is just my sketches.

Evil Prequal Sketches

Frigidman™ — May 13, 1998

Siege of Nor’Korh Sketches

Sketches were drawn from March '96 to July '96 by Randall Shaw.

This pack contains 10 sketches from my sketchbook that pertain to the Siege of Nor'Korh. They are numbered in the order they were in my sketchbook, so I am guessing that is the order in which I made them.

Some sketches make sense, and some do not, that's the joy of looking at them. But the most part, if you have played Siege of Nor'Korh, and enjoyed it, then you might enjoy looking at some of the idea sketches behind it.

-Frigidman

Fm: Roam

Frigidman™ — Aug 08, 1997

Requires: Marathon:Evil
Specs: Was created on a PPC with Forge. Runs really well for PPCs, and runs 'ok' on 040 machines.

Roam is a concept map I came up with while trying to get to sleep. I was thinking, "Wow, wonder what it would be like if we played a King of the Hill map where the hill kept changing locations during play." SO... I made this map in one day, then we played it at our Carnage Fest VI the following day to test it. Was really fun, so I decided to release it. A film of us playing it is included also.

The hills change location by way of closing up and flooding. When a hill runs its time, it closes up and floods with lava, and then the next hill opens for everyone to dog pile onto. Was really fun, because if you get caught, you die, but you get some time on the hill till you die, so it's a good tradeoff. Some hills you can escape the death, but some are REALLY tricky to escape.

Five different hills total, in five different places, so strategies change with each area. The hills cycle around every ten minutes, so, in a nice ten minute game you can have played on all the hills.

If you look at the 3d map view below, you can see the Control Rods I used to send the signal to the next hill to open and close. I did this because it made sure that everything stayed in time with each other, and it couldn't get thrown off in really long games. If I had made each hill on their own timer, things could get messed up big time once you figure out how.

Fm: Nukedome

Frigidman™ — Aug 07, 1997

Requires: Marathon:Evil
Specs: Was created on a PPC with Forge. Runs well for me, and from my FPS, it will run kinda ok for lower end PPC's, and I suggest no 040 users play this map.

This... is Nukedome.

Hell to live, hell for fun.

Watch your side.
Watch your front.
Watch your ass.

This has an interesting physics adjustment to the regular Evil physics. And that is, you can hold two nuke-units at a time, and fire em off like the pistols. This map was created just for this purpose, so you can sure bet you will find tons of nuke-units and ammo to burn your enemies into ablivion. Have Fun.

Fm: Rancid OJ

Frigidman™ — Aug 06, 1997

Requires: Marathon:Evil
Specs: Was created on a PPC with Forge. Runs really well for PPCs, and even on 040 machines.

Rancid Orange Juice came to my mind when Stompy from #marathon was commenting about some rancid OJ in his refrigerator. You just had to be there... anyhow, I told him I was going to make a map using that as the title, so here it is.

This map is made for every type of play, including solo carnage fun. It also has a deadly hill... where some might feel over confident with the cubby area they can hide around, but any well executed spnkr shot will kill them. Many strategic vantage points are in this small map, but don't let strategy get you down if thats not your game, because this map has just about enough areas to attack and be attacked in.

This map is strictly for use with Evil, it will bomb Infinity, so you will have to have Evil to play it. Being an Evil only map, it has its own built in physics for Evil also... and there is a nice surprise waiting for all of those who love the Railgun.

Fm: Brak Station v4

Frigidman™ — Jul 14, 1997

Initially Created: 1-15-96

Specs: Initially created on a PPC with Pfhorte. Runs well for PPCs, and some say it runs ok on 040 machines.

Positioned on one of the Pfhor worlds, B'rak Station is the first of its kind for its energy efficiency. Powered by the molten rock just north of the station, B'rak transforms the energy from the cooling process into useful protons for the machines operation. After the magma has fully cooled, it is then mined for useful ores, and minerals. Being a completely self contained station, it requires no imports to get anything done.

Although all grand and glorious, this station has fallen prey to the AGB (Astronomical Gaming Bureau), and is now the battle field for the masses. Players are now thrown into the canyon, to battle to the death. Aliens and even B.O.B.s have been sent in (although very unsuccessful). You have been chosen to be one of the gaming participants, good luck.

(funny I had created that blurb of text a long long time before Unreal Tournement came to existance... I wonder where they got their idea? Or just great minds think alike? YOU DECIDE!)

This map was converted into a solo level included in the Siege of Nor'Korh scenario. It was then taken from that form, and turned back into a net level as version4 in the Infinity Net Map Pack. This level has gone the miles.

Fm: Vidmaster Pack 1

Frigidman™ — Jul 13, 1997

Films: 13, 14, 15, 31, 32, 33, 33.2
These films are of me testing the vidmasters challenge levels after I got my Infinity from Bungie. I play tested the levels to see if Bungie changed anything, and they didn't as far as I figured. Each film is of a single level, except the multi-level films which are 13, 14 and 15. I didn't care about rules when doing these... so no guarantees as to how they are. It was late... I was tired... and I didn't care. I would also like to note that these are the "first ever" Vidmaster films of the Vidmaster's Challenge levels in Infinity. Partly because I made the damned levels! (oh my I cheated!!!)

Film: acme
This film was done after like six friggin tries! (damn hard level I tell ya, not to mention unfair) Jimmy Mitchell said "try it vid boi" so I did... here it is. It's the only film in this that is new... the others are close to a year old... almost. I don't give a crap about what I did or didn't do... I was just happy I got through it alive.

Film: acme2
This film was done because I was testing something. No biggie, I lived through it, so I figured to save it.

About these films as a whole:
I really don't give a hoot about all this vidmasters crap...
I play for fun and mostly play in Net games, where there are "no rules", and not to mention real minds against you. I only give these up because some have voiced their concern as to why I have never given out a film of me doing the levels that I made. So here they are.

I really don't want to hear about what rules I broke or didn't follow... so save your petty bitching for someone who cares :-)

Fm: Carnage heights v4

Frigidman™ — Jul 11, 1997

Initially Created: 2-29-96

Specs: Initially created on a PPC with Pfhorte. Runs well for PPCs, but is a bit sluggish on 040 machines.

I bring to you, CARNAGE HEIGHTS, a grand an luxurious villa with many wonderful sights to see. While you are wasting away your opponents, you can enjoy the brisk night air in the open patio area, and if you're an inside person, we have an extra wide heated pool.

Carnage Heights was made with death in mind, so many areas have been made for your killing pleasure. Strategically placed doors, walls, and hideaways makes this map a treat for the thinker. With its tempting hill however, the arena jockey can have fun blasting away the opponents! Fun as this might seem, it really is. I have spent many hours just fooling around in solo mode. The aliens prove most fun in Total Carnage. But beware, the aliens have sent a package that poses a dangerous secret. Not to mention if you ever get the chance, the Pfhor Delta Force will grace you with their presence.

The A-Bob box of horrors, I think is the most hilarious thing.

Fm: Net Map Pack v3

Frigidman™ — Jul 11, 1997

Requires: Marathon:Infinity
Specs: All of the maps in this pack run well on any PPC. Most run well on an 040.

This new version has 11 net maps, which are strictly for use with Marathon Infinity.

I fixed some tiny bugs in the maps that people reported, and that I had found myself.

Each level still contains a nice ammount of aliens, so if you wish to go solo and romp around carnaging to your hearts content, it will be much more satisfying because it contains aliens. If you don't like them during net play, then check them OFF in the Gather Net Game dialog (duh).

The maps in this pack:
* Damned if you do...
This is the Infinity version. You can read about it from the listing under the Evil levels. This conversion uses the water texture set instead of the sewage set, because the sewage set in Infintiy isn't as good as it is in Evil.


* Pfhor Winds
The latest version

* Desperate Measures
The latest version

* Carnage Heights
The latest version

* Brak Station
The latest version

* Axiocranium
The latest version

* Hatala
The latest version

* Flying Leap
This was called Rancid Cafe a long long time ago. I originally made it for Marathon, but then decided to convert it for Infinity. This is so much more different though from the Marathon version.

* Cringe & Cringe Again
These two are not listed and described on this site, because you have to go get the file and find out what they are like for yourself. I thought I would throw in "Cringe Again" because many keyboarders loved that version since it's flat ("Cringe" is more for mousers).

* Pfhree Pfhor All
Its a stretch saying this is an Infinity version, but it is. I had to remake the whole map from scratch for Infinity, because every time I tried to convert it, Forge would blow up. So I just remade it. The whole outside area is completely different, but the main arena pads in the middle are the same.

Fm: Axiocranium v4

Frigidman™ — Jul 11, 1997

Initially Created: 12-30-95

Specs: Initially created on an 040 with Pfhorte. Runs really well for PPCs, and runs decent on 040 machines.

Axiocranium was one of the toughest maps I have encountered making. I came across so many weird bugs and glitches, I was about to scrap the whole darned thing, but decided to press on regardless. So, I finished this map while half crazed with fever and fatigue.

Axiocranium is almost like a gothic church where carnage takes place in and about...with the huge locked gates, players are not allowed to leave, so they are forced into combat. Although the outside can be an everyone-throw-all-ammo-at-once arena, the inside fits for the intellectual types who go for mind games and tactics.

This three level complex has an inner rumpus room with the sky shining in, an upstairs hallway ring, and a rooftop view. Being an old building it comes with a few secret hiding places for the thrill of it.

Fm: Desperate Measures v4

Frigidman™ — Jul 11, 1997

Initially Created: 3-23-96

Winner of many awards.

Specs: Desperate Measures was designed on a PPC but works well on almost every kind of mac.

Desperate Measures is a Map designed to be fast. I limited myself to around 90 polygons, which is very small if you wish to make a decent map! This map should run smoothly on many machines because of this.

I created Desperate Measures out of complete boredom while in class. I had lots of time to draw this thing up and optimize it (my classes are long). Every point in this map can have meaning, if you know how to use it. Angles are carefully planned out, and heights are set just right. It is possible to get to the hill from five different ways ;-)

Remember, I am a ham for secrets, so they are abound. No peaking with a map editor though!

Ever wonder why the map 2d view is angled weird? Well, that's because I actually designed the map at an angle. The map is square, yes, and when you play the game, you wouldn't know its skewed unless you went into the map view. Why did I do this? Because no one has. You can easily make a square map when Forge has that wonderful grid layout for you follow, but try making that same square map at an angle. Also, if you bothered to peruse the sketchbook area, you will notice I even drew the map in my book at an angle. Welp, that's it for the History Lesson.

Fm: Pfhor Winds v4

Frigidman™ — Jul 11, 1997

Initially Created: 12-20-95

Specs: Initially created on an 040 with Pfhorte. Runs great on any mac that runs Marathon2 and Infinity.

Pfhor Winds is one of the most liked maps I have ever made. It is one of my personal favorites as well, because I have racked up many hours in this with fellow Marabuds.

Pfhor Winds is a flowing heart-pumping map that leads danger around every turn. With an arena in the center for the arena dudes, it poses a great challenge due to the ring of "safety" water surrounding it. The waterway leads out through pfhor different access paths, so getting around is very easy. Also with the additional pfhor doors that lead out from the center, one can cut off a foe in little less than 10 seconds. I speak from experience.

Pfhor Winds will work on virtually any mac that can run Marathon2 and Infinity. It has been optimized for smooth play and visual esthetics. Along with its tactical mind games it can be very fun for everyone.

The funny map notes are from the hours of play with friends. We would come up with descriptions for areas, so we could reminisce about "blowing you away from Mr. Hidey Hole" or "killing brymen at his last stand". I guess you just had to be there.

Fm: Hatala v4

Frigidman™ — Jul 11, 1997

Originally Created: 2-20-96

Specs: Initially created on a PPC with Pfhorte. Runs really well for PPCs, and runs ok on high end 040 machines.

Continuing with the theme of Pfhor Winds, comes Hata, a power station for Pfhor Winds. Hata was the first of its kind to have a fusion propellant system to give great power to all of its surrounding uprisings. Unfortunately this too has been selected as the next AGB site.

Hah, enough with that theme crud. This map is for all of you arena ground pounders who just like to be able to find your opponent in two seconds flat. This does just that, but don't threat thinkers, there are some really good spots for ambushes and head games.

Fm: Damned if you do...

Frigidman™ — Jul 09, 1997

Requires: Marathon:Evil, for the single map -or- Marathon:Infinity for the Net Map Pack version.

Specs: Was created on a PPC with Forge. Runs really well for me. From my FPS, it will run well for other PPCs, and run 'ok' on 040 machines.

Damned if you do... is a map I decided to finally create. I had the sketch in my book for ages, but never got around to making it. So, here it is. I hope this is as fun as many of my other maps.

Made for all types of play, this one is really good in King of the Hill. The Hill is more of a pit inside a central building. The majestic look of the entrance to the building is where most of the action takes place, "on the steps of hell". There is a high upper rim from which you can snipe and attack from, as well as retreat and leap into the hill area (great for mid air shots).

This map can also be played using Infinity, but you must make sure you get the Infinity Map Pack v3. If you try to run the single EVIL version of this map, you will crash in Infinity. The EVIL version is in the Sewege set, and the Infinity version is in Water.

Fm: Gravity? v4

Frigidman™ — Jun 18, 1997

Initially Created: 1-14-95

Specs: Initially created on an 040 with Pfhorte. Runs really well for PPCs, and runs decent on 040 machines.

Gravity? was the first map I made that used varied lights for M2. This was a great thing back when Pfhorte was in alfa4. This map uses liquids as a form of elevator system to get you places. Also with a low gravity setting you can launch yourself out of liquids very easily. Beware the fusion.

Texture Combinations with Forge

Frigidman™ — Feb 28, 1997

This is my guide to making the combination textures in Forge that used to be possible when we all used Pfhorte. Some say it will crash the Marathon engine. I say, take it from the man that is the leader in Map Making... This information is also found on the Hasturs workshop, or in the hasturs archive here.

Siege of Nor'Korh v2

Frigidman™ — Feb 26, 1997

This is the Prequel to the wonderful conversion known as Marathon:Evil. This is loosely the prequel I should say. Evil finishes the unfinished business you have at the end of this scenario, and continues on further.

Originally Created: 7-22-96 (M2)
Updated: v2: 2-26-97
Requires: Marathon:Infinity, or Marathon2 for the solo portion. The net maps included are Infinity only.
Specs: These levels run smoothly on a PPC, but are a tad slow for an 040.

Siege of Nor'Korh! This was the first solo adventure that I created. It has rated the best as a single person made scenario to date. So in all the fuss, I decided to revamp it and make it more clean and compatible for both Infinity and Marathon:2.

This pack includes the 6 large solo levels for the scenario, and also the Infinity Only Net Maps that I have made.

This was originally about five months of work, needless to say I poured my heart into this to make it the best ever. What spurred me to do this? YOU PEOPLE DID! Without any of the support and fan mail, I would have just said to hell with it all. The update for Infinity took me two days to do. God Forge is great :-)

Be sure to read the readme file with this pack because it has some preliminary mission info for you, as well as thanks to a lot of special people. Also, I would like to apologize about that readme. It used a horde of true blue on black for text and backgrounds. I was stupid back then, and didn't realize how horridly crappy that sort of coloring was. So, I fixed it.

Here is what it says about this scenario off the Marathon:Trilogy Map CD...
This six-level solo scenario is the most visually stunning creation developed for the Marathon engine. There are no misaligned textures, no suicide rooms (areas you can get into, but not out of), no misplaced textures. Every space is meticulously crafted, with many gratuitious constructs there only to enhance your viewing pleasure. Several tricks have been created to take advantage of the Marathon engine in ways that noone has done yet, including force fields, fixed gun turrets, and airlocks. The plot is well thought-out, and consistent through the six levels. This is not a flip-all-the-switches-and-teleport-out game... you know generally what you need to do at each juncture, but it's not always clear how to do it. Monsters are well-placed, showing up when you least expect them. There are certainly huge firefights, but usually, you're killing stuff that creeps up on you, or appears because of your actions. Often, you're tempted with goodies (weapons, ammo), but greeted with flaming death when you try to collect... You need to keep on your toes at all times.

Fm: Net Hop Pack v1

Frigidman™ — Jan 06, 1997

Created: 1-6-97
Requires: Marathon:Infinity
Specs: All of the maps in this pack run well on any PPC. Most run well on an 040.

This is a pack of 8 net maps strictly for use with Marathon Infinity. It contains some earlier versions of many of the levels here, I have not updated this NetHop with the new versions (no demand for it). The thing that makes this different from the Infinity Map Pack, is that each level contains a Terminal from which you can jump to the next map during the same game.

This is really neat because you can then start a game and jump from map to map during it to keep the variety up so to not lose interest. Some games have been known to go for 2 hours on this pack!

Each level contains a nice ammount of aliens, so if you wish to go solo and romp around carnaging to your hearts content, it will be much more satisfying because it contains aliens. If you don't like them during net play, then check them OFF in the gather net game dialog.

If you play this pack SOLO, you will notice an extra level in the beggining. This was a 'needed' level in order to make the jumping from map to map repeatable in a net game (bug in the program). That is, if you wanted to loop back to the first map, you wouldn't be able too if this extra map wasn't there. Call it a bonus map I guess... it's the same map in Infinity I made (King of Pain).

The maps in this pack:
* Pfhor Winds
* Desperate Measures
* Carnage Heights
* Brak Station
* Axiocranium
* Hatala
* Flying Leap
* Cringe

Devlin Teaser Mov

Frigidman™ — Oct 12, 1996

Marathon:EVIL Teaser Movie

This oldversion quicktime movie was made and sent abroad to many newsgroups as a "teaser" of the upcomming large conversion project. One of the first for Marathon:Infinity, and loved by many. This movie is quite an interesting look of what you see when you see a Devlin.

-Frigidman

Siege of Nor'Korh v1

Frigidman™ — Jul 22, 1996

Updated for Infinity: v2: 2-26-97
Requires: Marathon:Infinity, or Marathon2.
Specs: These levels run smoothly on a PPC, but are a tad slow for an 040.

Get the Infinity Version (if you have Infinity)

Siege of Nor'Korh! This was the first solo adventure that I created. It has rated the best as a single person made scenario to date. So in all the fuss, I decided to revamp it and make it more clean and compatible for both Infinity and Marathon:2.

This pack includes the 6 large solo levels for the scenario, and also the Infinity Only Net Maps that I have made.

This was originally about five months of work, needless to say I poured my heart into this to make it the best ever. What spurred me to do this? YOU PEOPLE DID! Without any of the support and fan mail, I would have just said to hell with it all. The update for Infinity took me two days to do. God Forge is great :-)

Be sure to read the readme file with this pack because it has some preliminary mission info for you, as well as thanks to a lot of special people. Also, I would like to apologize about that readme. It used a horde of true blue on black for text and backgrounds. I was stupid back then, and didn't realize how horridly crappy that sort of coloring was. So, I fixed it.

Here is what it says about this scenario off the Marathon:Trilogy Map CD...
This six-level solo scenario is the most visually stunning creation developed for the Marathon engine. There are no misaligned textures, no suicide rooms (areas you can get into, but not out of), no misplaced textures. Every space is meticulously crafted, with many gratuitious constructs there only to enhance your viewing pleasure. Several tricks have been created to take advantage of the Marathon engine in ways that noone has done yet, including force fields, fixed gun turrets, and airlocks. The plot is well thought-out, and consistent through the six levels. This is not a flip-all-the-switches-and-teleport-out game... you know generally what you need to do at each juncture, but it's not always clear how to do it. Monsters are well-placed, showing up when you least expect them. There are certainly huge firefights, but usually, you're killing stuff that creeps up on you, or appears because of your actions. Often, you're tempted with goodies (weapons, ammo), but greeted with flaming death when you try to collect... You need to keep on your toes at all times.

Fm: Pool Set v4

Frigidman™ — Jun 18, 1996

Initially Created: 12-13-95

Specs: Initially created on an 040 with Pfhorte. Runs really well for any mac.

The Radient Pools (yes it's spelled wrong on purpose) set was the first two maps I ever made for M2. They didn't have any type of lighting and that was because Pfhorte didn't handle it. These are redone versions with the newest Pfhorte, complete with lighting. Some nice sniper areas are in these because I was really into sneaky stuff when I was first making maps.

Fm: Temporal Lab v1

Frigidman™ — Oct 04, 1995

First in a series I never finished. The reason I never finished the series was because I didn't want to be limited in what I could do. Following a series format, would have limited me.

Handles many players, and is a pain in the butt. Solo play is really fun with the monsters that are present. Wasps and Defense drones abound.

This was my first map where I messed with Portals. Thus the reason it was called Temporal Lab. I used this interesting idea in the second to last level in Marathon:Evil, where I took it all to the next step, and created a whole facility that was folded onto itself through a portal. This map was my first attempts at the idea.

This was also my last major creation for Marathon, before I moved onto Marathon2. This map was my first attempt at Marathon2 aswell. I used the first Pfhorte version made to deal with M2, and the map turned out so badly, I had to redo it. v2 is the redone version, fixed in Forge after a long tedious converting process by Carl Lineberry. Thanks to him, people can play this map in M2!

Fm: Arena / Mars v1

Frigidman™ — Sep 10, 1995

They were created with Pfhorte1.0.
Maps were Finished on September 10th 1995

These maps are converted versions of the original Marathon net maps. They are tweaked and adjusted to weird ends to provide enjoyment. More of novelty than anything.

(OMGOSH! I named the Title with ": Arena" ... I AM GOING TO GET SUED BY THE BUTTHOLES OF ID SOFTWARE!!! Yeah right, go hop a fast one ID... I had that title there LONG before YOU did, putz's)

The Pfhorte Guide vFinal

Frigidman™ — May 13, 1995

This is the famed Map Making Guide to Pfhorte2.0a14. This guide is not strictly for use with Pfhorte, because it explains some basic concepts and other ideas behind creating maps for Marathon. If anything, it's a hoot to read through because it's nostalgic historical writing.

Many people over the years have still found good information in this very old guide. Amazing, I had written it over 6 years ago and its STILL NEEDED!

So if you are a fledgling level maker for Marathon, and want some good head start pointers, then pick up this tastey tidbit and read on!

Fm: Rancid Cafe v1

Frigidman™ — Apr 17, 1995

It was created with Pfhorte.
Map was Finished on Arpil 17th 1995

Some Info on what you are about to experience: Milestones was my first 'real' map that was worth letting others use. It has lots of really nice things in it, so play it first before viewing it with a map editor. ITS MUCH FUNNER TO UNCOVER SECRETS WHEN PLAYING THE GAME. Pfhree Pfhor All is the second I've made, and is very dangerous in total carnage. Both are meant for net play, but can also be played solo. Finally there is Rancid Café, this one is REALLY harmful to the system. It's much more different when you use the included patch and physics, more on those later. This level was created one saturday afternoon, and aliens were placed the following day. I have extensively tested this, so there are no crashes. There might be a tiny bug somewhere, but just shoot at it and it will go away ;-)

RUN THE PATCH ON YOUR SHAPES FILE, there is no need to duplicate your shapes, because this pather will do it for you. Don't get all excited though about the shapes. They just tweek a few things to make the game play more interesting, they do not add any new graphics...sorry, but I have had no luck with making any alternate shapes with the shapes editors out there.

•••There are two Physics files that came with this map file:

• The first Physics: The one that says "NoPatch" is to be used if you DO NOT want to use the patch on your shapes file.

• The second Physics: The one that says "UseWithPatch" is to be used ONLY when you apply the patch to your shapes file. WARNING you must use these Physics if you want to use the patch!!! Otherwise things will be REALLY weird, and to be frank, Fu**ed up :-)

• They are a combination of Peters Net Physics and my own. I loved the shotgun and hunters version of the alien weapon, so I incorporated them in.

• These physics will also enable all (AND WORK BEST) the extra special sounds that are in the MarathonEnhancingSnds2.6. So if you're already are using those sounds with the previous physics that came with it, these physics will not mess anything up :-)

•IMPORTANT• If you do not want to use the new sounds, but you do want to use the Physics, then, if you want a sound to play for the shotgun (zues class fusion pistol) then you will need to go in with the Physics editor:
What you need to change: Go into the weapons catagory
Select Zues class plasma pistol
then click on firing profile
select the firing sound id 140
and change it to 2040
Thats all you need, to do.

Or you can be really messy and copy the sound ID 140 from the EnhancedSoundsFile into your sounds file. It will not replace anything, and it will add the true shotgun sound to the game. You will need, and need to know, ResEdit.

This is one that I wish to convert to another gameing platform someday (textures included and special effects as well!)

Fm: Pfhree Pfhor All v2.6.3

Frigidman™ — Apr 17, 1995

It was created with Pfhorte.
Map was Finished on Arpil 17th 1995

Just put it in the same folder and make it named "Map", and put the Physics Model also, if you wish to use it, and name it "Physics".

Some Info on what you are about to experience: Milestones was my first 'real' map that was worth letting others use. It has lots of really nice things in it, so play it first before viewing it with a map editor. IT’S MUCH FUNNER TO UNCOVER SECRETS WHEN PLAYING THE GAME. Pfhree Pfhor All is the latest I've made, and is very dangerous in total carnage. Both are meant for net play, but can also be played solo.


The Physics file that came with this map file is a combination of Peters Net Physics and my own. I loved the shotgun and hunters version of the alien weapon, so I incorporated them in. These physics will also enable all (AND WORK BEST) the extra special sounds that are in the MarathonEnhancingSnds2.6. So if you're already are using those sounds with the previous physics that came with it, these physics will not mess anything up :-)

•IMPORTANT• If you do not want to use the new sounds, but you do want to use the Physics, then if you want a sound to play for the shotgun (Zeus class fusion pistol) then you will need to go in with the Physics editor.
What you need to change: Go into the weapons catagory
Select Zeus class plasma pistol
then click on firing profile
select the firing sound id 140
and change it to 2040
Thats all you need, to do.
Or you can be really messy and copy the sound ID 140 from the EnhancedSoundsFile into your sounds file. It will not replace anything, and it will add the true shotgun sound to the game. You will need, and need to know, ResEdit.

Fm: Milestones v1

Frigidman™ — Apr 14, 1995

Frigidman's first ever full map made for any of the marathon series. Its a novelty item!

This map was the first ever map recorded in history to be made from the ground up for Marathon. Aptly named, it tested out the powers of the revolutionary tool, that started this endless Marathon craze, called Pfhorte.

It was created with Phorte1.0d5.
Map was Finished on Arpil 14th 1995 and spammed to the marathon Usenet groups of the time (initial medium for releasing one's map!).

A few things to mention about Milestones...
It is a true net map, so no net patch is needed.
The level is very hard on solo when playing in total carnage.
Play the map before looking at it with an editor...much more fun finding the secrets that way.
Other than the obvious ones, that's all I have to say.

Fm's Exploding Barrels! v1

Frigidman™ — Apr 11, 1995

Yes... Exploding Barrels... the first of their kind EVER for Marathon!

RUN THE PATCH ON YOUR SHAPES FILE, there is no need to duplicate your shapes, because this pather will do it for you. Get all excited about the shapes. They are done well, I think. The graphics of the barrel exploding were done by hand in a matter of an hour, so appreciate my hard work ;-)

•You must use the Physics file that came with this patch. It enables the barrels. The barrels are now what used to be, invisible lookers. Seein how no one liked these creatures, and they only showed up three times in the real game...I used them in the physics to do the dirty work.

To use and place barrels in your map files, just put a monster of type "Invisible Hound" or "Invisible Looker" (depending on your program). THATS IT.

I have included a real stupid map, just to show off the new barrels. It's only an example, so don't think it's an actual level.

The pict file just has the raw graphics that are used. Just in case you want to use them differently than I did. If you do use them, please give me credit, it wasn't easy to make the graphics. Thx.

Randall Shaw "FrigidMan"

Fm's Enhancement Pack v3

Frigidman™ — Apr 11, 1995

Oh... my... GOSH! This is a blast from the past. Here is the copy paste from the readme:

ENHANCING FILES 3.0

-by Frigidman

Don't get all excited though about the shapes. They just add a few things to make the game play more interesting, like turreted defense guns, a BIG weapon, a shotgun, and some barrels that blowup...nothing really exciting ;-)

If you wish to have all the sounds changed for optimum play with these new shapes and physics...then use the Enhanced Sounds-3.0.1 (found in this archive for your convienence). This file will have ALL the new sounds, and changed sounds for the other things as well.

What the Physics do:
•Changes almost every weapon, I'm sure you will enjoy the new ones. Play with them to see what they do ;-)
•Makes the Invisible Looker an Exploding Barrel. Self explanitory: Bang Bang, clink clunk, KABOOOOOM!!!
•Makes the Jugernaught a nasty mean Defense Gun. Be careful, they go ballistic. And DON'T get too close to them.
•Tweeks a few other things a bit to fix some bugs bungie had ;-)

The included map is a beefed up version of Rancid Café, and it includes Barrels, Guns, and some really nasty hulks. And everything else that has been changed/added.

Helpful Notes, All of my files have version info in them, so if you forget what it was called (do to moving files around to play marathon), you can just look it up in the get info box. (Although, the sound installer will not add version info. But the full Sounds3.0 file does have it, as well as every previous file I have sent out)

Randall Shaw "Frigidman"

_____________________________________________
TECHNICAL CRUD FOR YOUR INTEREST ONLY
---- UpdateMaker document description, file format 64 ----
The original file was called Shapes
It was created on Monday, April 17, 1995,
and was last modified on Wednesday, April 19, 1995

The new file is called Shapes.
It is 6470K long.
It was created on Monday, April 17, 1995,
and was last modified on Friday, April 28, 1995

Fm: Net Maps Hackjob v2.5

Frigidman™ — Mar 12, 1995

Maps were Finished on March 12th 1995

This map pack are completly redone versions of the original Marathon net maps. Also the level G4 sunbathing was converted and changed into a net map in this pack.

To use, just rename the file to "Map" and move your original Map out, and place this in your Marathon folder. You play on them just like any other.

To play them solo, you have to hold cmd-option to jump to the level in the pack you wish to play on.

Fm's Hysterical Sounds v1

Frigidman™ — Jan 14, 1995

Funny Sounds

It appears my hyper sci-fi sounds have been lost in the bit/byte world of the internet, never to be found again or heard from again (no pun intended, YEAH RIGHT!). So you will have to live with just the funny ones that I managed to scrounge up off a hard drive somewhere.

Thank you for trying out this alternative Marathon Sounds file. If you have already tried the sounds, I hope you are enjoying them as much as I. If you havn't yet, WHAT ARE YOU WAITING FOR.

I took a lot of time and effort to put this together and would love some feedback. I can be left eMail. I only ask for suggestions, ideas, feet kissing praise, etc. Not money. This is freeware, because Bungie is resposible for bringing such a wonderful game to our computers, not me.

Please feel free to use and manipulate these sounds in any way you like. Some of these sounds I made myself, and some I got from various products and shareware. So if you hear something familiar, sorry.

Randall Shaw "FrigidMan"