Files for Jeff Swartz

Evil-Agorapfhorbia v1.0

Jeff Swartz — Dec 21, 1999

A large, sprawling netmap with wide open spaces, an easy-to-reach-hill, and lots of nooks and crannies to hide in. Physics tweaked to speed up rockets, to compensate for the wide-open spaces... it works. (Those little smiley-faces are even more frightening now.) Originally made for the Marathon: Chimera project, converted to Evil. (Author hopes that project sees the light of day at some point.) Feels empty with fewer than 3 or 4, but rocks with 5+. Check it out.

Evil-DOA Netmaps I v1.0.1

Jeff Swartz — Jan 23, 1999

Update fixes a couple of glitches in one level.

Evil-DOA Netmaps II v1.0.2

Jeff Swartz — Jan 23, 1999

Update fixes the second hill on "Fused", moves the hill on "Slaughterhaus".

Evil-Anorexic Sacrifice v1.1

Jeff Swartz — Jan 20, 1999

Jeff Swartz is definitely a mapmaker to watch. This is a big level, but moving around is just beautiful. Elevators are quick, and almost always where they should be-you'll rarely find yourself running into a wall. The hill is interesting-centrally placed, and wide open, but defendable, to a point... You won't (as on some hills) be blown off the instant you arrive, by snipers hiding in the wings, but you also won't (as on some maps) be able to stay put forever if your carnagemates are any good at all. Altogether a great map.

Evil-Me and my Shadow

Jeff Swartz — Jan 20, 1999

Sorry, no description given.

Evil-Wyuka

Jeff Swartz — Jan 20, 1999

Sorry, no description given.

Evil-Fury v1.1

Jeff Swartz — Jan 20, 1999

Sorry, no description given.

Evil-Argonaut's Tomb v1.0

Jeff Swartz — Jan 20, 1999

Totally Terrific Tomb! What a handsome, well designed layout in an EMFH attitude. Large square area, Tomb Shaped, with many, many offshoots; elevators & sniper slots all over, and a 2x affectionately known as 'easy pickings'. Smaller areas (notice the beauty of the mini water plants) plus areas for KOTH if you choose. Could support up to 8 players we believe. Even has an actual tomb/coffin in it. Jump in randomly placed pools for transport. This is a good one, the Pharaohs would have approved!

Evil-SAR

Jeff Swartz — Jan 20, 1999

Supports all modes of play with 3-6 players as optimal number. Map key shows two KOTH areas. Fairly complex layout for running around with elevators and medium size areas for splattering opponents. Tag would be good. Version has all the Evil sprites including Devlins! So nasty! But good for solo play, leave on for a team effort against the baddies. There's enough to go around!

Evil-Fear and Loathing

Jeff Swartz — Jan 20, 1999

Sorry, no description given.

Evil-Immortis v1.1

Jeff Swartz — Jan 20, 1999

Sorry, no description given.

Evil-Slaughterhaus

Jeff Swartz — Jan 20, 1999

Sorry, no description given.

Evil-Mucus Membrane

Jeff Swartz — Jan 20, 1999

Sorry, no description given.

Evil-Infernal Damnation

Jeff Swartz — Jan 20, 1999

One of Jeff's earlier maps. This one is a very open level that has tons of room for all out carnage. Lava textures with some baddies added for solo practice.

Evil-Isla de Encanta v1.1

Jeff Swartz — Jan 20, 1999

BIG map. Supports any type play (Read Me) with KOTH clearly defined. Large area contains water medium, open perimeter passageways in a fairly square arena setting. Handsome layout with 1x recharger & 2x's very difficult to locate (hold your nose). Aliens everywhere for solo play. Recon may be necessary due to considerable ups & downs of stairs, water, cubby holes, etc. We like this one.

Evil-Atomic TV

Jeff Swartz — Jan 20, 1999

Talk about getting lost! Vast space for game play, very complex map best suited for EMFH, supports all play but KOTH. Complex layout for multiple players, 3 at minimum. Aliens for solo play. Tunnels are cool, can hang out. Vantage points everywhere. Bigger & better from Jeff.

Evil-DOA v1.2

Jeff Swartz — Jan 20, 1999

Corridors, upper & lower levels, sniper spots, sewage swims, TP's, all here. Aliens for solo. Supports all play but KOTH. Fast & furious, you will be movin'. Re-con for sure.

Evil-Viscosity

Jeff Swartz — Jan 20, 1999

A very good medium sized Evil net level. The stariway alone is reason enough to download this map. I really enjoyed the design of this thing and didn't spend much time on the rest of the parameters of the level. A mistake on my part. Make sure to download this level and email the author. His web page has all his creations.

Evil-Future Ghosts v1.1

Jeff Swartz — Jan 20, 1999

This map is all over the map! Big! Small! Corridors, ledges, elevators, lava reservoir, dark, light! Aliens for solo. Supports 4+, all modes of play. KOTH is kinda cool though. If you're familiar with Mr. Swartz's maps then you know what to expect. Expect the unexpected.

Evil-White Sands

Jeff Swartz — Jan 20, 1999

A Evil arena level with a few twists. A couple of layers that overlap but map mode can still handle it. There is a neat Forge trick in this level that feels almost like a pusher. It can be a pain at times...Worth the download!

Evil-Wrath

Jeff Swartz — Jan 20, 1999

Sorry, no description given.

Evil-3 of 1

Jeff Swartz — Jan 20, 1999

Quite nice... 5 levels, sorta. The first is simply an intro, to get everyone on the same wavelength. The next 3 are a netloop... each is small, complex, with fantastic flow. The last level is simply the 3-level netloop combined into one level. If you've never played these before, or your group is small, use the three-level loop. If you're familiar with the levels, or you've got a big group, play with the 3-in-one level. Either way, enjoy superb carnage from a superb designer.

Fire Cracker v1

Jeff Swartz — Sep 26, 1998

Evil Map Making Contest 2nd Place Winner!

Words

This is a map for marathon EVIL! Don't know what would happen if you tried it in Infinity. Don't blame me if it crashes.

More Words

Although seemingly spacious, it's not hard to keep running into people in this map, works well for medium sized groups...can get pretty hairy with a full house. Lots of cool vantage points ("where the hell did that come from"), and room to move about. There's quite a few little hidden goodies (teleporters and whatnot) so don't forget to snoop around.

There's a nifty version of FM's forcefield that will hopefully make people go "duh, I shoulda thought of that". It blocks the obvious entrance to the tower. Once you've figured out how to get into the tower, its view is useful for locating other victims...uh..players.

There's ONE nuke in play at all times. Only one. You kill the guy with the nuke? You know where it's gonna re-appear. The nukes physics have been modified...see below.

Also there is an invincibility, but it only appears once per game.

It supports all modes of play, and includes some aliens for solo practice. The hill is especially brutal. Have at it.

Physics Words

The Nuke in this uses a physics variation I used in Future Ghosts. It fires nukes in 5-packs. Since there's only 5 nukes in a packet, you have to re-load after every shot. They look a little different (very similar to cyborg bombs...hmm..) and they bounce. Ok ok, before you start harping on me about balance of power, be aware they are far less powerful individually then the regular nuke, and don't have quite the radius. IF you get caught by all five you're way dead, but the spread pattern keeps them scattered about. I really like this one. It's pretty spectacular. Big fireworks...hence the name.

You might also see which guns will fire through the forcefield or not...ya never know...

Evil: DOA Physics I v1.0

Jeff Swartz — May 11, 1998

DOA Evil Physics I
Marathon Evil physics models
5-11-98

Words

These are physics for marathon EVIL! Don't know what would happen if you tried it in Infinity, but I'm sure it would seriously screw up things.

Words about the physics in general

These are all tweaks, changes or enhancements to individual weapons. I only modified one weapon per model, since most of the changes make the weapon in question more powerful in one way or another. On that note, please design maps with this in mind. Some of them can be extremely unbalancing when used incorrectly.

These were made with map makers in mind. Don't bother trying these with any of the maps that came with Evil. They have all been pre-merged and will not accept external physics models.

If you want to test them without going through the merging process, you can do what I did when I was initially making them. I used one of my unmerged maps as a testing ground. I set it on kindergarten and left the aliens in so I could see the effects of some shots. I had it on kindergarten because I would freeze up when I got killed, and have to restart. It was easy to make changes and immediately see what the effects were. I don't recommend this except as a quick preview to see what these models are before you include them in a map.

Heed the words of the Evil Group. MERGE your physics models into your map. It's the best way. Maps without merged physics can and will crash.

You want to use these in an existing map that's already been merged with physics? I'd split it apart with Map Splitter (utility from the Hyperarchive at www.marathon.org), and then re-merge with your physics of choice. Pain in the ass I know, but that's how it goes. Be aware this could very well screw up things, especially if you're doing this to a solo map.

2-Fisted Fusion, Nukes, and Railguns- The Nukes and Railguns are taken straight from Rancid OJ, and Nukedome made by Randall Shaw (aka Frigidman). The 2-Fisted Fusion is based off those two. It's all pretty self-explanatory, right trigger-left trigger. The Nukes are toned down a bit, so as not to get too ugly. One of the downfalls of being able to do this is that there are no bitmaps of marines with two railguns, nukes or fusion pistols. From the players point of view everything looks peachy, but to everyone else it looks like you're holding a couple pistols

Holocaust Nuke- It fires nukes in 6-packs. They look a little different (very similar to cyborg bombs...hmm..) and they bounce. They are far less powerful individually then the regular nuke, and don't have quite the radius. IF you get caught by a few you're real dead, but the spread pattern is pretty loose. I really like this one. Real crowd pleaser. Big fireworks.

Shotgun Slug- The normal buckshot round of the shotgun is replaced by an armor-piercing slug. Has the effect of making the shotgun more formidable from a distance, and now shoots one barrel at a time. It fires out of phase making it a lot quicker. Best results are obtained when you fire off a quick burst of four at a time. Oh and of course it still hurts like hell.

Plasma Burn- The Fusion pistol normal shot fires a new 3-round scatter burst turning most foes into flame. As if that wasn't enough you also get a new powerful shot on the second trigger that will burn through a whole line of baddies like a hot knife through butter. Unlike the old second shot, you don't want to get too close to this one. This model really pumps up the Fusion guns' lethality. Don't hand them out like candy. Well, unless you like doing that sort of thing.


Other stuff

I like comments, so send me some. Thanks to Mark, Jason, Eric Dave, Darrin, and Jeff H. for helping me playtest all my maps during lunch. "We're...uhh...testing the network..." Thanks to FM for and everyone else I've siphoned information from. And of course thanks to the Bungie posse.


--DOA
http://home.gvi.net/~jswartz/doa

Jeff Swartz
jswartz@d3design.com