Happy Groundhog's Day!
AlephOne-only Netmap recommended for 4-8 players, supports EMFH, KOTH, Tag, and Kill the Man with the Ball.
Inspired by the Death Watch Bunker from SWG. Battle in comfort without the hinderance of Super Battle Droids and Death Watch Mercenaries tatering you relentlessly. Lots of space to run and a few places to hide, but not for long.
Wow and Flutter
2004 Matt Ramquist
Type: Netmap - Every Man For Himself
for Aleph One
Two Different Netmaps based off of one design. The first is a close-quarters battle inside an abandoned geothermal power plant. The second is a more traditional arena level inside a large water storage facility.
Also included, as a bonus, are 3 of my other Netmaps:
Matrix Lobby
Smothered Hope (EMFH version)
Orbital Arm Six
All merged into one handy map file!
Matrix Lobby (MInf)
2003 Matt Ramquist
Type: Netmap - Every Man For Himself
for Marathon Infinity
-We need guns... lots of guns.
Inspired by the Lobby Shootout scene from the movie "The Matrix."
To install, drag the map file into your Marathon Infinity folder/directory.
-Certain rules, rules like gravity, can be bent... others can be broken.
Certain walls of this map can walked on to gain weapons, ammo, or the advantage over an opponent. A few Aliens have been added for practice in single player mode.
Bullet-Time™ not included.
Note: To make the this map compatible with Marathon Infinity certain polygons in the central hall were deleted. As such you will not be able to run up the pillars like in the Aleph One version. Everything else in the map remains intact.
Matrix Lobby
2003 Matt Ramquist
Type: Netmap - Every Man For Himself
for Aleph One
-We need guns... lots of guns.
Inspired by Lobby Shootout scene from the movie "The Matrix."
To install, drag the map file and the Audio folder into your Aleph One folder/directory. The audio folder is not necessary to for the map to work but you can insert your choice of MP3 music to enhance the experience. Simply rename your MP3 to "Lobby Music.mp3" and you're good to go.
-Certain rules, rules like gravity, can be bent... others can be broken.
Certain walls of this map can walked on to gain weapons, ammo, or the advantage over an opponent. A few Aliens have been added for practice in single player mode.
Bullet-Time™ not included.
Smothered Hope
by Matt Ramquist
6/21/2003
(for use with Aleph One only)
This is my first attempt at designing a Capture The Flag map for the Marathon Engine. This resurgence of mapmaking is due to playing Aleph One netgames over the Internet (thanks, Woody Z) and made possible by Benad's excellent Net Games SDK.
This map only supports two team CTF. To participate players must either join the Red or Slate Team.
A big thank you to all the players of the Aleph One channel who unwittingly helped test this map with oft-disasterous results.
Note- I've also included a merged Every Man For Himself version for those who just want to kill indiscriminately.
Enjoy!
Map Type: Large, CTF
Polygon Count: 222
Texture Set: Mi (Lava)
Originally developed for the Chimera scenario. Retextured for Marathon Rubicon.
(v1.1) Fixes some bad textures (Thanks, JD). Removed some duplicate items. June 12, 2001
(v1.0) Initial release. May 24, 2001
Note: It's been brought to my attention that because of the liquid that comes with the texture set used in this map, the submerged sections of the map are completely black and unplayable when using the original Infinity engine (I have been unable to duplicate this). This does not affect the Aleph One engine so you should be fine if you're using that. Those playing with MR Infinity should either use the map view when submerged or click here to download an alternate version with different media.
This is a Compilation of all my Marathon NetMaps that somehow or another were not wiped off the face of the earth after many a Hard Drive crash/reformat.
1. NetHell (Original) v1.1 - The first Marathon 1 map I ever made, recently converted to Marathon Infinity. This differs from 1.0 in that exploda-BOBs have been reset to appear normally instead of Teleporting in front of you. Personally, I thought the teleportation looked better but others didn't appreciate exploding without warning.
2. NetHell 2000 - Sequel to NetHell originally made for Marathon 2. Basically a big arena with a few twists. For some reason I didn't put in a seperate hell level for this map.
3. In The Dark We Live
- Another Net Level originally made for M2. Has remained unchanged except that a few minor polygon/line errors were fixed through Forge.
4. Citadel - The First Map I made using Bungie's Forge for Mi. A very cramped... errrr.... cozy KOTH-type level.
5. Temple Of Dreams - A neat little level with a suspended tunnel and a central hill. Physics have been altered so that BOB is not your friend. On the bright side, now you have a good excuse to shoot BOBs and take their ammo.
6. Hamster Maze - The second map I made for M1. Fighting takes place aboard a small space station with a big spiral staircase. Why would a spacestation have a spiral staircase you ask? Ummm, because Pfhorte used to make them automatically for you of course.
7. Wind It Up! - Dual Arena level. The two arenas are linked by several teleporters.
8. Phoebus TDK - A more polished arena netmap made for Mi. The SPNKR is well guarded but not difficult to get.
Background-
This is an 8-player(recommended) net level with a twist. While seven players start out in my scenic Battle Arena, the eighth is exiled into hell. Why not just commit suicide you ask? Because hell is escapable, and for those who dare ascend you may either: 1) transport yourself to the main Battle Arena 2) Find satan's secret control room or 3) do both. I won't tell you much about control room except that gives you some cool powers to use on your friend/enemies in the arena.
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2001 Addendum
Architecture and silly notes were preserved to show what a geeky kid I was when I made this level. Textures and media have been updated for compatibility with Marathon Infinity/Aleph One.
Please send me any netgame films recorded while playing this level, I would love to see them.
Enjoy!
Lowg@nycap.rr.com
P.S.- for solo players who want to test the Hell part of the map just hit Command-Q to end the current game then hit "new game" from the menu to respawn from a new location, repeat until you start the game in a small room (entrance to hell).
Pathways is a huge level with a large outdoor section. It will probably keep getting even larger in future revisions. That being said, you will need a reasonably fast computer (iMac 233 or faster) to get a decent framerate and 3D hardware acceleration wouldn't hurt either.
Bring up Map and title shows "Flip Da Switch", which is basically it. Articulate terms, 11 levels, fast transports. Chips are easy to find but this player may have forgotten one, not that it probably mattered. Level 6, "Fight the Power" ended up dead end. No way back, no way ahead. Da Door is closed. All following levels are Net Play. Basic good ideas here but don't you just hate those dead ends? Next level is Net so ok. We really tried but to no avail. Maybe you can beat it! No thrill in a solo scenario to transport to a Net level anyway.