Files for Michael Watson

Fumbling Towards Ecstasy v1.0.1

Michael Watson — Jun 26, 2000

A double-level oval, with a few nooks and crannies, and a large open sewage pool in the center. Quite open, yet lots of cover. Larger groups might find it tight, but less than five should have room to breathe. Nice lighting, good weapons placement (though a little tight on ammo)... a worthwhile download. Update adds a second level that allows more reasonable KTMWTB play.

Sincerely Me

Michael Watson — Jun 20, 2000

A small net map, originally created for the Simplici7y contest (and so containing only 7 polys). Play is fast and furious, made moreso by two turret guns whcih cover roughly 65% of the small area. Included are two films, showing the level off. Amazing what you can do with 7 polys.

Dual Sided Force Fields

Michael Watson — Jul 01, 1999

Force fields have been around since Fm created them in Seige of Nor'Korh, but they've been one-sided (That is, they work from one side, but are passable from the other).

Then Jeff Swartz created dual sided force fields in an award winning map for the Evil Map Making Contest called "FireCracker".

Here, by Michael Watson, is a description (and demo map) showing how to make two-sided forcefields. Nicely done.

Any Noise/Anti-Noise V3.0

Michael Watson — Jun 22, 1999

A large, intricate level, with a variety of areas to fight in. The map centers around a large, fractured arena, but there are plenty of nooks and crannies to hide in, and several ways in and out. There didn't seem to be any dead ends (well, okay, one, but it's minor), and a lot of care has been taken with textures and lighting. There's a nice selection of monsters, if you want to run through it solo. I suppose my only complaint is that the central area is relatively complicated, and we experienced a noticeable slowdown with two ethernetted G3's when fighting in that area. Other than that, an impressive effort.

Revelations Netmap Pack v1.3

Michael Watson — May 21, 1999

5 maps, ranging from small and simple to large and starting to be complex. They don't feel complete, somehow... lighting and sound is haphazardly implemented, for example. Flow is okay, though, and they should provide groups with a nice variety of play styles (there's an open thunderdome-type arena (with an extra level), a 5D-type level, some tight corridors, some open streets, a pair of forts...).

The Hastur's Workshop Archive

Michael Watson — May 14, 1999

Hastur's Workshop, at Double Aught's site, has long been a source of inspiration and answers for marathon mapmakers intent on a better product. Michael Watson decided to preserve those pages in an offline form, in case they are ever removed from Double Aught's pages. (I think as an offline source of mapmaking tips, they're useful enough as they are, no need to justify them as historical.) Comes with a bonus Bungie Forge/Anvil FAQ v2.0.

Drink Your Wine

Michael Watson — Apr 13, 1999

A square arena, with a ledge around the outside and a raised square fortress in the center. Simple, but well-designed for flow. The hill (The central fort) is accessible from both the ledge (via a bridge) and the bottom (via a fast elevator). There are a few pillars to use as cover... but more than two people in the game, and staying on the hill is a non-trivial excercise.

3rd and 7

Michael Watson — Apr 12, 1999

A large football field, surrounded by seats (?). Nicely laid out, if a little bare... but ammo is really sparse, probably for anything more than two people. Gets a little better once you find the entrance to the control booth, but it's still not enough for bigger games.