A 17-level nethop map with a seriously cool intro level. Most of the individual levels have been released in some form... many have changed pretty radically, though. It's built around two "hub" levels, so that smaller groups can actually play without getting too lost, but larger ones can spread out. Built with Obed for Win95 M2, it's actually not playable under the mac version, due to the long line of sights and transparent lines. Luckily, it works beautifully under Aleph One, available from the Marathon: Open Source site. Get this map for its grandeur alone.
-Claude Errera
This map was created by Pushkin and Moose-Factory @ th' Toastmonkey Consortium. The Aleph version of this map is known as ToastMonkey Presents, which currently is the same as this version, though that is soon to change as we modify the aleph version to beter utilize alephs features as well as the infinity texture set. But currently both versions are the same. Now, words from the maker(s):
Have fun with this one- it's been a while in the making, and still is a work in progress- though this will be very close to what the final version for M2 atleast will look like (maybe some minor ammo placement tweaking). Many maps have been included to provide any type of concievable battlefield you could wish for- and you'll find some cool concepts and many maps that we've released prior to this.
While this is technically a nethop, it is mainly centered around one large hub level (Comrade Hüffs Tea Party- which to my knowledge has only been released in this nethop). Within that level are many hiden terminals and exit polys to jump to the other levels, but those are mainly little secret bonuses. Otherwise you may acces the other maps like you would any other netpack with the level jumpin' code.
Enjoy.
-Moose Factory
Please rate and/or review this map! We'd love to hear some feedback. Thanks!
An enormous map, with at least 3 distinct levels, all cleverly linked. Absolutely an Aleph One map... huge viewing distances, lots and lots of polys. For all that, getting around isn't too bad (as long as you don't get stuck underground). Trap your friends in the waterways, then drain 'em! Nail 'em as they come through the only way out...
-Claude Errera
This map was created by Flat-Man @ th' ToastMonkey Consortium.
My goodness. 8 rooms, 8 layers. 328 polygons of goodness. You could probably come up with a more convoluted use for 5D space... but it would involve small dark men in overcoats, and octopi. Amazing. (Do NOT play this drunk )
-Claude Errera
This map was created by Pushkin @ th' ToastMonkey Consortium.
Another 5D offering from the world's only fisheye aficionado. This one is a small room with 4 pillars... 4 times. Confused? Try playing. And beware... he's shooting for 8 layers.
-Claude Errera
This map was created by Pushkin @ th' ToastMonkey Consortium.
A tiny (well, sort of) 5D map with 3 distinct, spatially overlapping areas. Once you've gotten the textures down, it gets a bit less confusing... but it's all small enough that Jinx_tigr's favorite bug (damage in one frame of reference affects those in another) is abundant here. As Pushkin says, "i'd rather be hit over the head with 5d space anyway." Play it! You'll have fun.
-Claude Errera
This map was created by Pushkin @ th' ToastMonkey Consortium.
A 17-level nethop map with a seriously cool intro level. Most of the individual levels have been released in some form... many have changed pretty radically, though. It's built around two "hub" levels, so that smaller groups can actually play without getting too lost, but larger ones can spread out. Built with Obed for Win95 M2, it's actually not playable under the mac version, due to the long line of sights and transparent lines. Luckily, it works beautifully under Aleph One, available from the Marathon: Open Source site. Get this map for its grandeur alone.
-Claude Errera
This map was created by Pushkin and Moose-Factory @ th' Toastmonkey Consortium. Now, words from the maker(s):
This was originally designed for M2, and as such is optimized for the M2 texture set. This was meant to be an M2 map, but since it was build on the PC version, we didn't reilize we made it too complex for macs. As such, this will work great for M2 windows users, as well as you mac people using aleph. While this is the M2 version, the next version of this nethop is currently in the works, which will be optimized for the use of aleph one and the infinity texture set, and should be including some more maps yet still.
While this is technically a nethop, it is mainly centered around one large hub level (Comrade Hüffs Tea Party- which to my knowledge has only been released in this nethop). Within that level are many hiden terminals and exit polys to jump to the other levels, but those are mainly little secret bonuses. Otherwise you may acces the other maps like you would any other netpack with the level jumpin' code.
Have fun with this one- it's been a while in the making, and still is a work in progress- though this will be close to what the final version for M2 atleast will look like. Many maps have been included to provide any type of concievable battlefield you could wish for- and you'll find some cool concepts and many maps that we've released prior to this. Enjoy.
-Moose Factory
Please rate and/or review this map! We'd love to hear some feedback. Thanks!
A sprawling, symmetrical, multilevel map which is extremely easy to get lost in (since it looks the same in many places). Dark, and big, and hard to figure out if your fodder is above or below you... this one is good for lurkers.
-Claude Errera
This map was created by Pushkin @ th' ToastMonkey Consortium.
6 levels, in somewhat unique nethop form (try it, it's kinda cool), all variations on the original. (Hence the name.) All non-alien texturesets are covered, and various liquid configurations are present. It's interesting how different a single level can be made to feel by retexturing or changing the flow with water. Cool concept. Play it!
-Claude Errera
This Map was created by Pushkin @ th' ToastMonkey Consortium.
A large, somewhat symmetrical level, with a hill surrounded by a lava moat. The hill is reached by shooting a switch that raises stairs to it, and under the hill (for those willing to brave the lava) is a stronghold with rechargers. (No ammo, though, and no way to get any, so you can't stay too long...) For the really adventurous, there's a kill switch (hard to reach) that floods the entire area around the hill with lava, and blankets the hill with enforcer/hunter crossfire. An interesting netmap... don't play it with groups smaller than 3 or 4, you'll get bored.
-Claude Errera
This map was created by Pushkin and Moose-Factory @ th' ToastMonkey Consortium.
A huge, sprawling level, with just about every possible environment. No matter what sort of battlefield you normally prefer, you should be able to find it here... wide open spaces, tight, twisty corridors, long tunnels, short tunnels, upstairs, downstairs, all around stairs... it's all here. Parts are reminiscent of favorite maps in the past (one section made me think of Hot Handed God of Cops, a couple of areas were similar to Bungie levels), but overall, there's nothing like it. If you don't have at least 5, though, you're gonna be chasing each other a lot...
-Claude Errera
This Map was created by Pushkin and Moose-Factory @ th' ToastMonkey Consortium.
Please rate and/or review this map! We'd love to hear some feedback. Thanks!
A large, symmetrical map that penalizes you for moving around. Fastest way from one side to the other is via a pfhorslime pooter, but it can be worth it. Watch the crushing doors... and keep an eye out for the odd enforcer. Reminds me in places of a few M1 levels... but I think it's just a feeling, not anything concrete.
-Claude Errera
This map was created by Pushkin @ th' ToastMonkey Consortium.
A pretty complicated map, but easy to get around. It's set up sort of in the shape of a lotus flower (hence the name), with big weapons available only inside small guardpost-like rooms with forcefields on the door. Lots of secrets, with teleporters to get you quickly to the hill, entire secret areas, and little touches everywhere. The authors recommend that you play without "Dead players drop items" on, so that there's incentive to reap the rewards from those holding cells. Great for team KOTH.
-Claude Errera
This map was created by Pushkin and Moose-Factory @ th' ToastMonkey Consortium.
Please rate and/or review this map! We'd love to hear some feedback. Thanks!
An interesting KOTH map, with a really raised hill (mostly) only accessible by slow platforms, giving folks plenty of time to pick you off. (In fact, unless you're quick-footed, it's a two step process to the hill... even more time.) This is the sort of pressure that forces secrets into the open... but in any case, defending the hill is no piece of cake either. The area is small, and semi-enclosed, meaning a well-placed pair of spnkr missiles from anyone on the outer ring is gonna toast you. Unless folks are much better than the crowd I usually play with, winning hill times will be relatively low. A nice change of pace...
-Claude Errera
This map was created by Flat-Man @ th' ToastMonkey Consortium.
A small circular arena, with a raised hill accessible only by 5D tunnels or spnkr-jumping. Weapons and ammo are plentiful, flow is quite nice, cover is even available. Don't worry, though... it's small enough that carnage will be quite high with anything over 3 players.
-Claude Errera
This map was created by Moose-Factory @ th' ToastMonkey Consortium.
A tiny arena, nice to look at, deadly to be in. In the words of the author, "a real all-punching instant death trip." No weapons, no baddies (well, except for the occasional fighter), and it's set with the Rebellion flag... so you're down to minimal health when you start. Designed for 4+ players (remember, it's tiny!). If you're lucky, you'll be near the center when the rare 2x canister or alien weapon appears. (Then the death rates really go up.)
-Claude Errera
A huge circular arena, with several surrounding corridors. Elevators connect levels, and the odd jug or MOAH keep you busy if you're having trouble finding your friends in all this room. Lots of little alcoves to hide in and ambush folks from... but it's so big that if you pick too good a hiding place, you may never get the chance to actually ambush anyone. Plenty of ammo.
-Claude Errera
This map was created by Moose-Factory @ th' ToastMonkey Consortium.
A large, convoluted map, with a central, raised hill surrounded by a lava moat, and lots and lots of side passages to play with. Tons of secrets... teleporters that take you to the hill (in a roundabout way), an invincibility, little things that'll keep you busy for a while. Beware: there's a switch that puts up barriers around the hill for over 30 seconds... the only way in is via teleporters (while the barriers are up), and the only way out is by dying. An ill-timed switch can really tip the balance in a KOTH game... Made for M2 (it was made with Obed for Win95), but it looks fine with Infinity textures.
-Claude Errera
This map was created by Pushkin @ th' ToastMonkey Consortium.
This was our first net map we ever actually uploaded. Of all our maps, this holds claim to some of the better gameplay we've had in our net games. That was a long tima ago now, but it should be just as fun as ever. Enjoy.
-Moose Factory
Please rate and/or review this map! We'd love to hear some feedback. Thanks!