ResEdit file containing instructions that will allow play of Pfh'Joueur under Aleph One. This didn't work for me until I upgraded to OpenGL 1.2.1... your mileage may vary.
An Aleph One/SDL conversion of The Alderian Connection 1.1.
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.
An Aleph One/SDL conversion of Origin of Species v1.1.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Operation Wormwood v1.0.1.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Genus J'raxii.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Gemini Station 2.0.
Converted by Randall J. Currie of Electric Infinity.
Note that the shapes shuttle included in this archive is a Mac executable - it will need to be run on a Mac to generate a shapes file before you can play this Scenario under A0/SDL.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
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.
A tight level, space station? Lighting is very nicely done - dark, but plenty of detail. Some really fun eye candy. A save term (very odd for a net level!). Unmerged on purpose, so you can add whatever physics you like. More weapons and ammo than you can shake a pfhorstaff at. Be careful with that SPNKR... you're more liable to hurt yourself than you enemies!
A large Evil map, with a nice combination of claustrophobic spaces and wide-open arena-like areas. (Too many big weapons for the claustrophobic spaces, imo... but some folks like that.) Some line of sight problems if played under normal Evil, but it works without a hitch when using the Evil Addon for Aleph One. Go nuke someone!
Mostly dark, and mostly underwater (okay, sewage). A few walkways on the surface... beware of grenades knocking you off. Plenty of ammo, but no O2... so you gotta kill each other before you run out. (Shouldn't be too hard.)
v1.5 changes
added some sounds and deleted ugly terminal and some other minor fixes.
An Aleph One/SDL conversion of Marathon: Evil. This ONLY changes to file format to work under SDL. It does not alter any levels, or change anything to utilize Aleph One's extra features.
Converted by Craig Caroon.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Rising Sun.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Marathon: RED.
Visit RED's Big House site.
Converted by Craig Caroon.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of the Marathon 2 Demo.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of the Marathon Infinity Demo.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of NT's WaterWorld.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Missed Island.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Mare Ceti v1.1.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Hats Off to Eight Nineteen.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Montsegur.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Carnage Among Enemies.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Hostile Takeover final version.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Be Quick or Be Dead.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of World Wide Web.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Chai'etra Saga Part 1.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
An Aleph One/SDL conversion of Chai'etra Saga Part 2.
Converted by Craig Caroon of Electric Infinity.
To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit the respective pages.
In April/May 2000, bungie.org held a mapmaking competition in which the goal was to make the most interesting map with only 7 polygons. The top 7 maps won prizes... but the other entrants languished in a dark recess of my hard drive until today, when Carl Lineberry suggested that I get off my duff and release them. So - after sorting out the maps that didn't qualify (yes, it's true, we received maps with only 6 polygons), and pulling out a couple of duplicates, I bundled up the remaining 38 entries and made them available. If you haven't grabbed the 7 winning entries, they're still available here.
The exact level count is fuzzy, due to multiple options, but Dissent is roughly 20 levels of pure Marathon fun. Realistic architecture (well, mostly - there ARE limits to the Marathon engine), a gripping story, and very well-designed gameplay add up to a scenario that'll keep you busy for quite a while. Be sure that you don't neglect the terminals... you WILL die if you choose not to read them. A lot. More info about the story, as well as mirror sites for the download, can be found at the Dissent website. Version 1.1 fixes a bug related to the SoundEdit shuttle included with the first version (the updater, by itself, is available at the Dissent page), and a small map problem.
A pretty amazing nethop pack, in that all the maps are quite good on their own - so 10 of them together is mindbending. These maps are medium-to-large, but still playable by smaller groups - flow is quite good overall. If you get tired of the level you're on, find a terminal! (Or, if you want to keep it simple, agree as a group to ignore all terminals, and play on a single map - the choice is yours.) Some physics tweaks make some weapons even more deadly than they were before (as if that's really necessary for the Evil universe...). Overally, a really, really fun collection.
A bunch of MML resources in a ResEdit doc... paste these into a new version of Aleph One, and presto, you can play Marathon: RED with OpenGL. In the words of the author, "...not only does everything work, but the cannon and microwave should have quite a bit more bite. As if they really need it." Lots of folks would argue that they do... in any case, try this out; RED is a pretty amazing package for Infinity, and should be even more impressive under A1. Version 1.01 fixes a small bug in the BNDL resource. 1.0.2 eliminates the "Aleph One cannot be updated, because it cannot be found" problem, and decreases the number of resource types.
A largeish arena, with some fun sniping areas, and the odd trap. Play is surprisingly good - it's been a while since I fired up a Marathon 1 netmap, and this one feels right. Worth a look! Comes with a physics model that allows the pistol to be used for sniping.
A huge, sprawling, dark level. Flow isn't as smooth as it could be, due to lots of water areas with limited exits, but once you learn the layout, you should be able to get around fine. Merged with a custom physics model called 'Cyborg Standard' that beefs up both the baddies and the weapons. Pretty hard on normal, as a practice level... pretty sparse, netwise, with less than three players. You gotta love that second trigger on the SMG, though... BLAM!
A fragment of a solo map, overhauled for net play. Has some interesting flow, and plenty of weapons (and baddies for practice). This version REQUIRES the TI Addon for Aleph One... it plays very nicely under it. 3-5 works really well.
A simple, diamond-shaped map with a raised walkway down the center. Teleporters at either end let you jump back and forth between the areas separated by the walkway... or you can climb the outside stairways (as a target) to reach the top. Version 3 has been redone to work with Benad's Net Games, as Rugby. Dual Shotguns for all 8 players... wow, what a mess that would be. :)
The successor to the Marathon Sound Editor, Wail vastly increases the fun you can have editing sounds.It can handle files of any length, like files from games that use the Marathon engine and the sound file from the Win95 version of M2. It's nicely laid out, it's flexible, it's relatively easy to use. It's still in beta, but this will most likely become the tool of choice for serious Marathon sound editors. v2.1b1 squashes a couple of bugs, adds a pair of (experimental) tags-try 'em out! Docs haven't been updated yet... but whaddaya want, it's still a beta. Super-quick update b2 fixes a bug that slowed down the shuttles. 2.2b1 update fixes a few small bugs, and adds one really cool feature... you can replace used classes with empty ones. 2.3b1 pulls out all code not written by Charles, and releases the program as free software under a BSD-like license. 2.3b2 fixes the 'Compare with' function which got broken in 2.3b1. Source code is also available.
This is the SOURCE CODE to Wail.
The successor to the Marathon Sound Editor, Wail vastly increases the fun you can have editing sounds.It can handle files of any length, like files from games that use the Marathon engine and the sound file from the Win95 version of M2. It's nicely laid out, it's flexible, it's relatively easy to use. It's still in beta, but this will most likely become the tool of choice for serious Marathon sound editors. v2.1b1 squashes a couple of bugs, adds a pair of (experimental) tags-try 'em out! Docs haven't been updated yet... but whaddaya want, it's still a beta. Super-quick update b2 fixes a bug that slowed down the shuttles. 2.2b1 update fixes a few small bugs, and adds one really cool feature... you can replace used classes with empty ones. 2.3b1 pulls out all code not written by Charles, and releases the program as free software under a BSD-like license. 2.3b2 fixes the 'Compare with' function which got broken in 2.3b1.
5 levels, to accomodate a wide range of player groups. Mostly arenas, with a full complement of RED weapons. Flow is quite nice - the maps are simple, and allow players to concentrate on what they do best (kill their friends).A couple are specialty maps - there is one in which the only weapon is a fusion mace, another where ammo reloads are only available once you die - but it's a diverse-enough pack that everyone should find something they like. Mmm... the Microwave gun in netplay...
The old arcade Space Invaderrs, brought to Marathon. Plays pretty well... though it's too short. (Only 4 waves, of four invaders each.) Take a look! (The Erodrome Beta contained a different implementation of this game... but this is a lot easier to download.)
A shapes shuttle that contains M2 wall textures (and M2 landscapes); install this into a spare Shapes file, and you can play M2 maps in Aleph One with their original textures. Very simple... very useful. (Scenery is not included... but this shouldn't be a huge deal.)
A large, square arena, surrounded by a huge maze. Most weapons and ammo (and oxygen canisters - it's a vacuum level) are in the maze. Careful in the bottom right corner... it's possible to get stuck in the passageway. Since it's a vacuum level, there are no explosive weapons, so if you get stuck, you're done.
A simple, diamond-shaped map with a raised walkway down the center. Teleporters at either end let you jump back and forth between the areas separated by the walkway... or you can climb the outside stairways (as a target) to reach the top. Version 2 is totally redone... retextured, new hidey-holes, PLENTY of ammo. A far better 2-man map. (More than 3 and death rates would get obscene.)
Mike Trinder has taken over development of this really cool tool from Bach, and has released a cleaned-up version with a bunch of bug fixes. This is just the core program-if you want other cool effects, look for them separately. (Try searching for Mike's stuff, or for Chisel stuff.) Also available is an effects programming kit (updated!), for use with either Codewarrior or Think Pascal, for those who want to roll their own. Latest update allows Chisel to be used easily with 3rd-party scenarios (like Evil and Tempus Irae). v2.1.4 fixes a long-standing (but unnoticed) problem whereby Chisel would wipe out a map's resource fork. 2.1.5 fixes a minor bug involving the tab key. 2.1.6 is totally unnecessary for PPC users... it simply fixes Chisel to work with 68k Macs. (If you don't know what a 68k Mac is, you can stick with 2.1.5.)
Chisel makes you wonder what you can't do with Marathon maps. For anyone doing serious scenario work... if you're not using Chisel, you're wasting your time. This package is for folks who haven't used Chisel yet... or haven't updated their versions in a while. You can always grab just the Chisel app, if you're up-to-date with plugins... or go visit Mike's Chisel World, and see what he has to say. (Of course, all of Mike's Chisel-related stuff is available here, as well.) PLATformer 1.0 is included in this package. Latest release includes new versions of Wot Dat Tag Do Den and Texture Munger. The 2.1.6 update does one thing only - it enables Chisel (again) on 68k Macs. You DO NOT NEED this if you have a PowerPC Mac and have v2.1.5. (If you don't have Chisel, getting this version won't hurt... you simply don't need to UPDATE to it if you have a Mac that was built after 1994.)
A tool for migrating changes made with Fux! back to the source code. Now your customized M2 or Infinity conversion can benefit easily from the advances in the Open Source builds! v1.0.1 fixes a small typo (that messed up the physics tables), adds the SMG shell casing, and moved all name lists to STR# resources.
Effects programming kit for use with either Codewarrior or Think Pascal, for those who want to roll their own. Not reccomended for the faint of heart.
ResEdit files containing resources to turn Aleph One into a functional engine for Evil and Tempus Irae. Simply open a fresh copy of Aleph One, paste in the resources for the game you want to play, and drop the resultant file into your Evil or TI folder. Boom. Suddenly, playing these scenarios with all the benefits of Aleph One just became as easy as double-clicking! You gain some cool transparency effects, a much-improved nuke gun readout for Evil, and other cool stuff. Definitely worth the (tiny) download.
This is an updater to bring your RED version to the most current.
A pair of maps that share a similar overall layout, but play very differently. Both are loaded with eye candy (Tempest, especially, has some pretty fun lighting effects), and both have a generally square layout with an outer corridor enclosing an inner complex... but the inner complexes are very different. Tempest is filled with many different types of areas (tight corridors, open rooms, ledges) with multiple paths between them. Tornado has mainly a big arena in the center, with ledges around it, separating it from the outer corridor. Both have great flow, both would work nicely for large groups... Tempest might be too big for smaller groups. Absolutely worth a look, though. Update tweeaks moster placement.
An intense, 32-level near-total conversion. No solo scenario has scared me like this since Evil... this has a very Aliens-like feel to it. Add to that the incredible physics tricks performed... no other scenario has let you change sides completely, halfway through a scenario. The storyline is confusing, at first... but it's meant to be. (It becomes clearer near the end.) There are some minor annoyances (some of the puzzles are created purely for gameplay, and don't make much sense in the story), and it's HARD (probably the hardest scenario, out of the box, I've seen), but it's really, really satisfying to beat. Overall, this thing is spectacular. Well worth the download. Comes with a new music file.
Visit RED's Big House site.
A small map which uses the Evil glyph textures to suggest the inside of a pyramid. Weapons and baddies galore... but flow is a bit constricted (tbasically, the layout is a series of rooms, linked by a single passageway in either direction). Rooms are either pitch black (gotta love those devlin eyes glowing at you) or brighly lit. If you know the secrets, there are ways around without dealing with the baddies.
A collection of 5 maps (well, 6 if you count a small opening level for one of the other ones - accessible only in single player and coop). Architecture is reminiscent of Jeff Swartz (this is a high compliment, if you don't know Swartz's work) - complex, multilevel areas with great flow and few snags. Emphasis is on carnage, not messing around trying to find stuff. (Although a couple of these really do benefit from study prior to your first real game... ti's nice to know where the various teleporters end up, for example). Perhaps the oddest map is called 'Dark Seed'... a modification of another map in the pack, it's playable ONLY as a KTMWTB level... but there are a LOT of balls. You can either run, weaponless (except for your fists), or walk, armed with a SPNKR. Bizarre... but very interesting. Take a look... this is a great pack!
A circular outdoor arena, with grandstand seats, and a small but deep (waterfilled) pit in the center. All the goodies (SPNKR, TOZT, powerup canisters) are in the central pit... but good players will be able to take a good chunk of health out of someone diving in - the opening is small enough that you have to slow down to a walk to get in. Better hope you actually kill them going down!
A small net map with a raised platform surrounded by a dark ring. Carnage rates should be high with almost any number of players... there's nowhere to hide. (Weapons and ammo are plentiful.)
Aother map using the Jet Li physics model. This one is a multi-level skyscraper... takes nice advantage of the flying part of the physics. Update adds MUCH more ammo.
Released a couple of years ago on Hotline, finally being added to the Archives. A pretty straightforward multi-room map, with a bunch of teleporters to move you around if you don't like taking the long way. Only real problem is that the teleporter pads are quite small... hard to hit 'em right if you're being shot at. (Maybe that was the intention, actually.) One of the rooms is shaped like a baseball diamond, hence the name. Them TI textures are purty!
Wow. This one isn't new... again, it's a 1997 Conahan production that never made it into the archives... but wow. It's a training package... bobs are replaced with (damn good) pistol shooting marines, troopers are replaced with shotgun-toting marines, and cyborgs are replaced with missile-shooting marines. These guys are GOOD. You wanna practice, but have no net access? Download this. Comes with one of Mark's maps, and some textures that go with it. (Warning: it's very, very hard to stay alive. Find the rechargers, first off.)
Three maps from Mark Conahan, originally released in early 1997, but only on Mark's webpage. Finally making their way into the Archives. These all contain Mark's preferred organic shapes, lots of levels, lots of baddies... the cannons on Quetzalcoatl (labeled Pyramid in the readme) are a blast... literally. They give flyby SPNKRing a whole new meaning. Check 'em out!
This is a large circular arena, with grandstand-like steps around the edges, a towering, climbable hill in the center, and some tunnels for navigation. LIghting is very complex. The title is quite accurate... on a G4/400, there were places where the framerate dropped to 12 fps... and when networked to a G3/450, the problem spots dropped to below 5. Still, it's pretty... worth seeing what Aleph One is capable of.
One side is full of canyons and ledges, the other side is a fortress. Between them is a lava river that serves more than one purpose. This map is really pretty to look at, but if you play it with aliens on, you'll never get to see that... revised version fixes smearing, tweaks ammo. This was fixed three years ago, but never made it into the archives.
4 maps, with a pretty wide range of gameplay options. Tight-in play, wide open play. Claustrophobic flow, liquid flow. Aliens out the yin-yang, alien-free. One thing these maps have in common... you will NOT run out of ammo. Three of the maps use the Pfhor textureset, and generally do a pretty good job of it. The last is a huge waterset map, with almost all types of gameplay included... everyone should be able to find an area they like. Definitely worth a look.
11 levels. These were released for Infinity a few months back... now they're available in M2 format, and they prove that great maps can look great in multiple texturesets. Rich is a master at multilevel carnage... but even those who like shooting folks on a level playing field will find maps to love here. Good, clean carnage, no bugs. Grab 'em and go!
A single-level solo map for the Tempus Irae textureset. This was built because the author wanted to play with the set, and he's done a nice job of showing off the beauty of those textures. There's no plot... you simply have to get to the end. There are a few minor problems (mostly sticky polys), and gameplay has taken a backseat to eye candy... but all in all, a very playable level. Hard, but plenty of health canisters, and ammo. Structurally beautiful. Absolutely worth an adrenaline-packed chunk of your time.
This map pack won the Marathon Map of the Month, last year. I believe it was June. I really did not appreciate the other review that somebody else made for my file so I decided to delete and write my own description. This pack consists of 5 maps ranging from fairly big to fairly small. 4 out of the 5 maps has the great nuke. Ammo and gun placement is very balanced, I tried very hard to achieve that. Some of these maps are as old as Marathon 2, way back when I used to use Pfhorte. The whole layout of all of them, is pretty much based off of geometric shapes. Net games are a lot of fun with these maps. My personnal favorite map is Rearviewmirror. Have fun, Happy Happy Carnage Carnage.
Wishing you could play Unreal Tournament, but don't have a system that can handle it? Love Marathon, but enjoy the Unreal weapons? Dying for the Frogblast: The Ventcore Marathon-to-Unreal conversion, but not able to wait until it's finished? David Karl, who brought you the Alexienth Demo, now brings you the Unreal weapons for Marathon. Noticeably missing is the rocket launcher... just because there are no available slots for it. Pretty impressive, nonetheless. ;)
A large, relatively intricate design, in two flavors - night and day. Ammo will NEVER be a problem. Flow is quite good... larger groups will find that there are very few safe places, and those few you do find can end up as killing fields. The first runthrough is a bit confusing, but once you've got the layout down, movement is great. Absolutely worth a look.
A relatively difficult run-through-and-kill-everything level. Difficult because of the tight quarters and abundance of purple troopers... because it was built with Obed, it's unmerged, and on a mac shows errors in all the terms (for lack of term picts). Still, it's playable, and can give you that adrenaline rush you need while waiting for the next big thing.
Adds a new, improved physics model to the Jet Li concept released a few days ago. Now the rockets have been replaced by shell casings (they look like marshmallows flying at you, but they're a hell of a lot more dangerous), and there are lots of dangerous bobs. This is getting very interesting...
Bastard Child V1.0
By: Gary Simmons
the Battle Cat
Hey some babies are bastards, don't blame me, they are bad seeds is all. Anyway this map is called Bastard Child because it is a spin off of Hell Hole. It was an experiment that I was going to leave in the dumpster but thought better of it when I considered those poor little rats. Instead I left it over night on a doorstep but when I drove by the next morning the little bastard was still there only he had a big footprint on his chest. Relenting, I decided that this experimental map was good enough to keep although it was not exactly what I wanted Hell Hole to be. It's advantage is that it is faster than version 1.3 and 1.4 and it was originally released with those maps. Here it is again for your | enjoyment. By the way, I was so pathetic at map making when this was produced that I accidentally merged another completely unrelated map into it that will only smear the phosphorus off your monitor. Just remember it is supposed to be a one level only map so just push the "New Game" button after you have selected it in the preferences just like you would normally start a game. If you "warp" you smear. Sorry for the confusion but it was originally released as "Filmware" meaning you sent me a film of you playing it as payment. If I were to change it now the old films would no longer work with it. So you see, I am stuck. |
9 maps, 6 large, 3 medium/small. A few minor problems, but all in all, decent flow, lots of weapons/ammo, varied layouts. If your group is looking for new netmaps, you should find some good stuff in here.
v2.0 changes
lots of bugs fixed, and added few sounds and worked a little bit on lightning.
Dogfight Netpack 3 is in the works, it will be completely revised, lots of new maps and so on! stay tuned!
Did someone say "murder, mayhem and destruction"? No? Then I just did. Pull up a chair and immerse yourself in a little history and a lot of carnage. These maps reflect, very extremely extra loosely or totally no way not at all, | famous battles of World War II. Some history quotes are from Compton's Encyclopedia (1986 ed.), vol. 25, some of it from the Internet and some of it is just me blowing it out my hinney. |
This is a painless 312K download. Although this is a map designed for network play, Version 1.1 adds the ability to play solo against computer net opponents. Use it just to have fun, or if you are sinister like me, practice your timing and distances etc and memorize weapons, ammo and powerup locations in each level and then steamroller your friends later in those same levels during net play. This NetPak is for Marathon Infinity and uses the standard shapes file. |
Introducing... *drum roll* the Battle Cat's split poly technology *cymbal crash*. The "3 texture on one wall" barrier has been broken! Now you may not only stack polys up like hot cakes, you can put them on never before possible places. Over or under doors or entrance ways, on bridges, on walls not connected to the ceiling, on platforms or doors, even have multiple textures on walls with normal windows. Look for | these "tricks" in this map pack. Not actually tricks, this is the real thing, a variation of the split poly, only putting multiple split polys on a single line, up to 9 high on one wall in "Arnhem Bridge". But many many more are easily possible. For the biggest eyeful of this technology check out "Nagasaki". This is where I discovered the technique and sort of went wild with it. An impossible thing in every room. |
Anzio - EMFH, KOTH, KTMWTB. This was made for at least 4 players. The hill is between the platform and the window, between the two elevated perches. |
Arnhem Bridge - EMFH, KOTH, KTMWTB. Split polys on a bridge? Impossible. Lighting effects going DOWN a wall? Impossible. Or... maybe not. |
Berlin - EMFH, KOTH, KTMWTB, CO-OP. Basically this is the "Little Beirut" section of the "Plutonic Relationships" level of D-Day V1.1 with some enhancements for net play. This is a very large net map meant to support 8 players. The hill is in the center of the street. All starting points are by weapon stashes, run down stairs to gather ammo for the particular weapons you found upstairs. Try playing this in teams with a lot of people. Defend your turf or go door to door taking the city WWII style. This is a good map to play team KTMWTB. Tri-teleporters work like this: teleporter to your right will take you from building to building clockwise, teleporter to the left will take you from building to building counter clockwise, center teleporter will take you outside the buildings. Form your raiding parties, bind your legs and arms and scream while teleporting. It unnerves you victims. |
Nagasaki - EMFH, KOTH, KTMWTB. This is where I discovered the new technology. I went nuts with it and put something impossible in every room. I rather overused it but I was so blown away when I first found it. This is designed for up to 8 players. The hill is in the center of the central room. Again all guns are found grouped together. Each room has a different major weapon in it. The SPNKR room is a SPNKR arena, shotguns are in a dark room where limited vision is compensated by the wide dispersal of shot etc. Rumor has it that while you fight your petty fight the Americans are on their way with a secret weapon. Be the first one on your block to become a "permanent sidewalk shadow"! |
Ox Snard - EMFH, KOTH, KTMWTB. This is the only American city in the NetPak I PROMISE! No more American cities. Never again! This is it. Not even one more. You have my solemn word on this. This should play 4-5 people OK. This needs some directions to operate. All weapons are found with their ammo in discrete places. Everybody starts down stairs near some heavy weapon and ammo. The draw to the upstairs is the hill and a power up. A teleport in the Assault rifle room will take you up to a room you can quietly teleport into, take the elevator up and you are overlooking the hill, the small platform under the flickering light thingy. The teleport in the lava pit room will take you up to the power up ledge overlooking the hill. The western switch will briefly raise the lava in the lava pit. Good for flushing out people who like to stay in the dark shotgun room and the teleport platform area. The eastern switch is weapons only and it operates a crushing platform protecting the red power up. To get rockets you have to jump into the lava pit. The rockets are on the platforms, the platforms are tuned to bring you back up without lava damage if you do it right. Run off one platform side towards the other platform side. You are caught and come up with rockets. |
The Bulge - EMFH, KOTH, KTMWTB. Straight forward carnage in a small arena. Bring your own bandaids. Check out the window room. That ain't possible! The platform there has split polys too! |
Thom's Trailer - EMFH. Here is another American city map. OK... so I lied. Get a grip. Clinton does it every day. This city is actually just outside the city limits of San Antonio Texas. This is a two player novelty map. The only thing to slow you down are the tornadoes that seem to plague the trailer park Thom lives in. The crushing death (tornado) is to put the field on an even footing about once every minute. With the close proximity, lack of cover and the ability of a player to suck up most of the ammo this is needed for more than just a gag. How can you have a trailer with out some dogs fighting in the yard? After firing a shot, look out the window. Make sure you have ALIENS TURNED ON. I thought this one up when Thom (one of my beta testers) was complaining about Ox Snard being too big and not enough shotgun ammo. I thought, "OK butt wipe, I guess you are used to shotgun fights in your trailer". The rest is history. |
An experiment, more than anything. The map is really just there to show off the physics model. Walkfing's faster, running messes with gravity... pistols shoot rockets (although they still do bullet damage-big difference is if you shoot a close wall, you can die, unlike your standard pistols). If you're interested in making an urban combat map, and don't feel like starting from scratch, this might be a help.
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.
A very large, multilevel netmap. It's actually quite playable solo, due to the huge numbers of Devlins and drones... if baddies are turned on for a netgame, hill games become insane. (The hill sits in the center of a devlin spawning ground.) Some distance problems, which the author acknowledges... he suggests using this under Aleph One, but that would kill most of the interesting stuff (like devlins, and mini-devlins, and all those great Evil weapons). You could lose 8 in here, easy. Size of the archive is due to a huge Readme... it was almost 4 times bigger, but I pulled out 9 screenshots. (If anyone really wants them, I can send them.)
A large, square arena with a bridgelike structure in the center (over a lava pool). Most action takes place on the ledge around the outside, or down on the floor. Elevators are nice and fast... mix of open and closed spaces. Archive size is due to a number of screenshots. Map is unmerged, on purpose.
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.
Amazing. 4 and a half years after the release of the original Marathon, maps are still being made for that engine. This is a small map that crosses parts of Mars Needs Women and Carnage Palace Deeluxe. Flow is quite good, and the map is familiar enough (yet different) to those who played Marathon in the early days that getting around is second nature. Definitely worth a look!
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.
A single-level solo scenario. (Designed as a 2-level project, the second level never got finished... but the map still won third place in the EMR mapmaking contest.) Lots of tricky areas, make sure you save when you can. Takes good advantage of the EMR textures and monsters... will keep your blood flowing!
A two-level map (well, one plus a welcome level) adapted from a released Pfh'Joueur level. Sound use is great, and gameplay is fun... but architecture causes some 'run-through-here-again-and-again' areas, and the storyline is almost non-existent. A fun map, but with a few flaws.
An updater that will update your Forge application to work with maps made for Excalibur: Morgana's Revenge. Not only does it make editing maps much easier, it saves maps with the EMR creator code. This version is updated to work with EMR 3.0.
A very enjoyable 3-level map. Nice construction (although a map this polished could do with a bit more eye candy), good layout, interesting story (although it falls apart a bit at the end). A definite player. This map took Second Place in the EMR mapmaking contest.
Resedit file containing the resources needed to edit Shapes files from the Excalibur: Morgana's Revenge scenario.
Bo Lindbergh's Fux!, modified to work more easily with Excalibur maps. Strings have all been changed to correspond to the EMR equivalents.
Charles Lechasseur's Shapes Juggler 1.3, modified to use names from Excalibur: Morgana's Revenge. Greatly simplifies Shapes editing for EMR maps.
Star Trek meets Excalibur. Definitely an adrenaline rush, but the layout is such that you'll find yourself running back to the recharger far too often... which breaks up the flow. A great level for learning to dodge.
Charles Lechasseur's Sound Editor (v1.0b4), modified to use names from Excalibur: Morgana's Revenge. Greatly simplifies Sound editing for EMR maps.
A very impressive 2-level solo map. This one won first place in the EMR Map Contest, in January 2000. Puzzles are about as difficult as you can make them without going overboard... the little touches are brilliant. Non-player characters, cool natural architecture, a sense of humor... continuity between levels... this is a great map. If it gets too difficult, a walkthrough is available.
A single-level solo map in which your main goal is to get out alive. Watch the traps.
An overhaul of one of the solo levels from Excalibur: Morgana's Revenge, reworked to be playable by itself. If you find yourself fighting without any weapons, you probably went the wrong way at the start. Look around, there's a lot here! Very enjoyable single-level map.
An extremely engrossing single-level solo romp with an amazing attention to detail. Everything, from the cool physics tweaks, to one of the best ship incarnations to date, spells quality. Fantastic.
Another huge arena (better suited for the Aleph One engine, which won't smear with distances like this). A huge courtyard surrounds a large double-layered tower. Tight on ammo, but plenty of room to run.
v1.5 changes
Added sounds, fixed and changed few textures, added monsters adn worked a little bit on the weapon placement/respawn.
On April 17, 2000, bungie.org announced a contest whereby entrants had to create maps that used exactly 7 polygons. Almost 50 entries came in, most quite interesting. The winning 7 Entries won prizes... and have been bundled here, for your enjoyment. It's amazing what you can do with 7 polys...
The full archive of all entries is located here.
A large, sewage-filled arena with some tunnels around the outside. Slight smearing problems (nonexistent under Aleph One). Weapons are all around the outside ring, so head right out at the start.
6 levels, with three being variations on a theme. The overall feeling is confusion... darkness, lots of repeating textures, death from seemingly nowhere. Oh... and watch those physics models.
A small arena, with four alcoves. Watch the crushers!
An update to an amazingly useful Chisel plugin. This allows you to see what tags are activated by which switches or chips, and what the resultant action is. 1.1 fixes the effect to work on merged maps as well as unmerged. 1.1.1 allows the overwriting of an exising Tag report. (If you've updated the tags, you certainly don't need the old report, do you?) Use this when new people join projects (to see what's already been done), use this when coming back to old maps you don't have notes for (you do keep notes, don't you?), use this as a last resort when playing scenarios that you can't find the way to the next level in. (That's actually cheating, so don't be proud of this one.) Of all the Chisel plug-ins, I think I use this one the most. 1.2 upgrade adds a bunch of cool functionality (code to trace switch, term, pb actions), and fixes a couple of bugs. 1.2.1 fixes a nasty bug in the switch report code. This is also bundled in the Chisel 2.1.6 enhanced package.
"A huge open waterfilled arena, with a funky cross in the center. So big that you get smearing under Infinity (although it plays fine under Aleph One). Ammo is a bit tight (would be okay for two or three, but the map is big enough for 5+). Some fun untextured wall tricks. Flow needs work."
v1.5 changes
Layout fixed for better flow and few textures fixed. Hill made bigger and i added a ball into the map so you can all play KTMWTB
20 levels, mostly small to medium-sized. Architecture and lighting can be very entertaining. Some are a bit odd (and would be very difficult to play in net games for any length of time), but ALL are interesting, and have some great ideas. This pack is definitely worth the download. Skullfight, for example, is a brilliant combination of claustrophobic spaces and water-filled areas... you can blast someone with a SPNKR at close range, and if you do it right, you're thown back into the water, protected from the blast. What fun! (It can easily backfire, of course.) Grab this one... your netplay group will thank you for it.
This is one of the slicker chisel plugins out there... but it's pretty hard to get your mind around it. It lets you use two texture sets on a single level (by mapping the textures to their appropriate origins), or it lets you convert a level from one texture set to another painlessly. (Okay, nearly painlessly.) It's astounding. And it works. Play with it.
Play the Sorikon updated map (newest version) or play the Alexieth Demo Map even if they're both absolutely too much fun for a grown person such as yourself! Sorikon had some teensy bugs that have now been addressed with this new package, and it is a complete package, make no mistake. Really cool new weapons to play with. But still, as you round a corner in the dark, it is a sure thing guarantee that something will make you jump! It's on the screen dood, not on your desk! The colors/textures coalesce here for a handsome & well thought rendition of a really scary Tarkyl-infested planet. Storyline is decent, a couple of spelling errors but no biggie. There are interesting and endless varieties of creatures, and always, at the end, Mikey! Comes with Patchers for Sounds, Music, Shapes, a Physics file that will make your day! The Demo, BTW, has shades of our newest fav, Source Code, provided you continue exploring. Worth the download! Try it, you'll like it, especially Mikey! This package contains an updated version of The Alexienth Demo, as well as an updated version of Sorikon. This accounts for the huge size.
A four-level preview of an upcoming scenario, plus 2 net maps. This is being released for Aleph One because the mapmaking's complicated enough that Infinity can't handle it (long line-of-sight errors). The scenario uses some rescued textures from The Orphanage. I found mapmaking to be quite interesting, but monster placement a bit on the light side. (The final bug fix came in tonight, and I tested level four... I was able to finish it without firing a shot on normal.) It is just a preview, however, and it shows lots of promise. Check it out!
Very simple map, with a large water column in the middle (it's where you start), an opening to the outside ring about halfway up, and a wall surrounding it that you can climb for bigger weapons.
Four levels, mostly small (well, except the last one). The first level is the only marathon level EVER to make me seasick. Be warned. Other levels: The Big Donut will make your eyes bleed, if you're not careful... lava everywhere. Dizzy... well, it's aptly named. Enjoy 'em... they can be fun.
In the early days of Marathon mapmaking, a player came on the scene who quickly made a name for himself. Tony Smith started with Dad, Get Me Out of This in early 1996, and never looked back. Eventually, he released the extremely highly regarded Origin of Species series serially, as single-level maps. The final level was released in early 1997 as an Infinity map (all previous levels were for M2). A few weeks ago, Ben Potter approached me with the idea of compiling all of Tony's maps (not just the Origin of Species levels) into a single, cohesive scenario. This project took on a life of its own, partly because it was more complicated than we'd initially thought, partly because we had a superb betatesting team that were relentless in their quest for bugs and problems, and partly because the original maps were so good, we wanted to make sure we did it RIGHT. We hope you enjoy playing the final product as much as we enjoyed putting it together. Remember: Dive into the melee; wield superior firepower; endure.
An enormous, 19 level opus based in the Marathon universe. A true work of art... this one will keep you busy for days. The gameplay is very good, the story line engrossing, and the mapmaking beautiful. There are usually multiple paths to your objective... be creative, the alternatives can be fun. Definitely worth your time. Update fixes a bunch of bugs in the map (some fatal), and improves a few peripheral files. Visit the Big House for a list of mirrors. A 1.0 to 1.1 updater (1.5 MB) is also available if you happen to have to OLD OLD OLD OLD OLD VERSION.
Two photoshop PICT files, suitable for import into Anvil. One contains a very nice New York skyline, the other some pretty astounding photo textures of urban stuff. If you're building an Earth-like scenario, you MUST check these out.
A pretty simple, two level scenario. Start of a scenario, maybe. The author says if folks are interested, he'll continue. No terms (he can't get them to work), and some problems (untextured sides, no monster triggers, that sort of thing) but the mapmaking shows promise. Worth a look if you're looking for a scenario to join!
Without a doubt the most ambitious conversion project yet released for the Marathon Infinity engine. Almost 40 solo levels, 23 net levels, and Shapes, Sounds, and images almost devoid of Bungie original pieces. A sweeping saga of honor and betrayal that will take you through battles with dinosaurs, medieval knights, and near-future software magnates. The solo section should keep you busy for longer than the original Infinity map did... and when you're through, you'll have 23 new net maps to play, loaded with all-new weapons, from your trusty crossbow right up through a high-tech missile launcher. A must-have part of any serious Marathoner's collection. Visit the EMR website for a list of other download locations.
NOTE: This version of EMR includes the application, so you no longer need to patch (or even own) the Marathon application.
A non-participatory arena for up to eight people. Switches open doors at either end, freeing "teams" of monsters (bobs and S'pht'Kr on one end, everyone else on the other). The point, I guess, is to bet on the outcome... Latest update tweaks physics models, increases monster movement, adds a second level. Here's a hint: At normal difficulty, without juggernauts, the S'pht'kr clean up. Add juggs to the mix, and, well...
This map seems to be very similar to the version released 3 years ago, except the sounds patch is quite a bit bigger. The map very similar, and the shapes patch is identical... the level is still in the spirit of the test it takes its name from. (Watch more Star Trek movies if that makes no sense to you.)
A dramatic enlargement of an old Infinity map... the readme still doesn't make that much sense (it suggests this is a small map), but the level is quite interesting. Distances are large, elevators are slow... so without a lot of players, this will be a slow game map, but there's plenty of room for strategy here. Definitely worth a look.
Hmm... this one's not really classifiable. It's designed as a teams map, with very fixed goals. On the plus side, the goals seem pretty cool, the level design is quite good, and weapons layout has been very well thought out. On the minus side, if the goals are used, a game will be a minimum of 25-40 minutes long, which is a bit much for most groups, the map is really, really big, making getting lost quite easy, and the whole thing has some quirks. (Aliens, for example, are nearly invincible. I finally dropped down to kindergarten, and it still took most of my ammo just to kill two green troopers.) Also, you might not be thrilled with the weapons layout... you have to think carefully, and be aware of what you're picking up. (This is part of the plan.) If you've got a really big group, and lots and lots of time for netgames, this might be for you. Otherwise, grab it maybe to look at level design, which, again, is quite good. The size is due to a shapes patch (another downside for netplay)-it's essentially a mix of texturesets 2 and 4. (Looks nice, if that's any consolation.) This version has been upgraded to the Aleph One engine. (Good thing, too... cause it smears Infinity something awful in a few places.) Pretty gorgeous... but the inherent difficulties haven't decreased.
A multilevel arena map, with tweaked physics. I'm not usually a fan of aliens in net games... but in this case, I'd make an exception. The hill is the entire arena floor, and the baddies generally stay down there. (There's enough for them to do without having to bother with the elevators.) Most weapons and ammo are up on the top level... but in a pinch, you'll find rockets in the center of the arena. This one's a blast!
A huge, organic-feeling map in which 8 people could play with breathing room. More aliens than you can shake a stick at... this one works fine as a solo stress reliever, as well. Probably too many 2x canisters for my taste... but hey, sometimes you just need that helping hand! Very nice design.
Loosely based on the Mystic Base map from the Mystic Map Pak, this is a netmap with a twist... it can (sort of) be played solo. That is, there is a mission, of sorts, laid out by the terms. Of course, it's a simple, and unattainable one... kill everything that moves (unattainable because there is infinite regeneration), but it's a mission nonetheless. Players of Wheel of Evil might recognize some of the geography. As usual, Nick's mapmaking is impeccable.
A sounds patcher for Infinity, or M2. (Works with either.) Lots and lots and lots of changes. Some great, some silly... worth a listen. Comes with a physics model that guides most projectiles towards the player, and increases damage overall (making for more brutal encounters). C'mon... you have a cable modem now... grab this!
Ben Potter (creator of Fell, has compiled a list of all solo maps he's played since he discovered Marathon a few years ago, along with some useful statistics about them. (There are over 600 in all.) With the renewed interest in Marathon generated by the Marathon: Open Source project, some folks are revisiting the archives, looking for good, older maps. This list should help narrow the search!
A 1023 poly experiment. It started as a test of the limits of the Aleph One engine. It ended as a very playable single level solo map. Gameplay's not very hard, but take the time to look around... mapmaking is pretty amazing. Stuff you could never do with Infinity. Love the F/A-62!
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 one level sequel to Legacy of the Tsirc (well, three if you count the info levels at the beginning and the end). J.R. Dobbs is back, as spacey as ever...Laundry ticket? You have to retrieve a laundry ticket? Goodness. Physics tweaks make gameplay amazingly addictive... the hyped-up drones and the seriously dangerious MOAH are good examples. Visuals, are, as per usual for Gloops, stunning. Another winner.
A 13-level scenario which manages to pack every trick and novelty ever devised for Marathon, every slick little piece of eye candy, all into an eminently playable package. Engrossing... you walk into a room, begin to marvel at the gorgeous lighting effects, and promptly get wasted by a foursome of invisible compilers. A blast... literally. The downside to all this coolness is the added detail introduces complexity which isn't always fully predictable. There are a few small glitches. Save whenever you get the chance, and change filenames, so you can go back to a previous version if you discover you can no longer go forward. All in all, a truly masterful piece of mapmaking... download this for the ideas alone! (But while you have it on your drive, you should play it...)
This is one of the coolest tools to come along in a long time. It does just what the name would suggest... it allows you to view maps. It works a lot like Forge's visual mode... except it has a few extra features. Up and down motion is supported (shades of Pfhorte's viewer), and maps can be viewed fully-textured down to wireframe, with almost anything in between. It requires OpenGL, a 3D-rendering interface which is becoming quite common. OpenGL on a 3dfx card requires full-screen mode, which the Viewer doesn't support, but if you have an ATI Rage Pro or Rage 128 (or, according to Apple, the Rage II), get Apple's version. The viewer handles the full range of Marathons... M1, M2, and Infinity. (A first for M1 maps!) It's really slow on my Powerbook G3 (Rage Pro, but only 2 megs, I think..), but being able to fly through Pfhor Your Eyes Only... wow. Prefs are hardcoded (you can change them with Resedit, but...), but speed is variable, you can turn off the (pretty cool) "walk through walls", and it now does portal rendering, significantly speeding things up, in my experience. Additionally, stretched textures (a la Missed Island) now display correctly.) A must-have! v1.3 adds a text status display, the ability to set starting postion, and improved portal clipping. v1.4 adds the use of z-buffering, a framerate display, and some sorting options... big steps, in actuality. 1.4.1 fixes a small bug in the GL rendering code... pretty minor, but Loren says a bug's a bug.
I might have pissed him off...I suggested the last Marathon 5 offering might have been lacking in replay value... this one avoids any such problem by making it nearly impossible to get to the replay stage. (I was able to finish the level on Easy, after failing several times at Normal. It's very, very easy to fall off a ledge whilst shooting, and that's all she wrote.) Very enjoyable, as long as you don't have high blood pressure. (The turret guns are quite satisfying to take out.) Artillery Test is definitely up to Lyndon's usual high quality standards. The full Marathon 5 package is coming closer and closer to reality... I can't wait till it's all put together!
A really enjoyable single-level scenario. Mapmaking is superb, gameplay is extremely finely tuned for very high adrenaline levels, the plot is nicely worked out. The enclosed shapes patch Gives the world of the Tsirc a beautiful feel... download this, you won't regret it.
The original version of this map won the Nardo Mapmaking Contest. It was damn good then. It's a whole new ballgame now. The final level in the original, almost a placeholder, is now a full-blown, jaw-dropping piece of work all by itself. Glitches in the first two levels have been ironed out. The storyline, solid before, is now fleshed out, typo-less, and engrossing. Two out-of-the-park homeruns in two days... This guy's someone to keep an eye on.
PLATformer is a Chisel plugin that lets you perform some previously impossible feats with platforms. Demo maps are included. This plugin is also available as part of the Chisel 2.1.6-enhanced package.
A short tutorial and a demo map showing how to make user-controllable teleporters... that is, teleporters whose destination is configurable by the player. Pretty slick... download it, use it in your scenario, give Jägermeister credit, and make your players happy.
The first official submission of a map that requires Aleph One, the work-in-progress resulting from the M2 source code release. 8 levels, using several unfinished bits from the Orphanage as a base. Very impressive looking levels... the complexity would crash M2 or Infinity. Even in Aleph One, they can be quite slow in places. They look gorgeous, though. The Temple (big version) is not playable as a net level, but is one of the more complex levels I've seen. Run around in it, get ideas, build your own cool stuff. v1.2 fixes a few 'discrepancies', expands many outdoor areas. The temple, in particular, is more playable.
An extremely enjoyable 2-level scenario. Lighting is great, gameplay is fantastic (I hate those spnkr bobs!), the touches are wonderful. (Check out the Commander's diary...) I think my only real gripe is the number of hidden doorways and passages. (Some of them are critical.) If you don't mind looking hard for the next path, this is one truly satisfying scenario. (You'll get good at dodging missile pairs... this map seems to throw them at you in tight corridors.) Update fixes a couple of minor problems in the first version, and drastically reduces filesize by using jpeg compression on the terminal picts. v1.2.1 update fixes a cosmetic bug that crept back in, somehow... sorry, Michael!
A beautiful 3-level solo scenario, winner of the Nardo Mapmaking Contest. Bugs are minor (I got stuck on a couple of platforms, terms could use a bit of editing, just little stuff), gameplay is major. If you approach this without thinking, you're gonna die. A lot. If you plan your attacks, and figure out patterns... you're gonna have a blast. While the scenery and attention to detail is astounding (I still can't get over how gorgeous the Tempus Irae world is, and what you can do with it), don't stop and look when you get to a place... you'll die. Kill stuff first, THEN look around. (And if you see a pattern buffer... USE IT. It usually means you're gonna meet a whole passel of nasties.) This one is definitely worth the download... it'll keep you on the edge of your seat until the wee hours.
A gorgeous net map, second place winner in the Nardo Mapmaking Contest. Although some of it seems claustrophobic, there are several larger areas, and flow from one area to the next is quite good. Vertical angles, while steep, in no way impeded us from killing one another. The attention to detail is fantastic; if you've always wanted to die in some beautiful garden, this is the place. Check it out!
A large, sprawling level with an open space, surrounded by some simple buildings, surrounded by a moat. Plenty of ammo... but you need a big group to keep this one hopping.
A followup to Mare Ceti and an entry into the Nardo mapmaking contest, this is a beautiful level that gets a bit ambitious in its storyline. Eye candy all around... and one of the first maps I've seen to make use of the ultra-cool tool, Cinemascope. (Whoa, too many links in one description.) Get this: it won't take you that long to finish, but it's fun.
A deceptively simple arena. There doesn't look like there is anywhere to hide... until you start playing. Author says it's designed for Tag... but carnage works well, too. Lots of open space, interesting texture usage. (Hint... it's all there for a reason.) Fits all sizes comfortably, from 2 up.
Originally released as part of the Some More Lh'owon, this level has been slightly modified (and retextured with Tempus Irae textures), but it is still a blast to play. Reminiscent of a classic M1 net level, Circular Death... gameplay is fast and furious. Try it out with more than 3... carnage rates will go through the roof!
A circular arena with a raised corridor around the outside. Lots of vacbobs, lots of minipfhor... and the entire place (including the raised corridor) gets flooded every minute or so. I guess there are plenty of SMGs to compensate...
Fell v2.0 is a 35-level solo scenario that's wholly the work of one person. As such, it can be less accessible to the masses than a large map made by a variety of mapmakers, because if you don't think the way Ben does, you might miss a lot. To that end, Ben has put together a spoiler guide for you... which includes secrets and strategies for all levels in DocMaker format, plus a film which shows Ben playing through all of the major new levels in one shot. (Yes, it can be done.) This should help anyone who's been stuck on a particular level of Fell for any length of time. (Don't read this if you don't want the levels ruined for you... this should be a last resort, or read after you finish. But that's just my opinion. :) )
This program will allow you to fully customize your M2/M00 sound files. Check out its web page! b5 Update allows in-place editing-you can overwrite the existing file, if you want. (Thanks, Charles!) b6 update reactivates the code to verify class IDs.
A slick little rotating space station (contains a shapes patch to produce the rotation... don't worry, it's small). Big weapons are upstairs. (If you miss the elevators, check your map view.) And watch your back... the compilers outside can nail you if you're not looking! Might be big for 2, but should be okay for anything larger.
A straighforward ring, with an inner moat guarded by juggs. Lots of ammo on the outside, bigger weapons in the moat or on the inside. Originally built for Win95.
5 levels, sort of a wide range. Some seem to be designed for solo practice (too many aliens for a reasonable net game), while others seem to be designed for net play. Flow ranges from constrictive to pretty darn good. Most are quite large... but that's not such a big deal on the solo practice levels. Worth a look.
Updates the Alien Staff Patch to v1.2. (Requires Alien Staff Patch.) Adds better sound for the hit, reworks the frames a bit, and adds a physics model. (Not clear what the physics model does.) There's still no second trigger. (the one in Evil is still by far the best version of an Alien Staff for the marine)
6 levels, sort of a wide range. Some seem to be designed for solo practice (FAR too many aliens for a reasonable net game), while others seem to be designed for net play. Flow ranges from constrictive to pretty darn good. Most are quite large... but that's not such a big deal on the solo practice levels. Worth a look.
Adds a spent shell casing to the firing sequence with the M1 pistol. The M2 and Infinity pistols have this... why not M1? No sound patch, so you can't hear it hitting the ground. However if you get the Enhancement Pack by Frigidman, you can hear the bullets hitting the ground, however not SEE the casings! It's a toss-up!
No baddies, no air, lots of nasty meteor showers. A nice little maze map. Careful... this ain't the moon you know. (There's magma in them thar hills.) Slick, through and through. Not a lot of replay value... but tons o' fun the first time through. C'mon... it's only a meg. Go read about it at the Lunar Simulation Page.
In the hopes of increasing the overall lighting quality of released maps, the author has created three preset collections of lights, allowing for more variability in level lighting. The enclosed example map also shows how to use some of these. If folks actually take the time to learn the basics of lighting, levels will look much more realistic. This small package can help.
Geometrical, few visual cues as to where you are. Constantly regenerating baddies give you something to shoot at if you have no net connection, but a plethora of invincibility powerups make them rather impotent. Don't fall in the water... you get transported to a room with no escape, and the only way out is to sucide under a crusher.
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.
6 levels, three previous releases with tweaks, three new. Mostly geometric layouts, but they work pretty well. Lots and lots of baddies, so solo works fine, lots of physics tweaks so you may or may not have time to figure out what your weapon does before you blow yourself to Kingdom Come with it. A nice assortment for a bit of carnage... or a bowl of carnage, whichever suits you.
A large arena with a corridor system around the outside. Physics have been modified to make sure there's always someone who wants you dead, and lots and lots and lots of baddies have been added. Good for a "see if you can stay alive for more than 30 seconds" run on TC, if you're not hiding in a corner somewhere.
Mark's been making Marathon maps since he could. (4+ years now.) He's collected up his best netmaps, retextured or retooled maps originally built for older Marathons, and added a few new designs. The package contains 18 maps, a few of which are variations on a theme. Carnage is quite high in single-player mode, due to the heavy concentration of aliens... most or all of which disappear in multiplayer mode. If you're looking for a netpack that your gaming group can load up and play for a while on your lunchbreaks, look no further.
Two maps (well, there are three, but the first and the third are identical) with some very interesting physics experiments. The first map has a very useful jetpack built into the second trigger of every weapon. One of the best I've used. The second has some pretty serious weapons modifications... as a solo test level, this one'll keep you coming back for more, and as a net level... well, carnage rates will be pretty absurd. Nicely done, as experiments go. Give 'em a try!
A very nice large arena, with a fast-moving peripheral ring. Two rechargers in the center, but if your opponents are any good, you won't be able to use them. In solo mode, the aliens give you a nice run for your money... troopers and hunters regenerate at absurd rates, but enforcers and fighters are on your side to help out. (Careful, though... there are enough enforcers that friendly fire is a real hazard.) Attractive design, and great flow.
Converts the fists in Marathon 1 to a Pfhor staff. No second trigger... and no physics changes. Other than that, though... looks like a pfhor staff.
Get the updater.
A tight, pillar-filled level, with a small open area in the center and a pair of raised catwalks. Lots of attention to lighting detail, to great effect. Not the lowest-poly-count map out there, though... a bit slow on older machines. (Okay, you need a fast ppc to run it.) Quite nice as a solo practice level, due to the repeating baddies... definitely worth the download. Not clear what's new in this version... possibly tweaked weapons placement?
Two programs: 12oo Shapes Mover, which moves shapes chunks from M1 shapes files to M2/inf shapes files... and 1-10 Twiddler, which can help with the 1-animated/1-non-animated switching problem. (If you don't know what that is, you probably don't need this.) Very useful tools for scenario builders! v1.0.1 fixes a small bug that kept the Twiddler from recognizing M2 files.
A wheel-like map with seven spokes. A bit of 5D space gives you a pair of upstairs...personally, I prefer the one with the recharger.Hard to tell, but v1.1 seems to have more monsters than 1.0 had. (No mention in the readme what the changes are.)
If you thought the extra cut on the M2 cd was fun, DOWNLOAD THIS MAP! The Bob Boogie Choir performs Jingle Bells, in all it's gory! (No, that wasn't a typo.) Had me rolling on the floor! (It's only 47K, c'mon, download it!) v1.1 adds a couple of nice touches: the bodies don't disappear after death, and you're killed off when it's over, so you can play it again without quitting.
Merge is a Chisel plugin that lets you combine two marathon maps. This means you can actually work on complicated but repeated sections separately, and merge them in where you need them. (Good uses are airlocks, signature term areas, and anything else you can come up with.) This version fixes several bugs, and should now be quite useable. This plugin is also available as part of the Chisel 2.1.6-enhanced package.
Better Move is a core Chisel plugin that allows you to actually move the entire map on the Forge grid. This is really useful when you run out of room on one side... Version 2.2 actually works on maps with annotations, unlike previous versions. It also adds several cool features, like the ability to move platforms, and the ability to run it more than once on a single map. This plugin is also available as part of the Chisel 2.1.6-enhanced package, and is part of the standard Chisel 2.1.6 package if you downloaded after December 6, 1999.
Annotator is a Chisel plugin that allows you much greater leeway with where annotations show up. You can make them appear in unexplored areas, you can make them appear only after certain areas are explored... and to a limited degree, you can play with font color and size. This plugin is also available as part of the Chisel 2.1.6-enhanced package.
Contains all current (as of 6 Dec 99) Chisel plugins not available individually on this site. This includes Cinemascope 1.0, Geometry Effects, Media Munger 1.0, Texture Munger 1.0, and Write Rotator 1.0a2.
Monster Converter is a Chisel plugin that lets you avoid an unpleasant quirk in Forge. When M1 maps are converted to M2 or Infinity maps, Forge ignores the fact that the monster order changed... so you have to go through your maps and click every single one to convert it. (Or you have to nuke the map.) Monster Converter fixes this. This plugin is also available as part of the Chisel 2.1.6-enhanced package.
Polygon Converter is a Chisel plugin that allows much more logical remapping of M1 to M2 or Infinity polygon types. This plugin is also available as part of the Chisel 2.1.6-enhanced package.
Poseidon is a Chisel plugin that lets you flip a marathon map (M2 or Infinity) around the X, Y, or Z axes. Pretty slick, actually. Version 1.1 fixes a number of small bugs. This plugin is also available as part of the Chisel 2.1.6-enhanced package.
Wow. Eric has overhauled the original 3 level scenario into this 15-level masterpiece. The mapmaking is gorgeous, as usual... the story has been vastly improved, the textures are wonderful. The only complaint I think I'd voice is that sometimes, the pattern (flip a switch, find the newly-opened area, flip another switch) begins to seem repetitive... but it doesn't happen much, and in the meantime, you're spending too much time fighting for your life to worry about it. Ammo, rechargers, and save game terms are placed very well, to keep you stretching, but not so much you get frustrated. This one's a winner! Also has a new home at The Big House... go visit to read more about it!
One of the true masters of Marathon Shapes editing releases another unfinished project... this time a radical departure from the typical Marathon TC. (Is there such a thing?) It's based on (and inspired by) the Millstone textures, by Don Carson... the first project, I think, to use these. There are no weapons, no baddies, no puzzles... just some really, really thought-provoking techniques displayed in a beautiful, mostly greyscale setting. Your first runthrough will probably leave you saying "what's the fuss about?" Well, run around a bit more. Did you find the pool table? Did you think about what you saw? Did you find the dining room? Did the chairs make an impression? Did the landscape texture(s) strike you as unique in any way? (If the answer to all of these is "no", well, you're probably not the target audience of this package. [g]) Enjoy... if you're building scenarios (or thinking about it), this could very well give you some spectacular ideas. If you just like cool Marathon tricks, grab this... it's worth your time.
The Custom Set Remover does one thing. (It removes custom sets. Duh.) Several collections (landscapes and weapons) have normal sets, and custom sets. (These generally allow for more color flexibility.) If you don't need them, or don't want to update two sets (and aren't planning to add your own custom sets), you can use this simple drag-n-drop tool to remove them from your shapes file.
The M2/M00 Clut Modifier will allow you to extract the palettes from any M2 or M00 Shapes file, and to reinstall them back (after you have modified them). I did this because someone told me that Anvil didn't allow full customization of the palettes. This program has not been fully tested - use at your own risks. New in this version: Corrected a nasty bug that caused an extra color to appear at the end of every clut when editing them in ResEdit. This extra color could sometimes hose a Shapes file when dealing with large cluts. 1.2.2 adds the possibiltiy of not shortening cluts when installing, and corrects PICTs to add transparency.
A really simple map... two rooms, one above the other, with a totally open lift running between them. Yup, you read that right... totally open. A platform open on four sides on two levels? You're just gonna have to download it to see for yourself. Mike built this with the latest version of Chisel and some ideas from Jason Harper. Get it, use it, make cooler maps.
In April 1999, Fell 1.0 was released, and it was a pretty impressive debut. The work of predominately one person, Fell was an extremely playable, engrossing scenario. Now, 7 months later, Fell 2.0 is released. This is Fell 1.2 with 11 new levels added to the end. Tempus Irae textures are used beautifully here... a tribute to both sets of creators. This one is big, but it's fantastic. It'll keep you trying again, and again, and again, until you finally find that right technique to pass this part, or that. And this, I think, is the test of a good scenario-when you run into difficulty, do you want to hang it up and go home, or are you finding yourself saying, "just one more try..."? If the latter, you know you're playing a winner. And Fell is a winner. And if you're stuck, grab the Fell v2.0 Spoiler Guide!
A simple example showing how to exploit a marathon bug to make hallways one way.(That is, you can pass from east to west, but not from west to east.) It's quite effective as a demonstration, but if you choose to use it in a real map, you'll need to polish it up- I was able to (by accident) crush myself in one of the controlling polys. Potentially quite useful in guiding a player to do things in a specific order.
Claude wrote:
35 levels, almost all quite good. A surprisingly wide range of play... there are arena-type maps, tight, twisty corridor-type maps, novelty maps... with great texture choices, good weapons placement (geared towards 3-4 players, but they should accomodate the full range without too much trouble), thoughtful flow. Designed for M2, but most look okay in in infinity, as well. There's quite a bit of skill shown here... on several levels, heading carelessly for weapons will kill you. (This is a fun net technique-it tends to favor those who look where they're going over those who blindly run for the SPNKR...) Have a blast... Version 3.0 adds 7 new levels over the last one, and tweaks many (most?) maps for better gameplay and aesthetics. Version 3.1 adds no new levels, but fixes a few glitches, tweaks many levels for improved play, and (most importantly) puts serious effort into lighting... with wonderful effects. Check it out!
Claude wrote:
A 7-level solo scenario, based nearly entirely on a pfhor prison ship. Your job is to, well, escape. (And free a bunch of other bobs, and an AI or so, in the process.) The fighting starts slow, which is good, since weapons are sparse. It quickly gets up to speed, though, so don't get lazy... I guess my biggest complaint (outside of 6 straight levels of Pfhor textures, which is enough to make anybody blind) is the angularity of the maps. Pfhor levels, for me, have always been somewhat organic... curves, and weird shapes. There are lots and lots and lots of square rooms here. Gameplay is good, though, and the storyline is engaging... definitely worth a play. You'll get seriously lost on It's Hidin' Time, I warn you...)
He sums it up fairly well. Note that there are only 5 Pfhor levels, not 6.
A two-level demo of an upcoming scenario. This one is plot-based... and it's good. I found it interesting that the first two comments I saw were (in order) "I like it" and "it's too hard!" It's definitely hard... especially if you go running around with guns blazing. First rule: read the terms. Second rule-see the first rule. I found only one bug, and it was minor... attention to detail is very high. Download this, then pester the team to finish the full article!
A simple little app to extract TERM resources from M1 maps, and reinstall them once you've edited them. Not totally idiot-proof, so be careful... but it fills a niche that's empty.
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.
4 netmaps, designed for larger groups (although a couple are quite playable with small groups), and an integrated physics model which changes the railgun (and makes it much more effective in netplay). The maps are generally well-designed, with lighting and flow tending to remove any benefits derived from sniping skills. Carnage rates should be quite high.
A very nice example of a technique first showcased in "the Battle Cat's World Tour Netpak" - Multiple textures on a single wall. Framing might just be one of the best uses of this technique to come to light so far.
A standalone version of Bungie's Forge FAQ v2.0, for easy access. Includes the Forge Companion (available tools) and as a bonus, a promotional page.
Beautiful but complex netmap in the water texture set, designed for large groups...
main elements:
main building in the middle with upper yard @ north and lower yard @ south.Underground tunnel connects the main building to the landscape view...
other elements
-sniper balcony accessable from the landscape view
-water pool @ south
-teleport chamber with shotguns @ north
Original B.ORG rating:
A sprawling, open map, with sweeping curves, nice lighting effects, and great flow. This is a really nice outdoor map for any groups of 4+ (I'd guess it's even playable with 3, but carnage rates will be lower). If only he'd stop making those JPEG readmes...
author's opinion:
Not my best map, but looks good. Lots of inspiration for other mapmakers ("realistic" 5D overlapping, smooth lighting, no bugs). Flow is poor in the main building, OK everywhere else. Propably fun with 4 skilled players, but due to it's complexity, the map must be explored first to learn the spaces & elevations...
Check it out and rate it, I've put lotsa effort on this one...
Trojan was one of the most ambitious Marathon 1 projects ever done. (In fact, it was one of the most ambitious Marathon projects, period... of any flavor.) The driving force behind that project, Hamish Sanderson, began, two years ago, to bring Trojan to Marathon Infinity... but many other projects got in the way, and the project was shelved. (There is still development going on in the Trojan universe... just not by HAS.) He decided, finally, to release the work they'd finished, for others to see... there are some amazing tricks in here. With the help of Adrian Bourke, this package sports a nifty installer that'll take your marathon files and turn them into a completely different beast... no muss, no fuss. Check this out...see what multiple TCs can do for your skillset.
A rather intricate technique that uses the marathon engine as a binary calculator to add two numbers. Its limit is 31 (as the total), and because the actual mechanism is shown, there's a long walk between the calculator and the answer... but it's amazing what you can do when you're free for the summer. (Really, really detailed explanation.) Definitely worth a look if you're curious about how far the engine can be pushed for non-standard tasks.
The last Marathon map ydnar ever made. It's been sitting on his drive until now... it's not entirely finished, but nearly finished for ydnar is polished like a diamond for human mapmakers. (Well, okay, it could use a little bit of lighting and sound work, and maybe some weapons placement... but it's pretty impressive as it stands.) Enjoy it...
Jesse Simko, creator of the eagerly awaited Muerte Machine, has uploaded this nice demonstration showing how to remove half of the warping effect which happens when a player changes levels. (He's eliminated the warp out effect from the start level... but not the warp in effect on the end level. He does, however, give some suggestions for diminishing the latter effect.) This should be very useful to anyone creating levels based in universes where teleporting makes little sense (Earthlike scenarios, for example), or to someone who's looking for a way to get around the 1024 poly limit on a single level. (You won't get completely around it... but if the warp-in effect can be covered up, you can certainly fake it pretty well.) Very nice!
If you've built complicated elevators (lifts, to those across the pond from us Americans), you've almost certainly run across a Marathon engine limitation which can make it impossible to use the action key to trigger the elevator control (punching or projectiles are all it recognizes). This happens because the active area for a switch comes at some fixed percentage of the floor-to-ceiling height, which may or may not correspond to where you've got a switch. HAS has released a quick demo map showing a rather elegant way around this problem. (If you don't understand my wording of the problem, download the file. It's pretty small. If you're making maps, it could help you make more elegant ones.)
By some incredibly lame oversight on my part, this seminal map never made it into the archives. (It's been finished for years...) It's the base for the Infinity maps Aye Mak Sicur, Aie Mak Sicur, Carroll Street Station, You're Wormfood Dude, and who knows what else. It started life as a huge M1 netmap, grew into an M2 netmap, was probably the first 1024 poly Infinity map, and is just one heck of a map. And now it's here. Sorry for the delay.
Two maps. One (Caverns) is dark, twisty, and has lots of explodabobs and MoaHs. Its main point of interest, though, is its creator... Alex Okita is an artist at Bungie West, working on Oni. This was his first Forge map. (The other map in the archive was made by a friend of his, and is a model of the friend's house. Lots of weapons, but in very specific places... take a runthrough before you play this one.)
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.
Three maps, a physics model, and the point of the whole package, a sounds patch. The maps have nice flow, and support a good range of players. (The texture choices sometimes need a bit of work, but...) The physics model is plainly insane, and massively increases the damage you can do with your weapons. (A film of one of the maps is included, so that you can see for yourself what happens.) The sounds patch, though... wow. Mostly digitized (and seriously modified) voices... it ranges from drop-dead funny to seriously surreal. This package is net only... but your local netgroup will enjoy the changes imposed by the various pieces.
Stretch is a cool Chisel plugin that allows you to stretch or mirror textures on walls. 3.0 is a pretty major upgrade that allows alterations of lines (on the automap), so that platforms can be hidden, and various other visual tricks can be performed. Well worth the download if you're building cool maps...
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.
This is billed as a preview for Marathon 5, with a test map thrown in so you can see the new shapes. I'd say it's one heck of a fun quickie map, with some nasty exploding drones thrown in for your sidestepping pleasure. (Don't fall off the walkway... down is death.) My only disappointment was that there was no ending message... when you're done, the term says the same as it does when you're not done. Ah, well... it's a test. Go read about it at the Drone Test Page.
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.
A small app that allows you to browse all the terminals of Marathon 2 and Infinity-text, pictures, everything. Find the terms you missed the first time through. Read the messages you would have seen if you had gone back later... see Bungie's secret M2 term without swimming in lava. Latest update adds support for tag sections.
While Forge has a great visual mode, (one of it's strongest attributes) it still lacks a lot for creating and editing terminals. This version works with Infinity and fixes a few bugs with the earlier version... This update includes a requested manual. It also allows you to veiw picts from within Hex!! Latest update adds support for the recently discovered tag activation option in terms.
Bo says it better than I would... from the readme:
"Marathon Map Splitter takes a merged Marathon scenario file as produced by Forge and splits it into individual map, physics, and terminal text files for each level. It also extracts any resources into a "Terminal Picts" file. It is the exact opposite of the "Merge Levels" command in Forge.
This lets you do things like peeking at other people's physics models (ever wondered how to make a potatoanus?), fixing the bugs in Blood Tides of Lh'owon, and converting old Pfhorte-generated scenarios."
Another must-have for scenario builders! 1.0.1 added the conversion of platform info (yes! you can now go back and forth between Forge and Pfhorte!) and a few other things. 1.0.2 fixes a bug which prevented the editing of some Pfhorte maps, and adds an "N" before network level names. 1.0.3 works around physics file weirdness. 1.0.5 added picture conversion from Win95 maps, and 1.0.6 fixes a bug in previous versions that eliminated notes. 1.0.7 adds support for tag sections.
In the spirit of Jason Harper's "Heartbeat" comes another "cutscene" level that you can add to your scenario. Or not. It's definitely worth watching, though... and the vistas opened by this pair of maps are pretty wide. C'mon... it's only 15K. Check it out!
A few loops, and a flushable toilet. Lots of ammo, and lots of weapons... high carnage. (Beware the yellow and black assault on your eyes in certain parts of this map...)
A tall cylinder, filled with openings and interconnected passageways. Physics allow you to drift... main weapon is the nuke gun, which can lead to some nasty suiciding if you're not careful. See how good you are at shooting on the fly!
A small circular killing field, surrounded by an outer ring and filled with just enough stuff to make life interesting. Lots and lots of invisibilities... Pass through the center to kill the lights, pass into (or out of) the outer ring to bring 'em back up. For added fun, the Tempus Choir is replaced by Alvin and the Chipmunks. A fast-paced blast.
A rather convoluted water-filled map, with the rhythm non-trivial to learn... but once you've got it down, this is a pretty cool map for medium to large groups. Lots of secrets, lots of acceptable strategies... nice construction (although on slower machines, it's a dog). Well worth the learning curve.
Three maps, of various sizes. Construction is attractive, but layout can be a bit confusing. These maps take some getting used to. Once you have the geometry down, though, the flow is quite nice. Lots of curves, lots of exits, lots of fast elevators, some nice tricks. For some incomprehensible reason, two of the three maps haven't been merged, causing that annoying "not made by bungie" message at startup. Worth it, though...
An update to a very interesting solo scenario. Flow is quite good (although figuring out what to do next is not always easy), and level design is great. The spnkr-toting bobs fire four shots at once... they can be seriously deadly in tight places. There is a tendency to overdo on the baddies (especially evident on the second level, which would have been much more enjoyable if I'd found the save buffer down below), but overall, it's really playable, and it keeps the adrenaline level extremely high. This latest version is identical to the previous version, except that the 24-bit chapter screens have been JPEG-compressed. This does three things: it halves the filesize, it REQUIRES that QuickTime be installed in your extensions folder (otherwise, you'll see no picture at all), and it ups the memory requirement a little bit. The first result (filezise dropping from greater than 3 megs to about 1.25 megs) easily makes the second two worthwhile.
Exports Marathon2/Infinity maps in a variety of 3D formats. Useful for porting to other games, or for making cool term art for your solo scenario. Comes with source code, so you can do with it as you see fit. You can see a couple of samples of the output, imported into Bryce: AyeMakMetal.jpg (118K) and WaterlooMarblepark.jpg (200K). Updated with new info-if you already have this file, you can download just the new documentation (227K). This update adds support for the M1 format (including correct handling of texture numbering).
A different Marathon Soundset for System 8.5+. Interesting... a bit strange, but interesting.
A much-needed guide to the ins and outs of physics model editing, using Anvil. Arranged in html format, it's clear and easy to navigate. Still missing a little bit of information, but if you're working with physics models, you definitely want to have this around.
A 4-level demo of an upcoming Scenario. Mapmaking is pretty good, although there are a few bugs here and there. Gameplay is fine... it picks up as the scenario goes along. The story is still a bit murky, but that's probably intentional... an enjoyable couple of hours, overall. Comments (at least constructive ones) should be sent to the author, who's pretty responsive about fixing reported bugs.
A solo net level, very well done. It builds on the Rocket Marines patch, and sticks you in an arena (actually, a pair of them) with lots of ammo, lots of powerups (don't worry, you'll need 'em), and some truly beefed-up computer opponents. You've got marines firing grenades, jugg missiles, and spnkrs... and you've got pfhor firing guns! Nasty... If you can't get the adrenaline flowing with a few minutes of this map, you're probably dead. This update adds a second version of the map, which acts much more like a practice net level (everything shoots normal ammo, and all marines move at normal marine speed). Several performance and aesthetic tweaks were also added. If you can stay alive for more than a few minutes at TC, consider yourself good at this stuff.
The spoiler guide for Tempus Irae 2: The Lost Levels. Lots of useful info and insight from each level's creator. Inexplicably not here before now. (It was created almost 3 months ago.)
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...).
A chisel plugin that does one thing-it allows you to set how many alien ammo objects appear on a level. (Forge ignores these even if you place 'em... but this way, you can have a non-expiring alien weapon.) Included because it wasn't here.
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.
The closest anyone's ever come to a cutscene level. Pretty astounding, even given the limitations... play it to see what it's all about. (It's cool. Really cool.) The author gives permission to incorporate this into your scenario, and even offers to customize it for you. Amazing what he thinks of...
Two Trojan-related spinoffs... Landscapes 1 and 2. Day and night, in lots of red tones. Rendered beautifully in 256 and Thousands. Send Hamish fan mail if you want him to release more of his odds and ends!
A fast-paced, moat-around-a-hill map with access via four elevators and a few teleporters. Construction's quite nice, flow is great. A four-player film is included. Great for KOTH...
Produces an amazing array of info about a map (or a folder full of maps), including all basic stats (polys, floor space, weapons availability, textureset, etc), and some aggregate stats on multiple level maps. It was inspired by MapInfo, but generates much more information. This update is a complete overhaul. There are statistics on new things (including textures, lights, liquids, and sounds), and special value statistics, and the source is completely Loren's (all of Kirill Levchenko's code has been replaced). Source is included.
Have you ever wanted to allow players to destroy walls, or other types of large environmental objects? Here's a tutorial that shows you how to do it. Perfect for the scenario maker who wants a spectacular effect in their project... (I actually had to redownload An AI Called Wanda to make sure a similar effect wasn't used to make the hull breach in Station Alpha (the sequel), but it seems that was just a hole. I have a recollection of it not being there when I started... but there aren't any platforms in the area. As far as I can tell, Mark's come up with a completely unused technique... and a pretty wonderful one, at that.)
A single level solo scenario. You wake up in a strange room, with a magnum that shoots pfhor bolts instead of bullets... flow is good, the level is hard (though not as hard as Harry's other maps), and generally, completion is possible. (There's at least one suicide trap.) Blasting stuff with pfhor bolts is a rush in itself. Definitely enjoyable...
A single level solo scenario. In a lot of ways, it reminded me of a map for M2 called Descent (except that it's far less buggy than Descent was). The title seems to come from what's gonna happen to you a lot of times, playing this map. It's really, really hard. (Playable, but hard.) Minimal save terms means you're gonna keep doing it till you do it right. Construction is pretty good, and flow is straightforward... there's one suicide spot that I found (a really annoying one, too), but mostly, you just gotta keep going till everything is dead. (The final battle is a real adrenaline rush.)
A three-level (but pretty short) solo scenario. There's a plot, but it's sort of irrelevant... the game is focused pretty tightly on action. It's difficult-the first save term is most of the way through the second level. (At least the first one I found.) Map view helps (some of the areas are labeled, and the labels can save you a bit of headache later). There a few secrets, but mostly, it's just "figure out how to kill 'em all before they kill you" carnage. Definitely worth the runthrough.
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.
7 maps, mostly small (except for the last one, which is quite large). Author says they've been tested with 1 and 2 people... it's doubtful larger groups would have enough weapons and ammo. (In most of the maps, larger groups would trip over each other.) Comes with a bunch of bonus physics models.
Four towers surround an open arena. The cool thing about this map is that when a tower is occupied, it's lit up (both inside and outside). The nuke gun is in the center of the arena, so while the towers provide cover, he who forsakes that cover is provided with a weapon that can overcome his weaknesses. If you die in a tower, that tower stays lit... so there's a limit to the novelty of the map. It's fun anyway.
A nice arena with a raised hill, and side passages for added flow. Death rates get quite high when players can shoot across altitudes... Now tweaked with better weapon/ammo placement. This map was originally built for Evil, but the first release actually used Tempus Irae textures. This release is in two flavors, and I must say, although I liked the Tempus version when it came out, this map rules with Evil textures/weapons!
A nice arena with a raised hill, and side passages for added flow. Death rates get quite high when players can shoot across altitudes... Now tweaked with better weapon/ammo placement.
A large, concentrically built map, with rings of passageways around a central force-fielded square. Comes in two flavors, with the second map being an expanded version of the first. Nice construction, and good flow all around...
A 5 map collection (well, 6, but one is not accessible, either in network or solo mode, and crashes Forge pretty hard). Mostly small, with pretty plain lighting/sounds Nice for pairs (except for Trax Re, which can fit more).
A tiny program that's been around forever... just lost from this server. It will take a Marathon 1 Music file and split it into individual tracks, saved as quicktime movies.
Six maps, mostly quite good. (Lords of Chaos is quite buggy, but it seems to be alone in that.)They range from smallish (It's not a Tomber has fantastic flow for a small group) to very large (Embrace the Madness could swallow 5 or 6 without too much trouble). A good combination of styles here... almost everyone in your group should be able to find a map they're comfortable on.
Replacements for the existing Alien landscapes (night and day) in both Infinity and M2. More realistic... and this version contains Hamish Sanderson's modifications to make the 8-bit versions look almost as good as the 16-bit versions. Use 'em... or check out Marathon: Fell to see them in use.
A set of techniques useable by mapmakers attempting to force coop players to bypass areas that solo players need to pass through. Simple, clearly explained, these have some limitations (spelled out in the tutorial), but should work quite well regardless. They are far simpler than either Coop-Only Level Bypass Demo or Counter Revolutionary, both to build, and to use. The platform tags mentioned are the Pfhorte versions, since that's what the author uses. Yet another cool tool to extend the marathon experience...
An interesting demonstration of a technique that can (usually) weed out the cheaters from those that aren't using cheats in a given solo scenario. It doesn't always work, but it should work enough of the time that you (as a scenario maker) will get much less mail complaining about problems from people who only encounter those problems because they've cheated to a place they shouldn't be. (It was inspired by, to some degree, Jason Harper's Level Detector, and can be similarly used to control where a player goes based on his playing style.) Like others in this genre, most of the information will be found in terminals within the demo map.
A mostly enclosed, tight-hallwayed map. (There's open space, too, but the dominant type is closed-in.) A few minor glitches, but mainly pretty nice mapmaking. Flow is good-there are multiple exits from most areas, and you won't get hung up on edges too much. Effort has been put into lighting, which (because of the mostly small spaces) shouldn't affect framerates. (The map could use a bit of sound, though...) Comes in two flavors-heavy on the weapons and ammo, for large groups, and lighter on both, for smaller groups.
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.
A huge arena surrounded by rising hallways. With big groups, this might be fun, but smaller groups would have a hard time getting close enough to kill. There's a switch in the central pillar which I don't understand at all... all it seems to do is make the upper hallways vulnerable from below. Since only those in the upper hallways can flip the switch, it seems, well... pointless. (I suppose it also makes the area around the hill targetable from above... but there is much more freedom of movement down below, so it's more dangerous to those in the passageways.)
A simple concept, elaborately (and extremely well) executed. This is an arena for testing monsters. Standard monsters, custom monsters... doesn't matter. You get lots of ammo, and a safe island, and a setup that allows the release of exactly the number and kind of monster you'd like, when you want it. It's way more elaborate than you'd ever really need for this task, but hey-if you're going to do something, why not do it right? If you need a test map for your new monster, this would work quite nicely.
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.
A remake of the first outdoor area from Kill Your Television, with the addition of a pair of Juggs. Sort of weird... there's tons of SPNKR missiles here, but not one SPNKR. The physics model included, though, gives you missiles instead of grenades, and a whole boatload of 'em... so you should be okay. I suppose.
A four level solo scenario. Mostly well-built, with nice architecture, and decent gameplay. Play would be better, I think, if it weren't quite so predictable (it became pretty clear that when you walked into a room, several baddies would teleport in to fight you; not all that much suspense...). Also, it suffered from a few glitches in mapmaking... terminals and pattern buffers would appear and disappear according to the level's areas... but even covered or retracted, they worked, defeating the purpose of covering or retracting them. On the whole, though, an enjoyable play... the final battle is definitely adrenaline-inducing. (Of course, the fact that you can avoid it altogether is another question-mark...)
From the master of cool tricks comes a bizarre, but thought-provoking idea... a mechanism by which you can determine the difficulty level at which someone is playing. The included demo simply has different terminal messages for each difficulty level (kindergarten through total carnage), but you could, in theory, use the technique to decide where to send a player, depending on what level he's playing on. The possibilities are pretty far-ranging...
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 pretty neat demo of two walkways on top of each other. The technique uses scenery items to fake the look of the walkway, so you don't look like you're floating... it seems pretty clear that with a little bit of artistry, the proper scenery items could be created to make the upper walkway look nearly flawless. Also contains an intriguing extension of the author's untextured wall experiments.
He's done it again... In response to Mark Levin's Coop-Only Level Bypass Demo, Jason has once again extended the scope of the marathon engine with a cool new tool. The enclosed map shows you how to set up a counter that can count events (number of players appearing, number of secret areas, you name it). The attached readme adds a few extremely innovative potential uses for the technique... if you're making a solo scenario, download this and process it. Use the technique... make Marathon better.
Two very good levels from what a great marathon author. The first level Translation into Loyalty, consists of a few mini arenas with the Tempus Pfhor texture set. The second, I Used to Be uses the outdoor enviroment from Tempus. Two very fun levels that can also be played solo. 1.4 update tweaks lighting, textures, and layout to improve gameplay.
A small level with a pit reached by two long mirrorimage corridors. You got enforcers, you got vacuexplodabobs, you got a jug... you gotta kill 'em all, and still find your co-players. Would be horribly crowded with more than two or three.
In the author's words, a "glorified Return to Thunderdome". (That's like saying that the Titanic is a glorified rowboat, but who am I to disagree with an author?) Designed as a "net simulator" (which means it requires the Rockets of Fury Shapes patch to turn bobs into rocket-totin' cowboys), it pits you against a passel of nasty bobs in a gorgeous, fast-moving arena. Look for the additions... some of them are truly spectacular. (There's a texture that probably shouldn't have been used as a landscape texture, but it's really my only gripe.) I found carnage rates to be pretty high playing against 8 bobs... I'd imagine that several real opponents would give you the same thrill.
A small mazelike map, with an embedded physics model that keeps you on your toes. (It's designed to be played solo-the SPN stands for SIngle Player Network.) You get one magnum (and, if you kill the infrequent vacubob, a fusion pistol), and your job is to kill as many bobs as you can. (There is no end.) Good for target practice... the bodies really pile up. Enough recharge canisters appear that you can keep going as long as you want to.
Three Infinity net levels (Duality, Morpfhine, and 'Fugee Camp) retextured (and weaponed) for Evil. Nicely done... Morpfhine with nuke guns is a blast!
A small square arena with a pit surrounded by a ledge, four pillars, and four rooms. Vacubobs and devlins will duke it out in the pit... you can watch, or you can jump in for the nuke guns. (There's only one elevator out of the pit, but the devlins are stupid enough that if you can beat them to the elevator, you're safe from them.)
Wow. Mark wanted a way to set up a level such that coop players would be forced to bypass the level, but solo players would have to complete it. He asked for advice on the discussion forums at Marathon Central, but didn't get any answers... When he came up with a solution, it was complicated enough to warrant a writeup, so here it is. It's actually a demo map, showing (and telling, with detailed terminals) exactly how he accomplished the feat. (It's way more complicated than you might think...) The technique's biggest drawback is its resource utilization... 26 platforms used to divert players to the proper exit. As I read it, I thought, "There must be a better way..." but if there is, I can't think of it. This is very advanced mapmaking... not for the squeamish. If you're at all interested in player control, though, this is worthwhile reading.
A six-level, action-packed solo scenario. This was released (and announced on alt.games.marathon) last fall, but there wasn't any active archiving going on at the time. I ran across it again recently, and spent the last two nights (till very, very late) beating it... I found it really addictive. It has its problems (sound design could use some work, there are a few untextured walls, that sort of thing-what it could really use is serious beta-testing), but overall, it's quite good. The adrenalin factor is very high-there are several areas that are just nonstop. Ammo placement is great-most of the time, you need to watch your usage, but sometimes you can just go crazy. The storyline is a major plus. Really well written, with hooks that keep you interested to the very end... more scenarios should take this sort of care on their storylines. Sometimes you'll feel like you're just looking for that next switch, and on one level I was very unhappy with the lack of direction (getting out took too much guesswork), but these are minor... the play is great, and I'm panting for the next installment!
Not technically Marathon sounds, but rather a MacOS 8.5 SoundSet. Pretty well done, overall... a few sounds are rough, but so were the originals. If you use SoundSets, and would like to make your system more Marathon-like, download this today! Update adds a sound for dragging an icon.
Bungie's Duality, modified with Bobs that shoot grenades or lava globs. The idea is to give people without access to a network the challenge of a net game. (SPN stands for Single Player Network.) Works okay, except that bobs will never shoot like real people... and not much care was taken with the physics model. (Although the shots are right, the sounds aren't... sort of strange when you hear pistol shots,and turn around to see lava globs coming at you.)
A space station with one large central room, and several outlying areas. Nice views from the hallways... and the staircase in the central room adds to the flow dynamics. (Not quite as effectively as it could, since the switch to raise and lower it is on the bottom level-if it were on top, you could trap people in the hole.) Big enough, and spread out enough, that two players might get bored.
A nicely done outdoor canyon. Frenetic at first, because of the baddies waiting for you, but once they're gone, it's quiet again...There's a fast-moving river through the middle, with access to an underground cave, and plenty of nooks and crannies. A single manmade room overlooks the field, with teleporters to various high points. Probably needs three minimum to obtain decent carnage rates.
A very impressive solo level, with fanstastic puzzles, plenty of carnage, some way-cool tricks, and a storyline that ties in wonderfully to the original Tempus Irae story. It feels like an original TI level, although as far as I know, Dispatcher had nothing to do with the Nardo team. I'm pretty amazed with how much you can get into a single level, actually... Play this one, it's great. (I can't remember the last level I found myself leaning forward against my desk, fighting the current...) Update tweaks a few things for better gameplay, and adjusts map goals to allow finishing the level after cheating.
A preview of the upcoming scenario, Hoth. This contains a single solo level and two net levels... definitely gives you a flavor of gameplay. With a little work, you can find several additional weapons... the mines are pretty cool! I love the AI... but I'm not sure how big a role he's gonna play in the final.
The only game in town for PC users wanting to build maps. A few glitches, still, but all in all, a nice program. (I haven't used it, really, beyond opening it and seeing what sort of features it has... but I've done a bit of work cleaning up maps made with it, so I know about the glitches firsthand.) Shareware, $10.
Most of the posts on the news group lately has been with folks needing help with this level concerning Marathon Infinity. Nick Lewis along with some help from Gary Simmons has put together a spoiler guide with text and picts that should help you through the level. This is a bin hexed file that you will need to debinhex and unstuff. Once unstuffing is complete drag the whole folder into your browser and use the "open file in browser" command to view the pages...Open up the "Main" folder first to read the first page... Joe Gardner has updated this to be standalone (that is, it no longer relies on broken links). If you're having trouble with this level, you'll find the updated file much less frustrating than the older file!
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!
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.
Wow. I wrote up a small tutorial to help people create terminals with more than one message in them. The day after I released it, Bo Lindberg sent me mail explaining that I'd taken the hard road, and that there was an easier one. (He also sent along a quick demo map.) I planned to add his info to the tutorial, but backburnered it... Two days later, I got mail from Jason Harper, who explained that your options in this field are nearly unlimited, and sent along a demo map, with a promise of a full tutorial to come. Here it is... and if this technique interests you, you need this file. The example map has a total of 8 different messages, depending on what combination of three switches are thrown. From the creator of "Missed Island", a map that revealed a Forge master at work, comes one of the most informative demonstrations I've seen of an advanced mapmaking method. Download this, learn this, incorporate this. Make cool maps. Give Jason more stuff to play, and more incentive to teach new groovy stuff.
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.
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.
An open shallow pool with several simple corridors around it. Hallway space is tight, so if you're out of ammo, you're dead. Carnage rates should be high, especially with aliens on...
A large arena surrounded by multilevel ledges. Lots of weapons, lots of ammo, and lots and lots of bobs... smaller groups will have trouble staying alive long enough to kill other humans, because the bobs will gang up on you. Larger groups should be okay, though...
It doesn't get much simpler than this. A big figure-8 racetrack, with lots of baddies, and lots of stuff to kill 'em. (And your friends, of course.) All starting positions are in a row, so you could play this one as a real race... first one across the finish line wins. (Mario Andretti never had to worry about being shotgunned from behind...)
A 5-level Nethop, although I'm not sure what happens when 4 of the maps use standard evil physics, and the first one uses a custom model... In any case, these are really well-constructed levels. Fine attention to lighting and sound, and lots of thought to flow. My only real criticism might be the superficial similarities of the various levels (with the exception of Castle Evil)-it might be hard, at first, to figure out exactly which map you're in. The first level was entered into the Evil map competition, all the rest are new levels. A very nice pack.
It's hard to know what to say about this one. It starts out slow, and there are lots of sloppy mistakes-spelling is atrocious, lots of untextured sides, baddies stuck in walls and ceilings... but there's also some great mapmaking here. There's a bunch of new art, some of which is pretty good. (Some of which is hard to look at, as well...) Lots of cool tricks, like a shuttle transport that looks like a shuttle transport, a fun hacked-up bob hologram, the list goes on. There are also lots of annoyances... like, pick wrong in the lady and the tiger puzzle, and end up frying slowly. Don't do what you're told, and end up frying slowly. Hit the wrong switch, and get squished. These I suppose I could forgive... but there were a few one-shot doors that made me start over again, because once they've closed, you're done. This is less forgivable. Bottom line-hey, it's free. Download it, play it, overlook the little stuff, give Hippieman grief about the big stuff. Maybe he'll fix it. Learn from the fun stuff. (Monster placement, for example, is quite good, at least when monsters aren't embedded in solid surfaces...) Oh, yeah... one last caveat-although the readme says you need Infinity 1.5, you really need 1.2. If you have 1.5, you won't be able to use the patcher. (Hippieman mentioned he was going to fix this.)
A nicely done set of GIFs covering all the solo levels in M1. (Yes, it's been done before... but I don't think any of the originals are in the Archives... and these are pretty complete, with secret areas, save terms, and rechargers.) Worth a look if you're working your way through M1 again (or for the first time...)
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 tutorial (with nifty pictures and an example map) showing how to allow multiple messages on a term without tying them to full level goals. That is, if you want to change the message on a term after a particular task is completed, but before all the level tasks are completed, this little guy will show you how. My wife says I wrote it because I was feeling like a cool technique we used a few years ago was unappreciated. I'd rather think it's useful info for the Marathon community.
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!
Big, dark (mostly), multilevel, very nicely constructed. Great flow.
A simple arena, in principle... but play it for a little while, and you might change your mind. The hill is accessible via 5D passageways from the outer ring... and you come out on the far side from where you started. Big weapons are on the hill, everything else is in the pit surrounding it... and to make matters a bit more complicated, 3x canisters can be found in sort of hidden corners (we found ourselves shooting at them just out of principle... you never knew when someone would be in there). Adds up to serious carnage, with anything more than 2 players.
A small, tight map, with no open space other than corridors. One autogun to keep you on your toes... and be aware that most of the weapons/ammo are in the small rooms, not in the corridors. Interesting physics model.
A couple of levels, and a small shapes patch. The first level is seriously claustrophobic, and you'll be hitting your head on the stairs every time you go down. The fun part comes in with the small shapes patch... it gives bobs the opportunity to kill you with more than their normal weapons. (They don't look like they're using flamethrowers and SPNKRs, but they are...) If you can beat this level solo, you're a damn sight better than I am.
10 maps, all small, most quite nicely done. They're not new, just new to this site. Great for 2-3 person games. Simple, fast, clean... carnage in its pure form.
13 maps, various sizes. Most (all?) were released under the name Netmap13. Still good levels... a few have been redone in the Unsavory Tidbits (M2) version. Not new, by any stretch... just new to the site.
4 net maps, mostly complicated and large. Intricate construction (except for the first one, but read the readme), interesting lighting. You'll probably want to test 'em in a practice runthrough before you actually play... it's easy to get lost. Lots of thought to flow, though, so once you understand 'em, they're wonderful.
A small arena with a surrounding corridor, and a subterranean waterfilled network of access tunnels. Nice attention to detail, but there are two problems. The tunnels are pretty long, with no exits other than at the ends, which makes it easy to get trapped (I'm not really fond of underwater netmaps, anyway), and the weapons/ammo are really light. More than 2, and you're gonna be duking it out with bare fists.
A large, convoluted level with lots of staircases and chutes. A little too much use of the safety hazard texture, but other than that, a very nice map.
Detailed information on reactivating (or activating, depending on your view) the unused slots available in the M2/Mi Sounds file. This is a great way to add new sounds, without losing what's already there. The doc mentions that you can see the technique being used in "M1->Mi Hunter conversion patch that this doc is bundled with"-while the patch does have these docs bundled, this version is just the docs. If you want the patch, you need to get it from the Alterations section.
A patch that incorporates the hunters from the original Marathon into the Infinity environment. Replaces the MOAH with a big black hunter who fires nasty firebolts... pretty cool, but the readme gives directions on converting back to something more traditional if this bothers you. Comes with a sounds patch that adds 8-and 16-bit versions of the original Howl (much preferred by many old-timers), and detailed instructions on using the unused sounds slots in the Infinity (or M2) sound file. All of this is ready to add to your own scenario, if you'd like to do so... the necessary physics model is included as a separate file, as well as being merged into the test map. All in all, a pretty cool patch... brings back the old times!
One question that has come up more than most is "How do I get the Marathon CLUT in a form I can use it?" Hamish Sanderson has answered that question, with two files: a Photoshop CLUT file (directly importable), and a PICT containing all the colors in a nice grid, that you can eye-dropper anywhere you need in any painting program. There are also some very useful hints on making Marathon artwork in the readme... if you're doing serious work in Anvil, and having troubles making things look right, get this file. 'Nuff said.
Documentation for the Marathon Map Exporter. Contains info on exporting to various 3D games (including a few upcoming ones), and some discussion of the evolution of 3D games. Worthwhile reading for anyone looking beyond the Marathon universe for first-person-shooter games.
A nice-looking level centered around a big open area with the hill in it. Lots of sniper perches, lots of ways to die. (For example, there's a lava column that it's easy to brush jumping out a window... there goes some health.) Ammo is pretty scarce, but the author said he set the level up to kill you fast, so this isn't a problem.
A series of courtyards, connected by stone passageways. Very castle-looking. Fantastic attention to detail, especially in the lighting category (although sounds seem to have been neglected). For big groups, this provides a nice balance of open space and tight corridors, with just enough entrances to give someone an out if he's getting shot badly. (For smaller groups, you might be hunting for someone to kill.) Weapons and ammo are segregated... you'll most likely be using the same weapon until you're killed.
A large, sprawling level, with several open arena-like areas, lots of stairs, and some funky tighter passageways. Ammo and especially weapons are a little tight... but 3 or 4 should have no trouble at all.
Sebastian is 14 years old & puts out a very handsome & complete Read Me file. And the Map ain't bad either! Semi-Rectangular with ledges & Troopers that are just about invincible, Bob's in background blabbing away like they do. Recommended for 2-4 players. Fast & Furious here. Great future for this map maker, good job!
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A small map in the Everyone's Mortal But Me style. Nice flow, with fast-moving elevators to get you on the hill, well-judged heights, and good cover potential. Weapons are limited to fusion pistols and the occasional spnkr... groups of more than 3 might find ammo to be a problem. Oh, yeah, and if you leave aliens on, you might have some trouble keeping an eye on your friends... Update changes the aliens present from jugs to hummers (still need to watch 'em, though...) and ups the ammo quite a bit. (Adds assault rifles, as well.)
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Package includes two films both of which show solo play against Rocket Bob's. KOTH play with a very difficult Hill to defend. Will support two players, crowded at 6. Small map, fast & furious, short time on your timer. No Bob's with Map.
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Polygons is right! Many many many, tied together in water medium. Slim ammo, freestanding islands to defend as perhaps little bitty KOTHs type play.
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A large shapes patch. No other description given.
This is so cool! You're on earth at some future date and there's rioting in the streets. No Phfor Staffs to strike you here. But hey, you can handle those Molotov Cocktails the rioters are tossing, yes? Two levels which have you going in and out of houses, backyards, alleys and the like. Radiation is the problem in the USA on one and a captive to be rescued somewhere in Paris on level two. Textures are wallpaper & paint, bricks and tiles. Gee, this is so refreshing! AI is a corporation-type who issues you directives on what has to be done. Watch our for those sequenced doors at the entrance to the reactor. Ouch! Most highly recommended, worth a download!
We've got one! A Map Maker in the budding. Mr. Balmer was twelve years old in 1998 when he was building this scenario. Seven levels and you will be able to tell from various terms and textures who his favorites are. Screens from Olaf Fub, terms & Monsters from the Earth Series, they're all here. But, surprise surprise, this is one clever map with a few tricks thrown in. The terms/storylines are a bit more mature than you'd expect. Comes with sounds & shapes patches (Anvil) as well as an application patch. Wow! Way to go Robin, Good Show! Note: other budding map makers should take a look.
This is Gansterz all over again, Homie. Well, at least the Intro Screen. And the dudes. Four levels, comes with Shapes patch & Sounds (Anvil). You awake to find that the Government is killing off all the homeless, poor, and displaced people so that America will be a happy place full of only the rich. Not cool at all. Four levels starting in NYC. You might like this Map if you liked Gansterz, although the two are not related. Mr. Heise has done some spectacular stuff, we don't think this qualifies as such but still very playable
hummmmmmm 'Test' is probably not the correct forum. Medium size turf area with Troopers running around. If you used the Shapes & Sounds patches (Anvil) the only weapon available to you is Flame Thrower and it makes a ìgulp gulp gulpî sound when fired. Troopers survive fully intact. Author wants feedback but we don't know what he's looking for.
This guy's the master of flow. 20 maps, all beautifully laid out, plenty of weapons, no getting stuck on a slow elevator, not a texture out of place. Gorgeous. You could stay busy with this one for weeks.
Another edition, later one too. German terms hold you back, to a point. Whereas we couldn't manage level one, "Go For It", at all in the previous edition we almost made it here. Where is that second chip? Does have a room full of ammo you have to look for. Pattern Buffer for saves, but no cheating, darn. Level two, "This is just the Beginning" is a very nifty Net (we think, what else when a room has ten shield canister thingy's and ammo up the you know where). Term we can kind of read says friend is in trouble. This level is also full of aliens of assorted stripe. Level three, Net/aliens/Boomer in the hanger. Level four is back at level one. Maybe third time will be the charm edition of this scenario.
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Two Maps, TI application rules! Read Me has to be converted, it's a dialog in movie format; but what a Read Me! Everything here, explicit instructions. Twenty minutes play recommended with players/teams only way to go. Towers/Castles with jails and various entrys, switches to lock in/lock out opponents, raise/lower a drawbridge. Beautiful layout, leaping to ledges allowed! Winding paths puts one in harms way from any Team's sniper who has the 'base'. 1x here, 2x there. Advantage; more ammo in certain areas. Infinity map, exactamundo layout, textures only difference. Appeared in modified form as "I Do Not Want This" In Tempus Irae: The Lost Levels.
A three level solo map that has you chasing after some pfhor again for Durandal. The theme of this one is for you to wipe out the remaining baddies on a planet and then you will get to the final level. I found just a couple of smears and texture problems but on major damage, you will definitely have some battles to fight. Make sure to save your game often.. Level design is good, and very good in some places. Except for a few instances, flow was quite good.
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This is an excellent example of superior net map making. All the elements are here, stairs, transporters everywhere, sniper spots, up high/down low, elevators, 2&3x rechargers, life canisters AND an enormous amount of really tuff Flick'ta running about to distract you from your goal, killing your best friends! Recommends 2-4 players. Good job here.
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Unknown what this is as no description was given. Patchers your shapes... has no readme or description. USE AT OWN RISK.
Unknown what this does, use at own risk.
Some new weapons.
This package contains two Maps; Last Rites at 3 levels, a work in progress. Author wants feedback on this one, tell him what you think. This is a very handsome effort; twisty, great play. Can you spell Rocket Launcher? If you can't you'd better learn fast! The way this scenario opens and continues to surprise is worthy of a looksee. Great use of design and not a few surprises. Download City, do it! Barbarians at the Gate is a one level puzzle map. Not mentioned in the Read Me but quite a puzzle. This player no doubt forgot something as we couldn't get the term to work. You try it. This guy is good!
Four map levels here; one solo, two net (sort of) and one novelty. This is from/is the original Dispatch scenario (#1) for solo play called Up Periscope. Pattern Buffer in a Net game? Next level (cmd/cntrl) opens to a Tau Cetu intro screen and it's a map you've seen but now called Speed Bump, amount of ammo suggests net play. Level three (cmd/cntrl) is Bob's Screen Saver, just let it run, don't play. Pretty amusing. Up Periscope (4) is a shortened version of longer Up Periscope, but in water medium with Troopers & PB
This eclectic ensemble emphasizing second-party euthanasia echoes with experimentation. Mr. Trebes is very much a work in progress as here you will find intro's, opening screens (Hawaii?), mission sort of, some familiar levels (7 in all includes a final Net for up to "8 players"). There is enough ammo on a level with a Pattern Buffer (also) that you wonder . . . Well, enjoy the carnage and all the Juggers. What next Nathan? E for Effort as a budding Map Maker.
An astounding amount of mileage for a small, tight map. Pretty good too. Way in it even has a Pattern Buffer (personal fave) to assist you. Combat training turned into combat mission. Articulate terms. Spoiler-type Read Me.
Another Infinity scenario from Germany no doubt as the terminals are in doitch. Or perhaps Deutch. German anyway. No Read Me. Couldn't get the lead out on the first level. Second or third, what to do what to do. Not a lot to get into here. Download but be advised Management shall not be held responsible for any dissatisfaction on player's part.
Mattias lives in Sweden and our thinking is he's a newbie at map making. The Z.o.G. Corp. is the AI in the terms with a primary directive on each of three levels; kill everything & report back here, but destroy circuits first. Or hit switches first. The story lacks greatly in continuity. Needs some kind of path to accomplish objectives as you find yourself running 'round and 'round wishing for some clarity and a way to find what you need. From a term on level three: 'the cadetts are revolting', how true. However, a big however, if your aim in life is to flatten aliens, blast your way around elevators (always the same), wind through corridors (always the same), swim through a myriad of underwater tunnels (always the same), you might appreciate this scenario.
This is a very straightforward Infinity Scenario, nothing new. Find the chip, flip the switch & kill the aliens, which always come in bunches & make life easy. Although all text is in German & lengthy, you can pick out "reactor" and the like. Pretty good use of platforms. Standard aliens too with one potential suicide area, but keep at it. Anyway, shut down the reactor, close the Bay doors, etc., etc. Can kill an afternoon, no sweat. This game is extremely clean by the way. Try it if you don't want too much of a challenge, the author did okay.
Kids! This is excellent! Would like to know the author because he's got a handle. Six levels, each one a very different venue but a basic mission involving Boomer & data chips with Tycho trying once again to entice you to his side and dissing Durandal. There are five levels with number five transporting you back to the game screen as though you were through, BUT, there's a sixth level where you can just fool around as apparently the author did. Many, many terms on six with one stating an objective signed by Bernard Strauss Jr., Science Officer. 'Member his father? Suspect this may be released when completed & signed by the generator of such a worthy effort. A very good scenario, will keep your interest all the way through. Prison level, Boomer level, vacuum level, this one has it all. Highly recommended!
A large square net-level. A head height ledge runs around the outside wall reached by four elevators. The center of the level is more enclosed (lower ceilings) with a pillar containing three shield rechargers. Game play is fast and furious - even more so due to the merged 'speed-up' physics model.
A pair of net levels that you'll either love or hate. The first is a simple arena, a wide walkway around the outside and eight narrower walkways crossing over a deep lava pool. All the textures are set to slide/wander causing some disorientating effects, although with the amount of ammo available, you'll be too busy killing each other to notice. The second level consists of two large square areas - one is made up from 8 rooms surrounding a central hill, and the second from various corridors and water columns. Teleporters link the two. Again, the texturing uses slide/wander and landscape for floors and ceilings (as well as some untextured sides).
Technically, a 3 level netmap. The first consists of a small room in which all players start, and an a small outside arena hovering in the sky. This would get too packed for more than 3-4 players (oh, and make sure players drop items, otherwise you run out of weapons very fast). Level 2 is where the action is. A 'reconstruction' of two floors of the authors University building, with varying degrees of accuracy. Lots of of rooms and corridors, and a funky Mac lab if you install the included sound patch. This will handle 8 players in all game modes - the Hill is located in the disco/Mac lab, so you'll already be weaving and doging.
A small solo level with the simple mission of killing everything and teleporting out, but this one's a great test for your Vidmaster skills. Right from the start you're confronted with hunters and Exploda-BoBs armed only with your pistol, and the last room is a real killer due to some monster physics tweaks. Check out the included films to prove that it really is possible to complete on the higher difficulty levels.
A large open space with a raised hill, some underwater area, and a few side passages. Beware-looking out the window of the side passage (towards the hill) can crash you (too many transparent lines).
A large, castle-like structure, overlooking and surrounded by a water filled moat. The large arena inside the castle has a central pool that leads outside through underwater tunnels, and four towers rising up from the moat area provide passageways back inside. The mono, sand-colored texturing can make it difficult to judge distances, although there's a lot of lighting/shadow detail, which helps out. A second copy of the map is set up with portions of the lighting changing from daylight to night time over a period of minutes, leading to different styles of play. There's a couple of large viewing distance errors, so you'll need IZD on 68k machines.
The basic premise of this net level is that it's set in a winter climate where snow and ice cover the ground, the result of which is that your traction with the ground is greatly reduced. It takes a while to learn the new techniques necessary (don't hold down the run key for a long time and use weapon recoil for maneuvering), but it can be fun once you get the hang of things. The map itself is fairly big (> 4 players would be best) and set up for multiplayer carnage with open large chambers on multiple levels, linked by elevators and narrow staircases.
Designed for team-play, this is a port of the M2 level Assault: Bunker Attack! to Infinity. The idea here is to enter the opposing teams base and activate four switches that will sound a siren to signify the winning team. This version extends the map by adding more routes into each base, and some other mainly cosmetic changes (also removes the need for IZD).
A medium sized circular arena, covered with a regular grid of tall pillars (the stone forest). The center of the arena contains a shallow water filled trough forming the hill with shield rechargers on either side. Suicide rates are bound to be high. Watch for the teleporters to get a better vantage point over the arena.
Palace o' Pistol Pleasure is magnum/fusion pistol only map, made up from 6 varied sized/shaped rooms lined up north/south direction, the southern most room holding a hill and 3x recharger. Because of the map linearitity, it can be very difficult to take anyone who gets a foothold at the recharger
A medium sized arena with the hill on an island surrounded by water. Most of the water is waist deep making attacks this way fairly unsuccessfull - far easier to jump from one of the three surrounding towers. Some nasty suprises if you use the wrong teleport or hang about for too long on the towers.
A large, wide-open square space with a hill at the center of one side. Access is either along vulnerable ledges, or via a platform right in front of the hill, activated by a switch behind the hill. Plenty of ammo and weapons.
A small rectangular arena with a door in each corner leading to an encircling corridor where teleporters will transport you back to ledges overlooking the arena. Due to it's small size, pretty high carnage rates are achieved. Suitable for 2-4 players.
A large netmap designed for multiplayer carnage. The focal point is a medium sized circular water pool, but most of the action will be taking place in the surrounding rooms and corridors. No shortage of ammo on this one. There's a lot of aliens and friendlies placed in this map, so it would also make a fun solo practice level.
A central arena surrounded by two interlinked, enclosed corridors in a 'spiders web' design. There are no doors or platforms to get in the way here, so the action can get pretty fast and furious. This one is big enough to support 8 players, but the ammo would be a little light for the trigger happy. M2 compatible for KotH and EMfH games.
A fairly standard hexagonal arena containing a central hill protected by a floor to ceiling wall in most directions. A high walkway runs around the arena, one section of which forms an elevator between the arena floor and the walkway, and a couple of rooms off the arena give access to some of the heavier weaponary. This update fixes a few bugs, tweaks some monster physics, and adds a new secret area.
A small net level made up from various sized passageways. Flow seems quite good. There's a recharger at one end reached by a fairly slow platform and dangerously open to opponents. Set up for EMfH play for 2-4 players.
A large EMfH map in the Pfhor texture set, made up from a number of caverns linked by wide stairways/passageways. Some nicely designed rooms and lighting effects, although I found the ambient sounds in one area far too distracting. Has a couple of untextured platform sides, and slow speed of some doors can be annoying.
A circular arena with lots of shallow staircases in rings around it. Decent flow.
Three levels, all pretty large. The texture choices might give you a headache after a while, and small groups would have trouble staying busy, but for bigger groups, these can be fun. The third one, especially, shows some real promise. (Anyone who'd take the time to write "Kill" in scenery has way too much time on their hands...)
Fairly open and fast flowing. The main 'arena' is split into two levels with a water pool on the lower level and stairs leading to the higher where a hill is raised up in one corner. Two elevators rise to a ledge/corridor that surrounds the arena. Would support groups of 2-6. Update of a previous release - minor changes to remove possible crashes, and some object placement improvements
Another one from the master. A tutorial/base for building Marathon sprites... includes three poser models, a detailed readme, and sample output picts. If you're thinking about creating new humanlike sprites, this is a wonderful place to start.
Feels like it was inspired by Carnage Palace DeeLuxe. (Except the lighting is a bit less interesting, and the weapons are really hig-volume.) Nice flow, should be high carnage rates. Author says, "watch your back!" It's good advice...
A flat, medium sized netmap consisting of an enclosed arena with a number of doorways leading through to additional corridors. Fairly simple, fast flowing design that's set up for all net modes for 2-6 players.
A very complicated map, with lots and lots and lots of secrets. Too many slow-moving elevators for my taste, but if you're willing to take the time to get to know this map, you will find that there are a myriad of ways to kill your friends. As the author says, "the map is your weapon."
A large, three-level parking garage. I wish the garages I park in had this much space to manouver... but the construction's pretty nice. The upper level's open air, the middle level's pretty well lit, if mostly enclosed, and the bottom level has a serious need for an electrician. Whatever your playing style, you should be able to find an area to excel here. Could be pretty slow for small groups, due to its very large size.
A large net level designed for EMfH and KotH, consisting of two large 'arenas' and surrounding corridors on various levels. The smaller arena is lava filled with a slightly raised hill in the center, and the other contains more ammo and a shields recharger. Flow is very good with discreet teleporters to quickly transport you between the various corridors. Plenty of sniper points, and a few very handy, but well hidden secrets. Inspired by a dream the author had one night.
A collection of 14 small to medium arenas (well, the last 6 are variations on a theme). All of these are free flowing and designed for fast games play, with very few places for lurkers to hide out. All game modes are supported in here and there's range of map styles (under water, 'flat' areanas, multi level etc.) that should provide something for everyone.
Construction looks interesting, gameplay is fine, for what I could see... unfortunately, there are too many one-shot doors. Twice I got to a place I couldn't continue because I'd opened a door and not immediately gone through. That's one time too many for me... Four levels, if you can get that far.
Patches your weapons to hold more ammo, fire nastier stuff, and in the case of the fusion pistol, give you a mean little creature to kill for you.
A package with a shapes patch, a sounds patch, and a physics model to give you the chainsaw from Doom. Not having ever played Doom (yes, I admit it), I can't say how faithful the reproduction is, but it looks and works pretty well. Also comes with an application patcher, to give you the proper name when you're using the weapon, but I couldn't find a version it worked for (I tried 1.2 and 1.5). If you really care, you can patch your app manually.
Designed for simple two player carnarge fests. Players start at small rooms either end of a large oval arena that is surrounded by a enclosed corridor. Plenty of ammo to go around, and even more once you've found your way into the secret areas. Merged with a hand grenade physics model.
A grid of narrow corridors with a crusher room in each corner that is pressure operated, or can be locked down on your opponents. A slightly 5D space corridor leads out from the grid to a medium sized arena that forms the hill and initially holds some of the heavier weaponary.
From one of the more innovative TC developers comes this enormous protoscenario. It's a beta version, so there are stil some rough areas... but on the whole, it's worth every byte. There are 20-someodd levels (some are repeats, in order to allow non-linearity of movement), and everything's changed. There is more cool stuff here than I have space to mention... just download it and play it. The arcade games, especially, are amazing... right up there with Missed Island in originality. Just get it. Beware, though... it's R-rated. There is some nudity... not a lot, but just so you know.
A 5-level solo effort (four if you don't find the secret level). Straightforward in design, and a bit hokey when it comes to plot, but fun to play nonetheless. See if you can find the secret level without resorting to Forge...
A large open map with lots of nooks and crannies. The Hill is on an island, surrounded by an annoyingly-depthed lake (it'll slow you down getting onto the hill or out of the area). Lots of places to attack from... and watch for teleporters.
Patches bobs to look like the title character from the movie, The Crow. Basically just puts a black-and-white face mask on bob. A pretty complete patch, as far as it goes... the dead bob still has the mask. Hard to see from a distance.
Up, down, around, and around. And around. Lots of staircases, lots of tight passageways, but plenty of open space, as well. The textures are cleaner here than in the Infinity version, but mostly it's a great place to blow people up. Plenty of troopers, if you wanna play it solo.
Arena type play, large area should support 6-8+ players. Transport Room along with scattered teleporters. Elevators, stairs, no rechargers but life canisters for your refreshment. Pretty good layout, should be fast & you will get tired running up & down those stairs!
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Bungie's Arrival (the first level of M1), ported to Infinity and containing a shapes patch with the M1 textures. In the words of the creator, "to see how it was meant to be..." One caveat... don't touch the terminals. They'll freeze you hard.
Another short, no-brainer solo level. Run around and kill everything installing uplink chips along the way. If there's a plot in those terminals, it was totally lost on me. Whatever.
A 4 (or 1, depending on how you count) level solo map. Some interesting architecture... mostly interesting architecture, actually, since there's no plot, and little to kill. Fun to figure out, though... I didn't like the first (and 3rd and 4th) levels-too much like Colony Ship.
A very short solo 'scenario'. To be quite honest, I really couldn't figure out the story line from either the terminals or the readme, but the idea seems be to run around and kill everything. It would be possible to run through the entire level in under 2 minutes if it wasn't for the modified physics that makes some hummers invisible and massively increases their vitality. 10 AR magazines at close range took care of them.
Sort of a solo net map. Hmm... that's not right. You've got two kinds of bobs, and you can team up with either one. One defends the hill (the map is a fine KOTH map for large groups all by itself), the other the outer passageways. Nice construction, decent lighting, good flow (once you've figured things out)... This one works well as either a net or solo level.
A practice level, more than anything... jugs and drones, modified to die via a single magnum bullet, pop up periodically. Good thing they've been modified, because the only weapons available are, you guessed it, magnums. Treat it like a skeet shoot... where the pigeons shoot back.
I'm not sure this one's playable. It's really, really, really big... and sort of boring. You'd have trouble finding people to kill with 20... good luck with 8 or less. Interesting experiment in mapmaking, though...
A reproduction of a science campus in Belgium. Amazingly realistic... the enclosed shapes are great. You won't have too much time to look at 'em, though... the bobs are really mad and really mean. (The flamethrower-carrying one especially... but the spnkr bobs are pretty bad too.) This one will improve your skills quickly... and I'd suggest getting outside quickly, because inside you've got almost no room to manouver. Once again, amazing attention to detail, and a rollicking gameplay. Get it!
An interesting spiral-staircase-centered level. Some funky 5D going on, and watch the dark pit at the bottom... And beware. We had two separate crashes as people exited the bottom area for the stairs-looks like it might be a too-many-transparent-edges problem. (Doesn't come up every time... just sometimes when you turn right too quickly.)
A pretty simplistic little map... should take you all of 5 minutes.
3 ships, all with strengths and weaknesses, all centered around a nasty (regenerating) jug. Pick your location, attack the jug (or your friends). Don't like the ship you're in? Teleport to one of the other two! Mapmaking is quite nice, gameplay is a bit frenetic.
A huge, two-bunker map. Each side has a team of locals. (Bobs, hunters, a jug.) PIck a side, go kill the other side. (With help, of course.) You'll get killed eventually, but it's pretty fun until you do. Can also be played net, but it gets a bit trickier to avoid getting killed by the locals...
Um... it's a star... no, it's a bunch of triangles that meet in... no, it's, um, it's...Dang. Download it, play it, get totally lost. It's really small inside... but the walls just come and go! There's a tiny bit of smearing, due to a hacked pillar, but you have to work pretty hard to see it... and if your friends are any good at all, you won't get the chance.
This is one of the most convoluted (and unpredictable) 5D spaces I've ever seen. A large open area with three pillars... but there are actually 3 open areas, and in each one, two of the pillars are connect points, while the third is not. (Obviously, it's not the same pillar in each arena.) Two-thirds of the time, you can avoid enemy fire by ducking around a pillar... but that last third will kill you... literally. The one saving grace is probably unanticipated by the level creator.. but also by your playmates, most likely: you can actually kill people through 5D space. That is, if you're in one arena, and they're in another, but your motion detector says they're right in front of you, try spraying with bullets or the Tozter. (You won't be successful with grenades or spnkrs.) It truly sucks to be in a room by yourself, hear (but not see) a napalm unit, and find yourself tozted! This one's really, really nasty... play it only with good friends.
A pac-man like maze, filled with pfhor and... spnkrs? Geez. This one will seriously fine-tune your spanking. After 10 minutes, you should be able to kill pfhor (and your friends) that are in your face by dropping a missile on the ground behind them. (Hint... shoot left.)
Amazingly simple, but pretty convoluted... two completely overlapping rooms, with a shared pair of pillars. There's a moving platform between the pillars (you can use it as cover, or as a travel aid), and each time you circle a pillar, you end up in the other room. One room has drones, the other has a single cyborg-leave aliens on during net play, and you can use the wreckage to orient yourself. Beautifully done.
A clover-shaped space station. Nice lighting effects, and the windows make finding people pretty simple... although you can't actually shoot them through the windows. (It is a space station, after all...) Large groups would feel cramped.
A small arena with a pillar in the center and a river of lava down the middle, leading into a lake. Sounds simple... except if you drop around the pillar, you'll lose your buddies. They won't turn up the next time you go around, either... or the next time. In fact, the room wraps around the pillar four times before reconnecting with itself. Wow-that must be some sort of a record. General mapmaking is quite good (except for an untextured wall in each of the 4 lava lakes-but you shouldn't be too distracted by the smearing, since you won't stay alive too long out there...).
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Mr. Trebes submits a great number of Maps where the primary objective is merely to stay alive. We believe Nathan has something great just waiting to pop out. Perhaps making Maps on one's lunch hour is not the most efficient way to go, however, we appreciate the Map Maker's efforts and give him an A+ in that regard. Stay alive and go with the flow, which is considerable!
A very precise polygon with raised crosswalks connecting sides, not all that much ammo, didn't see any recharger. One catch, those drones again. They tend to snap hidden doors shut just when your aim is sure. Damn! This could be a really good ride if you like arena-type maps with a few tricks thrown in.
Another little Kill 'em exercise by Mr. Pembroke. Play on total carnage & wave . . . no that's waves, of aliens will accommodate you. Nice map as usual.
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An early effort by Mr. Pembroke, better things to come. A carnage exercise, always a Pattern Buffer thoughtfully included. This reviewer couldn't get to an end as the last Terminal, when action key is struck, dings! Ding Ding Ding. Expect great things from this Map maker at some time in the future (is that a pun?).
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Opening screen at term, photo of unknown doofus geek AI; gather ammo, check back for mission: 'Free the Lost Bob'. Transport into Error Land or Unable to Read Land. Crashidy boomidy splat
Exactly the same layout as the M2 edition. Infinity textures are the only difference. All else applies.
A series of squares & rectangles connected by halls, water elevators; very dark effect. No terms, no Mission. May be a first effort by author, keep going! Play Marathon! Plus, we love the name Barney!
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A pretty intriguing idea-all elevations, from -8 WU to 8 WU in 1/8 WU increments have been already specified in the 128 polys already existing in these maps. (There are 5 maps-1 for each texture set.) If you can live with the limitation of 896 polys per level instead of 1024, you can use these as starting points for your own levels, and you'll find you don't need to define elevation levels for each altered poly. Pretty cool... The readme describes a few potential problems (nothing major), and workarounds for these. If you're building levels that don't need really bizarre elevations, these could save you enormous amounts of time!
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Two levels, first one is 'Contact'. Twisty with switches to get you around. Terminal has no explicit mission, just come back here when finished, with a cc: aliens. Lava surrounding central area with walkways to various places; maze, crusher room, etc. We killed everything we thought & wore out action key but to no avail. Term text remained the same. Next step: cmd/cntrl 2. Called 'Just Survive' and it's great fun! What a bunch of sorehead aliens! We survived, found the last terminal which repeated message of just survive & showed picture of where we'd been. Turned around to go back but . . . the doors are not ajar! Not even close, open the door Richard, ain't gonna happen. Pattern Buffers both levels. Suppose you could play on Total Carnage but heroes tend to buy the farm early on here.
No Read Me here but this map is really, really dark! Trying to stay alive while using map key and avoiding some Bobs who may or may not be helpful coupled with kicking a few Pfhor butts along the way to say nothing of your opponent . . . and then in the middle of it all there's this really pissed off Jugger! Beside a Pattern Buffer! Go figure. We liked it! A lot!
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Arena play, no, it's linear. Perhaps tag. Not KOTH. This is a very complex map, supports solo play (whacko Bob's again) and is full of passageways, elevators, 1x, all connected by spacious outer perimeter encircling entire area with interior sewage passageways. Doors for this, doors for that. Very fast in the running department. Read Me is in a terminal within the game. Clever.
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A large, waterfilled level with a small island in the center (you have to swim) and some sniping platforms at either end, connected by a mostly open passageway. If you don't mind spending most of your time underwater, this map will hold a large group.
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Arena with off-shoot corridor areas for ammo gathering & hiding for a moment. Based on the old Mars Needs Women map. Aliens for solo ‘enjoyment’ and an Anvil patch for a Christmas effect which includes icy surfaces. Wheeeee umph! Careful!
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A large, convoluted map with sweeping lines and a cave-like atmosphere. No sound at all... lots of stairwells, lots of pillars to hide behind. Marked for KOTH, but there's no hill...
Sinking Ship. Find Data Chip. Capture Key Card. Transport off Starboard Rail, right! Or is that Left? Aft? Overboard? glub gasp glub PS Good Read Me, pay attention!
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Carnage, so apt a name for this little exercise. Ammo up the wazoo, but you can expire! Another test of your skills, Marine!
Large map overall, maze is central map with rooms on two sides containing weapons + ammo and a 2x. Walls of maze are very high & area is filled with, you guessed it, Cyborgs + a peevish Jugger who tends to blow up & blow you away. Could contain a great number of players, we suspect tag would be about it. Read Me is a text file, but with some bizarre creator-just drop it on SimpleText or BBEdit, double-clicking probably won't get you far.
A few wall textures have been replaced by lego-looking stuff, and the bobs have been replaced (mostly) by stiff-legged little lego guys (but don't kill 'em, they still use the original bob death sprites). Eh.
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Straight Arena play, no KOTH, very straightforward. Ammo is in rooms outside game field & reached by central transporter, suggested up to 8 players. A few Pfhor thrown in; ahhhh, those M2 textures.
An early effort, basically a Kill Bob solo level. Appears to be no solution but to kill the "little guy", yep, those little ones again.
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Don't fall off the Catwalk! The amount of ammo on arrival tells you something. "Nathan's Contest". Kill all or don't finish, simple as that, but sure is a fun way to sharpen your kill skills. Total Carnage for the foolishly brave.
This map is very claustrophobic. Lava pit but you can walk on it. Elevators to no particular place. Corridors with no straight shots to be had. You might like it if you like suddenly rounding corners to . . . . Blam!
When you press Map key, name of the level is "Gauntlet". And it is, and it's fun! Very well laid out, even progresses. Try Total Carnage if you dare. Lots of ammo, even a Pattern Buffer for the faint of heart. Get it for a rainy day or would be good after an altercation with the paper boy!
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Read Me states this is a work in progress, also mentions faves in various categories i.e., music; Hendrix, Stones, Pearl Jam, Beck etc., etc. Definitely a scenario in progress. Mr. Johnstone has the right idea and no doubt has big plans. Maybe when he finishes it will Rock!
A shapes patch which puts two different images onto a single texture. The picture you see depends on the angle at which you see it. Not perfect (by a long shot), but clever, and (to my knowledge) never done before.
One gigantic invisible Devlin here, kill it with your most deadly weapon then traverse corridor after corridor after . . . well, you get the idea. Looking for the data chip that contains info on experiments to turn Devlins into working drones (bleck). Of course the lights are out and 75% of the switches don't work so maybe it's a sequence thing. There is a Pattern Buffer but who needs it. The chip must be behind that airlock-type door off the Science Lab (no names from Map key) and here's to you Mr. Robinson if you can retrieve it. How much time do you have to spend in someone else's corridors?
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Read Me by Ed's brother states this was Ed's last map. Gee, we hope he's not in those great Marathon killing fields in the sky. A small Square sorta, with a water wall/trench. There's a blue suited Pfhor that keeps appearing, aiming his staff at you with deadly accuracy. Pretty wide-open, maybe too much so. Try it for Ed.
We do! It's those crazy Bob's and they are in your face; you enter scenario & aargh, greeted by a contingent of those guys. And a few Pfhor just for the hellavit. Thank goodness for triple strength shield rechargers, you'll need them. Solo play works & with opponents you should have a rollicking good time! No read me, no frills but a well laid out, pretty good size, map. Try it!
Could also be called 'lost in space'. Tricky map good for 3-4 players with room & ammo enough for eight. Eight sided center arena with stairs & passageways all over the joint, feeling of walking in space but walkway materializes as you go. No rechargers or teleporters. Elevators here & there and Pfhor for solo play. Lots of running around, complex design for Arena play.
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Always innovative & clever, Map Key 'talks' to you via author. Twists & turns, KOTH upper level (maybe, if you try, it's pretty open), tag on lower levels with waterways, teleporters, switches for . . . . fun. Mr. Smelick is an excellent map maker & takes pride in precise details while providing fun for solo players as well. Get this one.
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A central pit with a very small hill on a platform in the center, all surrounded by a large network of various-sized stairways. Lots of opportunities for all kinds of players-lurkers, ambushers, suiciders, frontal attack folk... most of the ammo is in the center, where you're most vulnerable. 'Sup to you whether you need it or not...
Apparently, a tool very similar to the Marathon Map Splitter. I haven't tested it extensively, but it seems to work as advertised. Not a new tool, just not here before.
Three map levels with No. 1, Dalbom's Street 4, a very complicated layout with basic Arena type play, central area full of nooks & crannies inside & outside that changes from water medium to clear & back. Aliens galore including those teeny guys of every stripe, making this a rapid run for solo play. Supports a multitude of players. Fast! Good! No. 2 is DINO Dungeon, very confined & rather than a Dungeon, appears to be a house, has furniture & a lovely yard full of Juggers. Aliens for solo play. May support four, but a tight arena-type area. Three is River of Pain, elongated oval with upper paths & water paths below. You could get in quite a bind here, do away with the Bob’s & play tag, maybe would support three players. Nice package overall with Dalbom's Street the outstanding offer.
We suspect a Map Maker in the making here. A kill map with sufficient & sudden transport to keep you from getting bored. Bobs blow up nicely and nobody's too mean. Good Work by, we suspect, Danny.
An idea for putting gentle wave action on a beach scene. This uses the standard shapes and physics. All you need is a sand and BOBette in a bikini patch and you are set.
A first attempt scenario, still in progress we believe. But hey, there's a sense of humor here, oh thank you thank you thank you! Tycho having trouble with the Spellcheck. A Pattern Buffer, a Fusion gun to die for, a Film to see (what to do) and a level (2 in all) called Bad Tina Birdie. One really neat trick. What more could you ask?
Two fenced-in squares hovering high over the Lh'owon landscape. Each square contains a switch to activate your forcefield, other guy has same setup. You have a .44 period. Must be a hit switch turn & fire exercise.
The rapids weren't very rapid here, in fact . . . With some major overhaul this could probably work as a Net Level game. We've seen Mr. Trebes later (must be later) work, pretty good stuff. We suspect he has a nephew named Danny also (Danny's Map). Look forward to a little rework, maybe a Mission, different edition of River Ride.
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Up, down, around, and around. And around. Lots of staircases, lots of tight passageways, but plenty of open space, as well. The textures could use a little work (the Evil version seems a bit cleaner, overall), but mostly it's a great place to blow people up. Plenty of troopers, if you wanna play it solo.
If you play this with allies, which we think you will have to consider, as opposed to opponents, you might survive awhile! This is one busy Map. Comes with two films, Read Me, & of course, The Map. Every alien/sprite you've ever seen is here from Juggers to Flick'ta to those annoying drones, the whole gang. You will be Very, Very busy. A smart layout as well. Lists Jackie Chan as Head Tester. Very playable, works well solo. Big Blue, now there's a problem for you. Unless you play on TC! Ouch!
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Read Me tells of secrets, a seasoned map maker with a half dozen maps out there. Asks for feedback via email, but hey, no address, no tickee! This is a beautiful map with KOTH play, wherein the Hill is actually a moving platform, tuff! Flick'ta in water canal. This is a large double layered square; perimeter area/walkway outside, and a medium size square with Hill, columns everything you'd want, inside. Comes with a Physics model: Full Throttle. Handsome, playable map.
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Complex rectangle, Arena style. Stairs up; & up more, down, & down more. Lava medium pool, really hard to get out of. Transporters everywhere; labyrinth in the basement, 2x available, assorted aliens and whacked-out Bobs galore. In summary, this is a kick-ass layout! Fun for solo, excellent for up to 8 players.
Arena type with four bases and peopled (peopled?) with every assortment of alien to come down the pike. This is a fine map, supports up to 8, probably better with 4-6. Also supports solo play. Good Deal here.
Arena type play in a figure eight, rather large area with requisite elevators, 2x canisters, transporters, lifts, and a few aliens for solo play. Off shoots for ammo, sniper slots are transporters in most cases as there's nothing in your line of fire from the slots.
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Arena play, KOTH, okay for solo players as aliens abound. Author says 8 players/teams. Would be very crowded with eight teams. No co-op play. Fast & Furious. 1x recharger, couldn't get 2x to work, and location of rechargers is a pain.
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Arena play doesn't get more straightforward than this map. Ledges for sniper shots, what appears to be a crusher in the middle but no luck in activating. No rechargers, no frills.
Ya know . . . this was kinda fun. It's a test for various physics models; weapons at one end of a firing range, 'Monsters' at the other. Small barrier in the middle & 'Monsters' (assorted aliens) don't activate until fired upon. We may have misjudged when we leaped over the barrier to mix it up.
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Geoff's Map Making abilities are taking form and this submission is the first one he's tried on. Read me states he is still working on it. We encourage newbies to keep on keeping on.
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No Stones here but . . . what the hell??!! Drones! Everywhere! In your face! Tested this solo so maybe it just read solo & gave us the drones for diversion (Yeah, right!). No room to take a breath, use the 1x recharger, just fire for life! Don't see how this could be a playable Net Map. Please don't tell anyone but had to ratchet down to Kindergarten just to get a look see for this description. Damn! Ouch! Splat! Tab
A Quad with multiple upright pillar-type thingys to hide behind and some really mean spirited Troopers; this should satisfy two players easily, probably three would be okay, four would be a crowd.
Pretty good layout here. Should have considered calling it 'Snipers R Us' because you will have a good time lobbing volleys through all the slots provided. A few Phfor for solo play, lava areas, teleporters. This is not a simple map by any means, tag would be terrific, fast & furious!
Another one of Mr. Pembroke's (see title) carnage maps. Thoughtfully provides a Pattern Buffer but also ammo up the wazoo! And chips to find. Set on Total Carnage pleeze!
Arena with a Lava Pit in center, fall in &, well you can get out but, badly damaged. Plenty of ammo, a few switches for... ? Maybe a 2x? Good layout on the Arena. Transporters of course. Launcher is... deadly.
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Two rooms with different ways of killing bobs. It is pretty amusing to watch them waste themselves... amazing what you can make 'em do. Nice construction, as well.
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The first & last thing you hear with this Map Maker's effort, "Hey, Let's Kill BOB!". If you like to Kill Bob, this is for you. No progression, no end, just Kill Bob! Sufficient ammo for the job, but like Bobs everywhere, they just keep coming & coming & coming!
Large arena, Read Me says best for KOTH, Hill is dead center with lower levels having transporters to sniper slots, ammo... you can leap onto Hill. Comment: when you bring up Map on +++ it is full of religious messages, author's statements/observations on all things Jesus & God 'spelled backward is Dog' kinda stuff. It is kind of yin & yang as you get these messages & then try to KILL your friends in a most dastardly & vicious way! What is that all about???
What's my purpose in life? Why am I here? What should I do? Is anybody out there? Will I ever get a Launcher so I can reach that chip? Does anybody care? We're so Blue . . .
An example of how to make a star gate effect (from the movie "Stargate") using standard Infinity shapes and physics.
Now this is fun. Baby Bob's, such cute Donald Duck voices. Roundish arena-style play, transporters back & forth to arena, big Jugger, Enforcers and a few Phfor thrown in. Doors, hallways. Pick a number for players, probably as many as 4-6. No Read Me for recommendations.
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Arena play with teleporters off main circle, sewage pathways which could make you sneaky as you reenter arena. Very handsome, very fast!
Arena type play with back area off shoots for ammo, a few whacko Bobs to bother you or for solo players to cream. 2x, no teleporters but plenty of mobility allowed. Interesting layout, pretty fast.
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Straight play, in a square, solid center may prevent catching opponent. KOTH, 1x recharger; author states could support Ball, don't think so. Lava perimeter, four large doors to interior & one constantly moving elevator through a lower tunnel; has transporter at end, goes to only sniper spot. Supports both Infinity & M2. First effort map.
Three maps for cmd/cntrl selection, Physics model included, King of the Hill play mostly. Number one is arena style & quite fun, baddies included + an ever self-expoding Jugger. Kill map sez author. #2, lava tunnels which are off shoots from center area that looks like it should be an elevator to reach off shoots however, when you find and shoot the Launcher, Blam, you’re dead. Shoot the shotgun, balm, you’re dead. In order to reach a switch somewhere to activate center elevator, well, Blam, you're dead. No grenade hopping 'cause weapon isn't immediately available. Don't like that. Level three, pick up a Fish Eye & a Blue Light Invincible thingy. Multiple corridors and you are being chased by Juggers here, Juggers there, Juggers everywhere. This level has possibilities but we think mostly for solo or maybe just a couple of players if you leave Juggers on.
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Dunno. Square with four interior ammo shelves reached by elevator & holding switches. Central cage you can end up in by sudden transport. You can get out, shoot those switches. Gather that ammo before trying your wings here. Designed for 2-4 players, author says maybe 8 player positions.
Six levels, on the whole well done. The first two are variations on a theme... and they both make it a bit too easy to die a nasty flaming death for my taste. (I prefer my net deaths to be at the hands of my coplayers...) The others, as well, contain a bit too much nastiness for my taste (crusher platforms are present a lot). One level , however, works really, really well... Additive Light has a wonderful balance of tight space and confusing architecture. The others, too, are quite fun, if you don't have my aversion to non-human killers.
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Arena, but a very complex one. All the elements; water, stairs, elevators, Mr. Luby rarely disappoints. One little thing though, every stripe alien is here and they’re mean. You will be very busy playing this map which says it can support up to 8 players & recommends four. Every man for himself play.
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Arena type, spacious with water medium & crosswalks/stairs. Mercy transports if you fall in water. Trouble with ammo registering, but start shooting those dumb Bob's (activate as it were) and things get better. Bob's also become more deadly. Should give you a run for your money. Minor problem with some sounds, can be worked through.
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Rectangular Arena play here on Medium Rare, package contains two maps. First piece of ammo/goodies you pick up is the old Fish Eye. Will make play interesting maybe. Designed with only two players in mind. Probably could support more. Damn Elevator is the second map. Elevator is very tight, very limited. Definitely for two players only.
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Arena-type setup with a circular reservoir in the middle & Big Blue standing on top pegging shots at you. Fast. Shooting at him may cause your weapon to backfire!
A lumpy circle, a simple plan. Supports 2-6 players. No rechargers, air, nada. When you're dead you're dead. Author would like feedback/suggestions.
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Square Arena, Lava Pit in center with rising pillar controlled by switch, outer raised ledges. Transport gets you into pit so the trick is to... 2-4 players we think.
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Rectangle with two stairways on facing sides. Stairs are good hidey holes. King of the Hill. Recommended 2-4 players, sez can possibly accommodate 8. Don't think so, pretty crowded. Arena play.
Simple Arena, five sides, four elevators, considerable ammo. Standard issue, could have some fun here.
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Kinda deep. Arena play, sewage pool in the middle, catwalks surrounding same. There is a room you can end up in (off-site as it were) & receive mercy transport back to main arena to continue action or be greeted by your opponent. Kinda interesting. Supports 2-4 players.
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A simple circular arena with a surrounding corridor. Openings from the top of the corridor onto the arena provide a small amount of cover for snipers. Watch the bob room.
No frills, no read me, no pretty little icon but polygons fer sure! All connected. Water media. Could be kinda fun.
Arena play; 2x available, cramped for 6 players but could be done, few fighters to distract and a Crusher for fun. Ammo is somewhat scarce, on purpose. One secret.
Large inner circle with surrounding stairs leading off to four corner rooms/areas where weapons & ammo can be picked up. Stairs for ammo also. Central area of circle continually raised Compilers upon entering, only alien to be seen. 2x canister. Probably would work as KOTH or tag.
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Author would like feedback. Dear Jacob: this is a pretty spacious & convoluted map, looks like fun but Jacob, my Mac crashed twice while trying to traverse ins & outs, ups & downs. Are we doing something wrong? Would like feedback.
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Green is the sewage pool in center. Raised ledges, ammo rooms, but, if you get shoved into the sewage, no damage. Dude! You can walk on water! Fast play, round & round.
No air here. Different concept; large oval, you are underwater, totally. Weapons fire & are available floating above you. Air is not a problem. Read me is a pict with directions for swimming; hey, we all know how to do that! This is interesting. Comes with a lid/cover on pool so you're not going anywhere but staying & blasting away. Couple of hidey holes inside some columns.
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A smallish map that looks bigger because of the confusing choice of textures. (Doors don't always look like doors, especially if you're under the influence of the relatively common IR powerup.) Nice flow, though... comes with a film. The minibobs and pfhor can be pretty annoying until you kill 'em all...
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A merged physics file demonstrates the 3 new ambient monsters found in infinity. Mothra, the Potatoanus and the Grendelbeast.
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28 maps. (!) Mostly simple, small, and with ungodly amounts of ammo and weapons. Pretty reminiscent of the Suicide levels, in that sense... carnage rates should be really high.
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This map is huge! Vast area with KOTH ledge decidedly Large & includes a transporter, can get ammo & leap back onto Hill, cool! Interior great stairway, dark & creepy; maze offshoot from main floor of arena, perimeter walkways, another vast square area for in-your-face carnage. Well, it's HUGE! Could accommodate 10 or more players. Walk-through is absolutely essential! A complex & very interesting layout, check it out!
Level is called 'Bungie Jumping', but just jumping will do it . Circular map with small cubbyholes all up and down the outer walls of circle, contains the ammo as does floor. Probably 2 players would do it & then it's stand there & take it like a man! Should have an itchy trigger finger to play. Blam!
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Figure eight arena type play with two back rooms & stairs between, mostly for ammo. Neat lighting effects, switch at top of stairs lights up sniper plat opposite you. KOTH play, with Hill lighting up as you enter. Good effects with the lighting. Fast play with a few aliens thrown in for solo carnage enjoyment.
25 great levels spanning the whole marathon experience, collected in one place and tweaked to play properly in Infinity. Superb... get this collection if you're looking for a netpack to keep your group busy for an afternoon, or a week. Full credit to the original authors in the readme.
A small level, inspired by Mars Needs Women. Serious attention to lighting, sounds, and architecture... Level centerpiece is a slick little bridge (seems to be based in design on the M1 Marathon Bridge Map, but that could just be coincidence). This one's fun. 1.1 Update tweaks a bad texture, adds an eighth starting point. 1.2 update adds more ammo/weapons, tweaks gameplay parameters for improved flow.
A cute tip 'o the hat to the alt.games.marathon newsgroup. The message will become clear by the time you finish... just check your map view. There ain't no savin', so fight good. (The beginning's the trickiest part, I think...)
This is a patcher for the Trojan Marathon1 Scenario. Use this ONLY if you have the Marathon1 game from the Trilogy Box set.
When people talk of "Total Conversions" of the Marathon universe, Trojan is one of the names that should come up first. Trojan is a complete replacement for the Marathon package-think of it as an action game that happens to use the Marathon engine. The artwork is superb, the new weapons are awesome, the baddies are frightening... and the full package is completed. Twenty-five levels of pulse-pounding excitement... don't pass it up. If you're using the version of M1 that comes on the Trilogy disc, you'll want to grab the Trojan/Trilogy Patch, as well. (It's only 35K.)
A reproduction of a famous van der Rohe building in Spain. Outdoors... weapons are minimal, but the reproduction is pretty good. Comes in two flavors: the _s version is for playing (full of baddies) and the _p version is for looking around at the architecure (no baddies or ammo).
A 4-level solo scenario that's designed to be quite topical, for readers of the alt.games.marathon newsgroup. The levels are basically clear-everything-and-move-on stuff, there to provide a purpose for the terms, which poke fun at a regular of a.g.m. The AI (Cindy Crawford in bits) may show up in future, more serious scenarios. This update doesn't change anything except contact info for the author.
A reproduction of the famous van der Rohe building in Chicago. Just one floor, actually... nice work, although the faithfulness to size makes fighting a bit tight. Comes in two flavors: the _s version is for playing (full of baddies) and the _p version is for looking around at the architecure (no baddies or ammo).
A test (successful) of a technique to produce fireballs that fly around a room. They're pretty cool to look at, but don't get in their way...
A tiny map with a playable maze. The object is to get to the chip without passing through any lit doorways... you have a couple of switches to turn them on and off. If you fail, you won't be able to get back where you started from... this was more of a test of mapmaking technique than anything else, but it's pretty cool to see what's doable.
If you've been on a search for TI Maps you may have seen this one. It's Terrific! Started as a solo map & evolved into a Net Map (for unknown reasons?). But it is great fun solo. Exploding Bob's everywhere, can you go the Distance? Has everything TI, lighting, chants, textures. Two 2x's. Great fun, big enough to support 8 players, maybe more. Think tag. Vast areas, stairway symmetry, small halls, sewage paths, transporter to off-map room for goodies. An area that could possibly support KOTH. You should have this in your TI Map collection, whatever the purpose.
A cool demo of what can be done with untextured walls. Hacks, all, but in the right hands, they can make the architecture in Marathon levels look more realistic.
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Four Squares connected up & down by stairwells loaded with ammo. Secret switch floods area but you can fire underwater if you do so at point blank range. Grenade throwing Flick'ta, few troopers for solo play. Tag would be the action here. Too big on the myriad stairs, you will be running a lot. Should hold at the very least 4-6 opponents.
Simple arena play, author says 4+ players. Ledges here & there & everywhere, good sniper spots. No particular defensive area but lots of room to maneuver, extra wide halls on backside of arena.
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Very small square for two players, two sniper locations. Supports tag.
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A simple arena with funky strobe-like lighting. Should keep you guessing where that next target is...
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We're not programmed to "Save Bob", sorry. Read Me blatant ad for Mr. Trebes. What's that song by Billy Preston, going 'round in circles . . . Maybe Quick Draw McGraw.
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Read Me is important here. Large Arena with off shoots for ammo, weapons; supports KOTH, quantity of players as it is a large area. Offshoots, using quick as lightning elevators, lead to rooms w/transporters. Transporters lead to back hallways full of goodies (Blam!). Very clever design. Anybody camping out in a room is fair game, camping out indeed, during net play! Interesting layout, interesting ideas.
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This map cracked up this reviewer so bad we doubt if we can be coherent in our description. It does contain aliens, who remain fairly well hidden. But those Moo rockets they fire with deadly aim, well, the last thing you see before you eat it is a Happy Face as in 'Incoming!'. So then, solo is definitely okay. Carnage area, up to 8 players, sez the author. Too funny, leave the aliens ON!
A further advance of the techniques shown in "Untextured Walls". In this case, you can stack openings in a wall. A nice hack... and correctly done, nearly invisible to the player.
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This is a terrific map for solo and Arena play, up to 4 players, maybe more as it's spacious. Devlins everywhere. One 1x recharger, water medium around perimeter & force fields in play with switches to deactivate or activate as you wish along with another switch to flood entire area, glub glub. All the elements of King of the HIll play with platforms, crusher and a dark & foreboding atmosphere, which is what we expect from an Evil application. Pretty good.
Four square maps self contained in one for pure arena play with overlapping passages parallel from one to the other. Central areas of arenas comprise different mediums, i.e., water, bouncing floor (so cool!), KOTH/rising pyramid, but no control over rising aspect. Compilers & Phfor here for solo play. Seems to have everything for net play in small areas, but for one thing, no rechargers, dead is dead. Good for two, more might be a crowd. Fast & Furious.
A single level solo exercise that has a few interesting & potentially good points. The story (Durandal speaks!) is interesting. Would like to see what this Map Maker could do if allowed some time to fiddle. Some problems with those damn Apes that just explode & explode & explode. Hasn't anybody figured this out yet?
Hard to believe this is just 20K as it is a spacious tri-area playing field with secrets, switches & a true blue King of the Hill layout. Tested with two players but designed for eight, which makes more sense as two would certainly get lost. Terrific ideas of space views/walkways that extend, lava mediums, and some nasty Flick'ta thrown in. Like this a lot. Wouldn't get too bored exploring solo either.
A v2 to the first Labyrinth Map here on the Archives. The Japanese artwork is gorgeous. Of course Mr. Yasuda lives there! Normally when we see Labyrinth we run screaming for the airlock! And, a labyrinth and a Vacuum level, how cool is that! A three level scenario with the first being an information/transport level. When you get to the real deal & bring up the Map, if you don't gasp in awe at the complexity you're not grasping the situation here! But surprise surprise . . . this baby moves right along, plenty of air, some pattern buffers and you can keep your fusion gun well supplied. There is that little problem of finding four data chips, however. Things progress, this is playable, this is Fun! Worth a download!
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A straightforward Infinity scenario, NOT! The author has a few tricks up his sleeve. Pick up the chips & insert, wha? where? A 4 level scenario that will keep you backtracking & wondering where to go next. It may be difficult to get to the next level here, you know how Durandal is . . . Pattern Buffers are strategically placed as are weapons. A good effort by the author, let's hope heís busy creating more maps, using diverse textures and will continue to create Infinity projects. What were those two F'lickta up to by the way, hummmm, looked naughty.
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Well, here's someone to keep track of! Concept of "Corporate America" in Space as Terminals speak of/depict our typical screwed-up, downsized, can't get it today, it's out-of-order and on and on Company. Laughed so hard this description writer almost fell off the chair! Thank goodness for some very good humor and an excellent and very much fun to play scenario. Ten levels with the last, well, you'll see! Mr. Simciak tells us he took two years to complete and the preciseness and attention to detail shows it. Not too many secrets here, pretty straightforward mission BUT you absolutely should download this Map! It's a Good One!
Five levels, tested with 2-4 players with four being the recommended number. Comes with Anvil Shapes patch (something to do with naked aliens). 1.) Boondoggle; a multi-dimensional environment with four portals. Not sure what is meant by portals here. Very straightforward square playing field, small. 2.) Spiro Caves; large arena with twisty stairs (tunnels) leading off main field to sniper slots & ammo refresh. May be slow due to size & number of tunnels. 3.) Terminal Carnage; built to look a subway terminal, and it does! Long rectangular playing field, lots of elevators to confuse, one transporter, 1x & 2x, fast paced. 4.) War & Remembrance; team war environment, think it's cool! Square divided by boiling lava pit, almost impassible due to ittty bitty span activated by grenade to a switch, each opponents side. Transporters to sniper slots. Very fast paced. 5.) Gymnasium; looks like a Gym, is a Gym! This is a very clever layout with bleachers overlooking in-your-face playing field. Girls locker room, oooooh. Open the window slot & fire, hitting switch & chicks and here is where some good solo play comes in! Don't forget to stand on one of the toilets & open sniper-slot window to main arena. This one's witty & fast & we suggest you try it.
A very cool chisel plugin that extends the number of ambient sounds available in Marathon from 24 to 172.
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14 levels seven of which are Net levels. On level one, "When monsters are the Dreams", we had trouble with a bit of crashing, however level title is significant. Going on all ok. Level four is clever, you are a potential buyer of a Security System and you're here for a Demo. Term says show you all they've got but then messages cross and it's not just a Demo anymore! All in all this is a very playable scenario. Level five, 'Have you heard the news?' has no info in any terms other than extensive maps. Level six 'I gave my inner child a gun' explains everything to date, including level five wherein 'shadows' are trying to communicate with you. Lengthy, articulate & interesting story/premise for entire scenario. Could have been presented earlier. You are fighting 'dead' shadowy Pfhor who wish to be really dead! And you will help them achieve that goal. We can recommend downloading. Net levels are pretty good. A solid package from Mr. Phelps.
Six cmd/cntrl levels. Number one: 30.10.72; a rectangle with the cleverest use of elevators, aka crushers, I've seen in a long time! 2x hard to take the time to reach, perimeter ledge, jump off elevators quick! This is so fast it will make your head spin; play tag, you or your opponent are bound to have a serious mishap! May support KOTH, author likes 2-4 players, tested on two. There is a hidey hole that could be considered the Hill as it's open on two sides. Number Two: Hanger; rectangle, large central raised area for KOTH & smaller connected rectangles for getting around. This is one clever map maker, nooks & crannies to find, odd entries to areas, 1x & 2x; they're outside, dude! Rambo weapons, we love Rambo weapons! Number three: Hummer; rectangle with perimeter ledge & elevators leading to ammo areas, 2x. Fast, KOTH & tag. Number Four: Love is Suicide: Eight-sided rectangular shaped arena, 2x, four ledges that could support KOTH, sudden transport. Great fast play. Number Five: Goodbye Grace; a beautiful square arena laid out under the stars, play at night! No 2x here but the KOTH area is super. Need a two minute tutorial before play on layout. Number Six: Sunday Drinking; five sided arena with elevators to upper ledges, very fast. If you have been drinking, don't drive this map! All of the maps here have an assortment of aliens who have deadly aim, with the first three maps/levels having the greater number, & the deadliest. This is a terrific collection by Mr. Bungie, you should have a go.
This one's a keeper, one of the best. A five-level scenario (six, if you count a little cutscene level) with superb mapmaking, beautiful architectural touches, great flow and monster placement. The plot is engrossing, and really well written, and there are no annoying typos to throw you during play. (This means so much!) You'll find yourself looking for new ways to fight, because the rocket-toting marines you'll encounter aren't as easy to kill as your average baddie... If you find yourself pinned down from one direction, look for another way in. You might find a back door that evens the odds a bit. Play it, you'll like it.
Another complex map with switches, lava medium in center of Arena & various back of the Arena pathways. A very tricky access to the 2x recharger, better move fast, but then you will be anyway! Sniper slots, recommended for 4 players, best for tag.
Big rectangular earthen platform surrounded by lava. Bobs fall out of sky, shoot them. Or do as we did, commit suicide by jumping into lava.
Straightforward Arena play, could probably handle three players, two would be better as this is a very small area. Plats, sniper ledges, water medium you can break through.
Another solo level in the continuing Marathon Earth series. A nifty shapes patch along with the innovative style that this author has now come to be known for makes this one a definite download. The shapes are getting cleaner and if you have played the other levels this author has made then you know what to expect. This one starts in Giants stadium and the flow from there is classic! You won't be disappointed.
Large level area for tag but with impediments in the way of freestanding walls, all over. Reminds us of a level where one has to negotiate to somewhere else, but here, that's it, there is nowhere else. The lava ceiling kinda threw us. Thoughtfully includes Marathon Icons in package. We selected double 00 shotgun shells for this game.
An update to a chisel plugin that allows you to specify facing direction for scenery objects. It's not new, but also not here...
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What's not to like about a vacation? Sr. Lorenz is keeping us busy with his Earth Series, always clever, always with fun as the main ingredient. Hit those switches, in order of course, and watch the smashing world of Lyndon's mind open up. Another for your collection. We love this guy!
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Well, how'd he do dat? This Scenario will eat up the better part of an afternoon and then some. It goes on and on and one just can't give up! The author certainly has a way with map making. As this is only one level it's hard to believe, it is such a gigantic area, could have been broken down to several levels. But you will return here, return there, and keep going. A real challenge from Mr. Murphy. Good Job! Very playable, but oh those damn little drones, couldn't you just kill them??!!
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Strange. Weird. Author's Read Me calls out Ticks & Blood and 3-D portals, huh? Saw a tick, looks like those singing/whistling flying uglys to this player. No terms, no saves, no nothing, nada, zip. But the Map in itself is laid out well. On Total Carnage you can almost kill yourself firing that little old .44 at the tick. Whas happening Sylvain?
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What a Map Maker this fellow is! We're still in somewhat of a Labyrinth mode, not too much though. The changes in textures and structures from very tall edifices to sewage swims to lava jumps is quite extraordinary, very well thought out. This scenario will keep you moving, decimating aliens and looking for a couple of very elusive chips. Switches galore! And they all function (in their time) to open this Map for your "solve the puzzle" pleasure. The story is middle-of-the-road but fits the scenario. Because Mr. Yasuda obviously works hard at map building, we highly recommend a download. Pretty Cool!
Biggest damn net map you ever saw! Author says tested with two, good for 8 but Holy Mackerel!, there may be room for 10-15+! Multiple very large squares (playing fields) with pillars & various impediments, connected by a variety of ways; stairs, passageways, up/down & all around. Huge rooms with KOTH type possibilities, Ball is here as well. Lava pit is deadly, hate that! 2x-3x's lying about. And whacko Bobs for solo hero-types. For diehard straight arena players this may be a bit too much. Certainly a lot of thought & time went into this complex map. Our recommendation, you definitely should check this one out. Note; no recon, big trouble. Sorry Man!
Read Me states two maps that have been lying around on the author's hard drive a long time. Author says there's a lot of bugs, smearing, and the story is incoherent. There are not two maps in fact, but one (and a minor transport), maybe to a semi-second level. Crashed the old Mac towards the end. We will have to stick with the author's assessment.
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A room full of bouncing platforms-works like the Moon Walk at a carnival. No squishing platforms, so if you die, it's because someone killed you, or because you misjudged the platform in front of you, not because you were standing in the wrong place. A path around the outside gives you some stable ground to breathe on if you get seasick.
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Six maps here with pretty much the same attributes, i.e., arena play, carnage pit, KOTH, 2x. 1.) Snipe Hunt; round arena-type with sewage comprising half of area & containing teleporters. 2x recharger, sniper slots overlooking main area wide stairway. 2.) Church of the Mortician; very dark, dual square (overlapping) layout, KOTH, total carnage area, 2x, very clean. 3.) Lemmings Army; square arena play, straight KOTH with circular stairs wrapped around Hill, or transport to top. 1x canister available. 4.) Jjaro Crescent; arena play, total carnage center, perimeter paths to ledges, ammo, 2x. 5.) Push; square with KOTH in direct center surrounded by lava pit. Transport to Hill. Only way off of hill for more ammo, jump in! TP's under lava with a 1x or 2x canister sitting atop it. Kinda takes it out of you, so be quick! Pretty good. 6.) Gamma Light Redirected; carnage pit, 2x's, sniper posts that are pretty cool, hidey holes. Most complex map layout in package, assorted large areas give you choice of play.
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Very large, complex map. Read Me has Spoiler/type info with total map layout. KOTH area, basement, ledges, sewage paths, stairs. Armory, Tower, elevators, etc. Supports Total Carnage, 6-8 players. No rechargers, a few Bob's. Moves fast but really spread out. Looks good, however, with nice attention to detail.
Neo: Good Map, good game play, progresses, nice placement of ammo & you'll need it. One could wish for another Pattern Buffer (or two!). The lighting here is done quite well. Would like to see what this Map Maker could do with a more complex story, although the story is quite up to par as is. The Read Me states this Map's unfinished, dunno know. Try it, it's worth the money.
City: This is really good stuff, keeps you going, adrenaline factor excellent. Mr. Murphy has got a way with Map Making. Opens on old Infinity screen ìRageî (appropriately as you will see if you attempt to play), but it's "Khare: City of KL'Fit". They don't like Marines much. Lots of Juggers, all varieties of Aliens, tuff on the air supply, very. A number of areas where you can get stuck & discouraged. Pattern Buffer way way into the game. As in Neo. I like this artists designs, although textures and all are pretty standard he does great layouts. This will keep you busy for awhile, and keep you moving, we highly recommend this dual map set.
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Nine maps in all from TI.1 - TI.9; 20K up to 28K, includes two Physics models to give you that extra BLOOD! Pretty funny. TI textures are always handsome & here you get an assortment of arenas/squares/circles/King of the Hill, etc. Pretty cramped, very small spaces, with a few aliens thrown in just so you can test the Physics files. Would be pretty fast & short we believe, but you be the judge. This is a Marathon fan from Germany which gives your death scream a slight accent when you pass away.
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A two level solo map that really is just one with the first one being an ammo cache. This thing uses very few textures and IMO was constructed like a "maze". There were some nice tricks thrown in here and there. Although you will probably end up running with your map mode on, you will need to slow down so that you don't get wiped out in the "mini battles".
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Well this one will drive you crazy, keep that mojo going, frustrate you, excite you, make you curse the author, praise the author. More fun than a barrel of whacked out monkeys. Term picts are gorgeous, as is layout. A really great map maker. The Read Me alone is worth the download with its referrals to secrets etc. There are some problems in this 5 level game, mostly too tight, dead ends (although author says no) & too many Compilers that can't be annihilated in levels 2-3. Get caught between one of 'em and a wall and sayonara. Save often. But that too is tuff, not that many Pattern Buffers first three levels. Your mission on the last two levels is a prison setting, or two really. Release the friendly prisoners. You believe that? How come they . . . well you'll see. How do you feel about no shields. This scenario was a lot of fun, frustrating, but worthy of your attention. Download it Now!
Three maps/levels here, can do cmd/cntrl or transport between the three. Each has arena play, off-shoots for ammo & terms to transport. Terms say 'you suck' trying to leave level. Interesting. Pretty standard, different textures. Has a film in package to show secret doors of which there were few. Aliens for solo play.
12 maps in all support 2-4 players, KOTH, tag with a few straightforward total carnage pits thrown in. All contain either 1x, 2x rechargers or caniste rs in easy access. Sniper slots & wide playing fields, a few twists & turns. 1.) 2 Hill Wonder; ammo for an army in a square arena, sniper ledges upper perimeter, wide-open field play. 2.) Battle Yard; square, very large open play area with back halls, Hill to defend or use for sniper ledge. 3.) Doomed; complex square with deceptively large playing areas, includes some water medium, lots of running. 4.) Doom I; lava pool, three play areas all connected, little Hills not too defined, running around here. 5.) House of Mirrors; two total carnage pits, poly shaped play area with easy access perimeter paths. Jail Yard; water medium but no sinking, maze-type paths, great sniper spots, open Hill area. 7.) Thunderdome; large arena, sniper ledges, ammo regenerates only in four cubby holes on perimeter. 8.) More Wrath; a few Phfor phor phun, raised water medium in central area, perimeter pathways, non-definable shape/play areas. 9.) Pit Power; large square pit/arena type play, 3x. 10.) Shooting Gallery; could be called 'sniper city'. KOTH with Hill in direct range of numerous sniper slots. Elevators lead to slots, pick one. Fast & Furious. 11.) sbsdsd; smearing,we're afraid, is too prevalent for play or even to check out area. 12.) World I; very large arena, KOTH either end, wide open play.
Arena is correct term but, oh so much more. This is a very spacious & complicated layout with pathways, off shoot areas, water areas, secret things, per the author, and King of the Hill play. Has been tested primarily with two players, recommends 8 easily. Mr. Ogle states he was looking to build a simple design. Don't think so! Aliens of every stripe so solo players don't fall into boredom.
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Flow's okay, but the texture choices will give you a headache. Retextured, though... could be a good map.
Somewhat of a square map with hidey holes. Author says he designed on his laptop, no easy task. A few scattered Pfhor for practice runs. Supports 8 players as that is how many are in Allen's group. Good mobility, no rechargers, one life canister to be seen.
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Pretty nice area with stairs, great sniper spots, 2&3x rechargers, a little lava trap. Recommended for 2-4 players. Transporters included. Can be played on INF or M2. Going up & down all those stairs could be extremely dangerous or extremely Fun!
Recommends at least four players, prefers eight. Author says to form Teams & capture the ball. Definitely a playing field setup with some very annoying aliens and a few radical Bobs fighting among themselves, another distraction. Pretty good. Team with most time with the ball wins. Not an actual ball, however. Only complaint, no rechargers/life canisters. So you end up with fast & furious. Cool!
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Author states this is a work in progress, spent a year working on it but was mostly involved in learning Forge during that time. Effort sure shows! This is a terrific, spacious, & complex map. Aliens & sounds to be added, soon Ted says. Hope so, cries out for same. All the elements are here: basement, tower, elevators, transporters plus a Terminal that . . . suffice to say, Be Very Careful! Too funny! Recommended for 4-8 players. If you enjoy, please let the author know, think he needs to hear.
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An enormous 6-level total conversion. (Well, okay, not total... and that's its biggest weakness.) The mapmaking is pretty good, and the new creatures are quite cool, but I was bugged a bit when a new monster, with lots of new looks/sounds, died with an old sound, or fired with an old sound, or... Okay, it's a trivial complaint. Overall, this is really, really well done. It's been out for a while (as have lots of the recent uploads), but it's the first time I've seen it, and maybe you, too. Lots of art, lots of sound, lots of music (that's where all the new size comes from).
Female replacements for the infinity Bobs. Quite efficient looking... what you'd expect, actually, from a colonist (as compared to, say, a half-naked amazon). Comes with a very large sounds patch that has the nice advantage of being selectively applicable to Bobs, VacuBobs, or both (you can patch one, and not the other, and have a mixed crew).
10 maps, some conversions from M2 maps, one extension of a TI level, and a few new maps. All in all, a superb package. Everything from death in small places for 2 to huge, sprawling levels capable of supporting 8. Kree Nakorie, a level I hated when it was first released for M2 (it was so hard to figure out what was going on, and the aliens never gave you a chance to look around) is now a superb strategy level. Wow. Everything tastes better on a Nardo bun. Update fixes a couple of small errors on one level.
Two levels. The bottom is a maze of twisty passageways, with a few hiding rooms. The top is a more open circle-and-cross based around a raised pool (but still tight).
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A cool idea, in concept... but we couldn't get it to work for us. The idea is that you've got a bunch of interlinked rooms... and monsters in a different part of the level will open and close connecting doors, seemingly at random. If it works, it's pretty cool... you'll never know if that grenade you shoot is gonna blow up in your face as the door closes. In practice, we only had a couple of doors open and close for us...
Modeled after the Math/Science building at UConn. Multi-level, open map, rather dark overall, but with plenty of bright areas. Flow is good, elevators are nice and fast, ammo is plentiful. Also available in an Infinity flavor.
A lava-filled level with a physics model that enables flying. Controls take some getting used to-when the run key is pressed, there's gravity, when you let go, gravity is gone. You can use your fists to move around (left is backwards, right is forwards), and grab the goodies in various alcoves around the place. Expect to die a few times in the lava before figuring out the flying... we found it was the most common form of death in the beginning.
8 levels, designed to be played solo (although not together). (These are 8 of the 19 in the Infinity version.) A bit linear at first... but good for a bit of carnage, if that's what you're looking for. No real plot on any of 'em.
A large, sprawling level with a variety of area types. Open arenas, tight corridors, sniper ledges... should provide any large group with plenty of areas to kill each other.
The most complicated (and in some ways, the prettiest) of the Flame Pits levels. Very nice flow, once you get the hang of it... before that, it's easy to toast yourself running out a doorway on the outer ring. Also available in an Infinity flavor.
A small ring, with a tiny area in the center. Travel between the two is via teleporter... well, travel into the center is via teleporter. (Travel out is via dying.) It's not as lopsided as it sounds... the windows open and close at weird intervals. It's pretty simple to nuke yourself trying to shoot someone in the center.
A true cooperative map-pack... that is, this scenario cannot be played without at least two players. (You can't open the doors and switches without a second person). At times seems a little gimmicky (like some of the puzzles were created simply to be two-person puzzles, rather than finding puzzles that made sense needing a second person), but pretty well done. Only got through the first couple of levels... but we'll go back.
A three-level 5D map. Once you get the hang of it, the flow's great. Mapmaking detail is pretty nice, as well... great for small to medium sized groups.
Circles inside of circles inside of circles inside of... Lots of staircases. A central (small) courtyard. Be sure to collect your weapons and ammo before going in... for some reason, the center doesn't seem to be big on the engine's random list. Nice looking, and very dangerous. Also available in an Infinity flavor.
Circles inside of circles inside of circles inside of... Lots of staircases. A central (small) courtyard. Be sure to collect your weapons and ammo before going in... for some reason, the center doesn't seem to be big on the engine's random list. Nice looking, and very dangerous. Also available in an Evil flavor.
A huge, wide-open, nicely-built killing area. Weapons and ammo come in clumps... so if you want a particular weapon, you also get lots of ammo for it. Also comes in Evil and Infinity flavors.
A central arena with lots of twisty passageways and out-of-the-way sniper perches spread around. A nice feel to it, although some of the staircases are hard to see around.
A simple, square arena enclosed by a wall. Access to the wall is gained by climbing the water towers... but the towers can be enclosed in solid columns. Careful if you're going up, and someone's near the switch! Also available in an Infinity flavor.
A large, open level with ledges leading to a central hill, all surrounded by lava moats. If you fall in, find an edge near the hill... you're not toast yet. Also available in an Evil flavor.
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Bigger than it looks at first glance. Very dark (until you find the lights), and very light on ammo (until you find the secret areas).
The beginnings of a solo level. Nice detail, as far as it goes...
A gigantic maze. Good luck finding your friends to kill them.
The first 5 levels of a purported 30 level scenario. Hard to say, since if you want the other 25 levels, you need to send money to the author... and these 5 just aren't good enough for that. Whatever... they'll give you a few minutes of blasting fun. (He really should learn about how to make doors look good in rooms taller than 1 wu...)
Another variation on the Flame Pits theme. Also comes in an Evil flavor.
A weaponless square ring, for two contestants to duke it out. If you leave aliens on, you'll have the added challenge of dodging fusion bolts from clueless bobs...
Tight, almost claustrophobic corridors, lots of teleporters, and bobs everywhere. Easy to kill a few by accident (and then your friends aren't the only ones out to get you...).
10 levels, designed to be played solo (although not together). A bit linear at first... but good for a bit of carnage, if that's what you're looking for. No real plot on any of 'em.
A multilevel arena. With aliens on, you're gonna be spending most of your time fighting ticks.
A large, open level with ledges leading to a central hill, all surrounded by lava moats. If you fall in, find an edge near the hill... you're not toast yet. Also available in an Infinity flavor.
An upgrade of The Crossing. Nothing major, but it plays quite nicely now.
Another variation on the Flame Pits theme. Also comes in an Infinity flavor.
Modeled after the Math/Science building at UConn. Multi-level, open map, rather dark overall, but with plenty of bright areas. Flow is good, elevators are nice and fast, ammo is plentiful. Also available in an Evil flavor.
An open arena, with a couple of satellite rooms. A good demo of the circular powers of Chisel.
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A large map based on (you guessed it) the design of a medieval castle. Weapons are in outer rooms, one weapon (and its ammo) to a room. The center has four chip insertion slots, for opening up the great hall. Beware of falling ceilings, though... Also available in an Infinity flavor.
A dark arena with some sniping areas around it. A straight port of the M2 version.
A huge, wide-open, nicely-built killing area. Weapons and ammo come in clumps... so if you want a particular weapon, you also get lots of ammo for it. Also comes in Infinity and Tempus Irae flavors.
A large map based on (you guessed it) the design of a medieval castle. Weapons are in outer rooms, one weapon (and its ammo) to a room. The center has four chip insertion slots, for opening up the great hall. Beware of falling ceilings, though... Also available in an Evil flavor.
A big level, starting in a really dark room, with access to brighter areas. Some neat tricks, but the flooding one causes some nasty smearing... Also available in an Infinity flavor.
Pillars, lava river, lots of ways to die. There are a couple of elevated rooms off the sides, with 2x rechargers in 'em... careful, 'cause they're guardable. (Also watch for a weird bug if you leave too fast... you can end up in a glass cage at the bottom of the stairs.)