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Another episode in the Yota series from Goran Svensson. It's been a little while since we've heard from Goran Svensson, and no wonder; Part 16 of the Yota Saga is a six-level episode (well, 5 levels and an introduction) that's a whole lot more of the exquisite mapmaking that we've all come to expect from Mr. Svensson, and this kind of work takes time. Some of the levels are more linear than others, but there's so much puzzly eye-candy going on here that you won't notice it. You also won't notice it because you'll be busy trying not to get your ass kicked up around your shoulders - Goran says the map can be beat in Total Carnage, but this reviewer has his doubts. (Okay, maybe John Summer can...) This map is *tough*, Vid-Boi. The term plot is still soap-opera, but has improved markedly from earlier episodes, and contributes to the gameplay far better. No patches accompany this map; if you've been playing along in the series, you're already good to go. If not, you'll need the Shapes Shuttles from episodes 4, 7, 9, 11, 14, and 15, and the Sounds Shuttle from episode 4. description by Rigger (4/7/2003) (2191K) MOS Solo Goran Svensson |
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This single-level map is great for solo or multi-player extermination, but good luck doing it; as the ReadMe states, ammo is sparse (no foolin!), and monsters just keep on regenerating. About the only flaw I could find anywhere is a typo in the level name in Map View - "Chamgers"? This is Jamie Stafford's first effort at mapmaking, and by the looks of this one, he's going to generate some top-flight maps before he's through. description by Rigger (4/7/2003) (8K) Inf Large Jamie Stafford/Wolf Feather |
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22 levels (well, okay... 20 levels & 2 "secret" levels) that are suitable for solo target practice & Tag-type netplay. On the plus side, most of these levels are a rabbit-warren of interconnected rooms to do the "snipe-&-run" tactic on your netplaying buddies. And as I said, they're great for honing your trigger finger before taking on a more complex map - since you don't really have to worry about where you're going, you can concentrate on ventilating monsters. On the minus side, they show an almost total lack of eye-candy, architectural creativity, or imagination. Edge-smearing isn't rampant, but there's a lot of it on quite a few of the levels (and especially in one level, where you lose an entire room), and "secret" door platforms textured to match the adjacent walls is *way* overdone here. Finding an exit into the next level is super-easy; just look for a Juggernaut, as all transporters are invariably guarded by one. description by Rigger (4/7/2003) (439K) Inf Solo Cyle Gage |
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What a hoot! Eleven netmaps suitable for all sorts of multi-player carnage, with some wackiness thrown into each for good measure. We found the second level, "Skip-Bo", especially hooty in this household, given that *every* poly is a transporter; great practice for shooting-on-the-run. I personally found it moderately difficult to muster the killing instinct, even playing against my wife, given that I was laughing out loud at each level's gimmick (and so was she). Definitely a must-have, and one of the most appropriately-named maps I've ever seen! description by Rigger (4/7/2003) (181K) Rubicon Netpaks Khadrelt |
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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. 1.2.3 lets you widen cluts, fixed bugs, and allows editing with Resourcer.
(2/14/2003) (44K) Inf Tools Charles Lechasseur |
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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. 2.5b1 has more features and bug fixes than you can shake a stick at - check the readme for details. Source code (879K) is also available.
(2/14/2003) (888K) Inf Tools Charles Lechasseur |
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Completely redone Marathon textures, created by Jay Faircloth for Marathon: Resurrection (an Unreal Tournament mod), ported to M1A1 by Raul Bonilla. Available in 4 flavors; hi-res png (good for Windows machines with lots of RAM), lo-res png (Windows machines with less RAM), hi-res jpg (loaded Macs), and lo-res jpg (more modest Macs). Grab the one you need.
(1/11/2003) (14234K) M1A1 Shapes Raul Bonilla |
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Inside, outside, all around the station... A great single-level netmap for smaller LAN parties (four to six players ideally), suitable for all sorts of group warfare. All sorts of corners to snipe around and windows to rain mayhem down from, and no shortage of weapons or ammo. After while, I felt like I was fighting inside a Mobius strip. description by Rigger (1/11/2003) (63K) Inf Large sam killeen |
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SDL ports (by the author) of the Dreary Maps for M1A1.
(1/11/2003) (150K) A1SDL Raul Bonilla |
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An update of the SDL port of Quartz's M.A.D.D patch for Infinity. Some changes were made for this version - see the enclosed readme for details.
(1/11/2003) (4315K) A1SDL Tophet |
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SDL port (by the author) of Athens Outpost for M1A1.
(1/11/2003) (58K) A1SDL Raul Bonilla |
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Another episode in the Yota series from Goran Svensson. Slightly more linear gameplay than earlier episodes, and the term plot still reeks of Soap Opera, but not enough to distract from what rockin'-good mapmaking the author is capable of. Earlier advice applies: Save Early & Often. The last of the six levels in this episode serves as possibly the most twisted Christmas card that you'll ever receive. The full-length .mp3 soundtrack feature returns in this episode, thankfully as a playable level soundtrack, rather than an irritatingly long cutscene that you cannot escape from, as was the case in Episode 13. description by Rigger (1/11/2003) (12820K) MOS Solo Goran Svensson |
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A simple patcher from Quartz that replaces the M2 Bobs in your Infinity/AlephOne Shapes file with resurrected M.A.D.D.s (Marathon Automated Defense Drones) from M1. Comes with a single-level demo map that's suitably labryntine for some good solo fun, and other Good Stuff. This is an AlephOne port of Quartz's M.A.D.D. patch for Infinity. description by Rigger (1/11/2003) (1010K) MOS Shapes Tophet |
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A bug-fix rebuild of MMN v1.1, plus some new maps to make it better. There's something here for most everyone, for most any game style you care to name. I had some issues running some of these maps under AlephOne-Carbon, but they all work right-as-rain under Classic AlephOne. description by Rigger (1/11/2003) (279K) MOS Netpaks Lewis Hosie |
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SDL port (by the author) of Extra Celestial for M1A1.
(1/11/2003) (58K) A1SDL Raul Bonilla |
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Completely redone Marathon textures, created by Jay Faircloth for Marathon: Resurrection (an Unreal Tournament mod), ported to M1A1 by Raul Bonilla. Available in 4 flavors; hi-res png (good for Windows machines with lots of RAM), lo-res png (Windows machines with less RAM), hi-res jpg (loaded Macs), and lo-res jpg (more modest Macs). Grab the one you need.
(1/11/2003) (22487K) M1A1 Shapes Raul Bonilla |
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Completely redone Marathon textures, created by Jay Faircloth for Marathon: Resurrection (an Unreal Tournament mod), ported to M1A1 by Raul Bonilla. Available in 4 flavors; hi-res png (good for Windows machines with lots of RAM), lo-res png (Windows machines with less RAM), hi-res jpg (loaded Macs), and lo-res jpg (more modest Macs). Grab the one you need.
(1/11/2003) (3785K) M1A1 Shapes Raul Bonilla |
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The next in a continuing series of Yota installments from Goran Svensson. Four levels of the sort of mapmaking and eye-candy that continues to push the boundaries of the possible. The plotline, sadly, has decended from "plot" into "soap opera" (AIs in love? C'mon, Goran...). There are far fewer suicide traps in this episode than in earlier offerings. Save early and often; you *will* be on the receiving end of a thorough ass-kicking. A separately available Landscape Patch adds an element of serious visual coolness to the opening level. description by Rigger (1/11/2003) (2835K) MOS Solo Goran Svensson |
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Tim Vogel tosses us a neat, concise 2-level map illustrating how to do push-in panel doors, a la 'Wolfenstein 3D'... Merely running the map in the game is enough help to figure out how this is done; opening the map in Forge reveals the timing and triggering finesse. It's an easy Forge trick, but having such a map is useful and will prove helpful to the neophyte mapmaker. A nice instructive map, comparable to some of Jason Harper's smaller offerings from Back In The Day. description by Rigger (1/11/2003) (21K) Info Tim Vogel |
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This file is a simple Landscapes Patcher that does on ejob: it replaces the alien moonscape in your patched Yota #14 Shapes file with a *very* cool NASA deep-space photo. (You have remembered to patch your Shapes file accordingly for all the Yota episodes, right?) Sent separate from Episode #14 because... Well... Because Goran "forgot to include it". The game runs dandy-fine without this photo, but its coolness factor should not be discounted. MacOS X users should note that this patcher, like all of Goran's Yota Shapes Shuttles, must be used from within the Classic MacOS. description by Rigger (1/11/2003) (460K) MOS Shapes Goran Svensson |
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In response to some user problems with the existing version of M1A1 for SDL, Raul Bonilla released this. Music is already included. This is on par with the Mac version.
(1/11/2003) (38287K) SDL Scenario Raul Bonilla |
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Ten netmaps from poena.dare for your dining and dancing pleasure, connected by a central "lobby" for jumping off to any of them. Some levels are more suitable for certain modes of gameplay than others, but some seriously twisted thought went into all of these, and the mapmaking really shines! The author has been sitting on these maps for eight years, or so he says. This reviewer believes that they're well worth the wait. description by Rigger (1/11/2003) (2253K) Inf Netpaks poena.dare #CP# |
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A couple of dozen 256x256 textures, including wall textures, liquids, and landscapes.
(1/11/2003) (3583K) MOS Shapes Tim Vogel |
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A patcher that will add a number of new wall textures to each wall collection in a standard Infinity shapes file. Consider it extra flexibility. :)
(1/11/2003) (1833K) Inf Shapes Simon Dupuis |
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What a hoot! If you enjoyed revisiting Earth in Tempus Irae, you're going to really like your "Vacation In Vilcabamba". The mapmaking is excellent and more than sufficiently puzzly, the new textures are gorgeous, the terminals are completely proof-read, the AI is moderately twisted, and the monster placement is quite good, with a new baddie for you to wrestle with. [hint: "Man's Best Friend", my butt!] This map pack comes with application patches for both AlephOne and Infinity, plus Shapes and Sounds shuttles. Note that the map is named "ViV Copy", rather than just "ViV". You may wish to get rid of the "copy" in the name, although it probably doesn't matter to the game that much. (This may be remedied before you read this review. If so, please disregard.) My only disappointment was that it was only one level; I finished it cheering for more. description by Rigger [Ed.: The original version of Vilcabamba has been left up for posterity's sake. This is the same map, but overhauled, and with new nasties...] (1/11/2003) (2972K) Inf Scenarios Daniel Thomas |
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SDL port (by the author) of USS Raider for M1A1.
(1/11/2003) (190K) A1SDL Raul Bonilla |
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An excellent single-level netmap for Marathon: Evil. Plenty of stuff to hide behind and elevator/transporter platforms to temporarily get you out of whatever trouble your ego got you into, plus lots of weapons and ammo. Not really suitable for KotH, and probably a little small for large LAN parties, but for groups of four or so, it'll do handsomely. description by Rigger (1/11/2003) (47K) Evil Large Simon Dupuis |
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A NASA-produced image suitable for insertion into any Marathon Shapes file as a space landscape. Nice composition.
(1/11/2003) (1983K) Inf Shapes Beer Can |
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Completely redone Marathon textures, created by Jay Faircloth for Marathon: Resurrection (an Unreal Tournament mod), ported to M1A1 by Raul Bonilla. Available in 4 flavors; hi-res png (good for Windows machines with lots of RAM), lo-res png (Windows machines with less RAM), hi-res jpg (loaded Macs), and lo-res jpg (more modest Macs). Grab the one you need.
(1/11/2003) (6093K) M1A1 Shapes Raul Bonilla |
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A remake of one of the first solo maps (with terrminals) ever made for M1 - Jim Brewster's Athens Outpost - here recreated for the Marathon 1 to Aleph 1 project. The original was released 7 years and 7 days ago tomorrow - is that some sort of karma? Wow, replaying this map brought back all sorts of memories - get this, play it, send Raul thank-you email. This version replaces the lava sky with a (very nice) landscape pic.
(10/6/2002) (90K) M1A1 Solo Raul Bonilla |
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A remake of one of the first multilevel solo maps (with terrminals) ever made for M1 - Jim Brewster's USS Raider - here recreated for the Marathon 1 to Aleph 1 project. The original was the most downloaded map at the HyperArchive NorthWest, back when stats were kept in 1995-96. It holds up surprisingly well over time - it's still very playable. (Not as hard as it once was... but still pretty tough. :) ) Whoa, the memories... This version fixes a small error in which an erroneous texture was used (plus some other minor stuff).
(10/6/2002) (240K) M1A1 Solo Raul Bonilla |
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Just what they sound like - Max Payne textures designed to replace the standard M1 textures in M1A1. Hi-res (256x256). Also available in lo-res. Version 1.1 adds Grendel textures for compatibility with new secret level.
(10/6/2002) (12188K) M1A1 Shapes Raul Bonilla |
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2 maps, both based on the Unreal Tournament map 'Dreary Outpost'. The first level is a solo level, requiring that you simply activate the exit terminal (by activating 7 other switches, first, and trying to stay alive). The second map is a netmap based on a chunk of this level. Decent flow, and it looks great in the M1 textures. Comes with alternative music. This version fixes some minor errors and makes some small modifications to Dreary Outpost.
(10/6/2002) (205K) M1A1 Large Raul Bonilla |
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Installment 13 of an ongoing series. 9 levels. Several of them are simply 'deathmatch' levels - kill the invisible marine with the shotgun. One is a pretty cool cutscene level, with great camera work. The author continues to push the Aleph One boundaries... but there are definite glitches. (There was no sound in the cutscene level, for example - and the following level had the controls majorly screwed up; I had to quit and restart in order to get control back fully. Similarly, there are levels where to advance, you must kill the invisimarine, who's supposed to drop a chip... but several times he didn't. I had to play these level more than once - and on the level where you must kill TWO of them, and get BOTH chips, I played through at least 8 times; not a trivial task, when killing these guys takes half an hour.) Lighting is great, the new story style... didn't work for me. It might work for you; try it. Overall, I'd say this is some of the best Marathon work being done right now (even WITH the glitches) - definitely worth playing. The massive size is due to an included mp3 - if you're not interested in the (rather heavy) music, you can grab a 2.6 mb musicless version.
(10/6/2002) (6863K) MOS Solo Goran Svensson |
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A port of the original Marathon to Aleph One. This is a total overhaul of the original version of M1A1 - there are two secret levels, new textures, new scenery, new landscapes. The primary impetus for redoing this was to remove the crashes in the OSX version of Aleph One caused by shooting at a Looker with a magnum or the assault rifle. The latest readme is online, so you can see what you're getting into. The newly reworked alternative mp3 tracks (47.4 mb) from Chibi-Usa are compatible with this scenario.
(10/6/2002) (37078K) MOS Scenario Raul Bonilla |
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A remake of a classic M1 map created for the Marathon 1 to Aleph 1 project. True to the original. Great to see this map again! v1.1 fixes a small bug where some aliens didn't attack the player, along with some other minor mods.
(10/6/2002) (89K) M1A1 Solo Raul Bonilla |
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18 levels of 'go through the square room and kill everything and look for the nearly invisible exit'. Use your map; it's easier. Terms are painful. Original release contained a 10 mb shapes file - it's been converted to a 3 mb shuttle containing only the changed collections.
(10/6/2002) (2076K) Inf Scenario Rouexcx |
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Just what they sound like - Max Payne textures designed to replace the standard M1 textures in M1A1. Lo-res (128x128). Also available in hi-res. Version 1.1 adds Grendel textures for compatibility with new secret level.
(10/6/2002) (3040K) M1A1 Shapes Raul Bonilla |
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A Shapes Shuttle that allows editing M1A1 maps in Forge. Example maps and the M1A1 Physics model are included.
(10/6/2002) (1824K) MOS Tools Raul Bonilla |
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6 levels, ranging from quite big to very small. Great mapmaking, some interesting gameplay ideas (I liked 'Put your Skeletons in Jail' quite a lot). Sounds are a bit uneven. Definitely some great netplay.
(9/22/2002) (227K) Rubicon Netpaks oogaBooga |
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A 14-level solo scenario, built in with the Rubicon engine (though not, maybe, the Rubicon universe). Mapmaking is gorgeous - an awful lot of thought and care went into this. Gameplay isn't quite up to the standard set by the mapmaking, however. (Don't get me wrong - it's very, very good. However, the mapmaking is GREAT.) The biggest problem is the linearity, in my opinion; you can never move on to a new area until you finish the area you're in. There's always one door out. To be fair, some of the biggest complaining that happens on Marathon forums comes when there are too MANY choices - players don't know what to do next. That's not a problem here. If you find a locked door, look around - there will always be a chip for it somewhere nearby. Other problems included some tightness of ammo (consider this a challenge to play better) and some hokiness with regard to the storyline. (In several places, it seemed forced; plot points were being driven by map design, instead of the other way around.) Stepping back, these are all minor complaints - this is a great package, and absolutely worth the download. There were several places I simply stopped playing to gape around me.
(9/22/2002) (2816K) Rubicon Solo Tilo Probst |
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14 solo levels (plus 23 net levels). Mapmaking's decent, gameplay is quite hard. (Lots of baddies in lots of tight spaces. On one level you and the guys you're fighting are invisible... and the darkness is broken only by lightning flashes.) Story is okay - though Durandal acts more alien than man-created, and for some reason has forgotten how to spell. Some Stephen King tossed in for no apparent reason. Will keep you busy for a while.
(9/22/2002) (6720K) Inf Scenarios Jeff Russell |
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14 maps. Wide range of sizes and complexities - most groups should find maps they like in this pack. Somewhat dark, on balance.
(9/22/2002) (256K) Inf Netpaks oogaBooga |
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7 maps. Mostly small - even the larger ones are suitable for small groups. Very pretty layouts. Pretty simple - accent is on carnage.
(9/22/2002) (128K) Tempus Netpaks oogaBooga |
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Installment 12 of an ongoing series. This may be the end of an era. (Or, it may just be bad fish.) In any case, I'm posting this chapter without a full run-through - something that hasn't happened for a long, long time. I made it about three-quarters of the way through the first level, and experienced what other Marathon players have reported, but what I've never seen personally before - a nausea that gets worse the longer you play. I don't know if that means that this level is more REAL than others, or if I've just become allergic to Marathon - but out of fairness to the author, I'm putting it out now, rather than holding onto it for a weakness of MINE. What I've seen of it is quite good; the standard Yota-style tricks (keep an eye open for hidden passageways, sometimes the switch you need is beyond them), the mapmaking continues to impress. Hopefully this is a passing phase.
(8/25/2002) (1590K) MOS Solo Goran Svensson |
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A replacement for the original SDL port of Chai'etra Infinitus, submitted because the original has invalid file path information in the archive. This version also adds a new, external Chai'etra physics model which can be used with any unmerged maps. (If you've already downloaded the original SDL port, and you don't want the physics model by itself, don't bother with this - simply move the original to its proper location; there's no need to download 7 megs of new stuff just to fix a folder name. Get this one if you haven't downloaded it at all, though.)
(7/30/2002) (7175K) A1SDL Tophet |
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Installment 11 of an ongoing series. Three levels, a lot of gameplay. Sometimes frustrating; there are plenty of suicide traps. (Multiple saves...) Eye candy continues to improve from chapter to chapter... but this one has some problems with Pfhortran, the scripting language for Aleph One. You'll almost certainly notice some... oddities as you go, and in a couple of cases, you risk having to start over by re-entering an area you already finished. (This happened to me, far from a save... I lost about 2 hours.) There are some VERY tricky spots - watch your map at all times, and if you feel like you're stuck, run your head into a wall - literally. (Trust me - it'll help.) On balance, a very enjoyable romp... even with the caveats.
(7/30/2002) (2572K) MOS Solo Goran Svensson |
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7 maps, 2 already released, 5 new. Wide range of sizes - what they have in common is their use of huge numbers of polys (and views that would crash Infinity in an instant). Heavy on the map complexity, light on stuff like lighting and sounds... but you should find a map in here for most tastes.
(7/30/2002) (1718K) MOS Netpaks Goran Svensson |
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A collection of 256x256 PNG files for use with Aleph One (or anything else, for that matter). Some random screens are included, to show the textures in use. Psychadelic.
(7/30/2002) (8820K) MOS Shapes Beer Can |
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An Aleph One/SDL conversion (done by Randall Currie) of Seige of Nor'Korh v2. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages. Resubmitted on July 30, 2002, to fix a minor filepath error in the zip archive.
(7/30/2002) (4365K) SDL Solo Randall Shaw |
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An example of some 3D modeling and per-level MML scripting for Aleph One. Spht'Kr models (and the code needed to use them), plus a couple of test levels, showing them in action... It was created as an example for a 3D Tutorial for the scripting-impaired (folks like the author) - check it out!
(6/22/2002) (683K) MOS Shapes Jemmet |
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A relatively simple netmap with a couple of Forge tricks in it (hence the name). One of them (a simulated ramp) would KILL Infinity... so make sure you're using Aleph One before you try opening this. The second trick is pretty cool to look at . Tricks aside, the level is pretty straightforward, with a couple of levels, and places to hide.
(6/22/2002) (94K) MOS Large Goran Svensson |
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Originally known as Muerte Machine, this grandiose project was abandoned before being completed (read the author's thoughts on this at the Big House site). It's still an amazing piece of work - it plays more like a movie than a Marathon game. Artwork is stupendous, weapons are imaginative... this is as much a gallery of what CAN be done with Marathon as it is a game to be played.Due to its very large size (and our smallish pipe), you'll have much better luck with the mirrors mentioned on the Carlos on the Run page. Use our local copy as a last resort. Thanks!(6/22/2002) (59597K) MOS Scenarios Jesse Simko |
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A seven-level solo campaign, built as a sequel to the author's previous 'Escape!' map. Heavily puzzle-based; find a switch, figure out what's new, repeat. Oh... except that you need to keep your eyes open for all the stuff trying to kill you. (And that's a lot of stuff.) Adrenaline is definitely on, here... This works with M2, Infinity, Aleph One, and Aleph One SDL. (You can download the PC version at the Orbital Arm website.)
(6/22/2002) (3291K) M2 Solo Scott Noblitt |
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A seven-level solo campaign - nicely story-based, solid gameplay. A decent romp. (It's not spectacular - but it's quite playable.) This one should keep you busy for a bit!
(6/22/2002) (2188K) Inf Solo James Smith |
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n the author's words, "this is a side trip in the Tempus Irae universe, and may be assumed to take place at any reasonable point during the original storyline." One level, or two if you count the setup intro. Mapmaking is very high quality, and the story is well-written. There are a couple of places where monster triggers could have been placed better... but that's a nitpick, suggesting that only nits are wrong with this one. Download it today - it's a great romp!
(5/7/2002) (540K) Tempus Solo Mark Levin |
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A Shapes patch and an MML script that allows Return To Marathon to be played with Aleph One. You still need the full Return to Marathon download - this simply patches the shapes file to get around a glitch in the Infinity version (the glitch doesn't affect the game under Infinity, but makes areas unplayable under A1) and replaces the patched RtM application. A fantastic example of how Fux! can be replaced with MML.
(5/7/2002) (469K) MOS Scenario Raul Bonilla |
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Installment 10 of an ongoing series. Two levels this time. Emphasis is on puzzles... you need to use your map, and your head. You need to save frequently - there are LOTS of traps. (They're planned.) If you get caught, your only option is to restart from the last save - so make sure you HAVE that last save. The second level pushes Aleph One's ability to show LOTS of polygons pretty hard - there are areas that caused slowdowns on a 733 MHz G4 (how far we've come!). Some really innovative stuff here - it's a good pair of maps, even if it will have you pulling your hair out at times. :)
(5/7/2002) (2571K) MOS Solo Goran Svensson |
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A shapes patcher that will make your health and oxygen bars somewhat translucent - Aqua-like, if you will. Works under Infinity or Aleph One (or M2, for that matter).
(5/7/2002) (66K) Inf Shapes Goran Svensson |
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An 18 level solo scenario (plus 10 netmaps) that's been 4 years in the making. An answer to map-driven stories... this is a story-driven map. If you fell in love with Marathon because of its storyline, you owe it to yourself to play this one.Please try the much faster download mirrors listed on the TC19 website first.(5/7/2002) (9812K) Inf Scenarios Evil Petting Zoo |
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The first level of an upcoming scenario. This was actually released in January, but never added to the Archives. Since the (temporary) demise of Fileball, there wasn't any place to download this from, so we've added it here. Read more about it at the Cerberus website
(5/7/2002) (1603K) MOS Scenarios The Cerberus Team |
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A faithful reproduction of a large Infinity scenario. It was ported to SDL format by Randall Currie using HFV Explorer.
(4/21/2002) (29840K) A1SDL Eric K. Salzman |
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A great M2 map from 1996, updated to work under Aleph One. The original map was run through Scalpel (to remove zero-length lines), then merged with Forge. This was a great map in 1996 - it's STILL a great map, and now it works under a much more versatile engine.
(4/21/2002) (1805K) MOS Solo Beer Can |
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The second of 20 levels, to be played in order. (The plan is a release every two weeks - he's on schedule.) Again, ammo is sparse, and again, mapmaking is quite good. Puzzles aren't too tough, though monster placement has moved strongly in the 'Rear Admiral' direction - lots of ambushes. The 'boss' battle is a rough one - though I discovered after I was done that there was an easier way. (Pays to read the readme...) All in all, a rollicking good time! Looking forward to chapter 3. This updated version fixes a small bug which keeps some people from finishing the level - a critical chip was sometimes not dropped. In this version, it's always available.
(4/21/2002) (691K) MOS Solo Goran Svensson |
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This collection is now up to 8 maps, all very well constructed. The first one's a bit odd... insane chess. The rest, though... you could play these for a while and not get bored. Phorever is especially nice.(It almost makes me okay with the idea of a vacuum netlevel... almost.) Version 1.2 fixes most of the known bugs, and adds a map - Coliseum, a rather crazy small arena in which the baddies hate each other, the bobs stand around and watch (and eventually shout 'hey! he's shooting at us!' when you kill enough of them, though they can't do anything about it except die), and when you get bored, the whole place can be flooded with lava. Ouch! v1.3 adds 3 more maps - all relatively small, all interesting. (The late Simplici7y entrant is pretty cool- and that's coming from someone who doesn't like water levels.) Contemplation looks like it needs some work... but it has some serious potential.
(4/21/2002) (194K) Inf Netpaks Jesse Everett |
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An Aleph One SDL conversion (sanctioned by the original author) of Up Periscope, a very enjoyable Infinity map. All terminals and original art are preserved.
(4/21/2002) (720K) A1SDL Eric Margolis |
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A faithful reproduction of a fantastic Infinity scenario, now playable with Aleph One SDL.
(4/21/2002) (7171K) A1SDL Solo Gareth Wood |
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A collection of all the novelty maps submitted to the Marathon Open Source project to show off specific strengths or features of the Aleph One engine. The collection has been put together by an outside party, as a convenience - the maps herein are the product of their respective creators. (Original documentation is included when it existed, and authors and creation dates can be found on the Novelty Maps page of the Open Source project.)
(4/21/2002) (457K) MOS Netpaks Beer Can |
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A remake of the grenade explosion, created by mixing the standard grenade sound with a Myth dwarf bottle. Placed in Inf Sounds, but it comes in two flavors - snd resource for Macintosh, and .wav file for PC - so it should be useable in any Marathon.
(4/21/2002) (93K) Inf Sounds Beer Can |
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Installment 9 of an ongoing series. The maps are getting more ambitious, and the planning is getting a little dicier. Twice, I ran out of oxygen because I didn't know where I was going... and once, I used up all the ammo needed for a certain kind of baddie before I met that baddie. (If you haven't played level 8, DO IT FIRST.) I even convinced the author to remove a deliberate suicide trap - he figured if you went that way, you deserved to die. If you save lots of versions, though, and label them well, you should be okay. Again, the mapmaking has gotten rather ambitious - great lighting, nice layouts, pretty scary stuff in some places. Watch your ammo, overall.
(3/4/2002) (3113K) MOS Solo Goran Svensson |
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A 10 level sequel to Operation Wormwood, the first scenario designed from the ground up to be completed cooperatively. This one has been languishing on the creator's hard drive for years - it's finally being released to the public. It's not completely polished, but it's very playable. It also contains a passel of netmaps, some original, some Bungie's. This one should keep you busy for a while!
(3/1/2002) (15241K) Inf Scenarios Eric K. Salzman |
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A large, pretty level with lots of ins and outs, plenty of baddies to keep you busy, and simply insane weapons. Carnage rates should be astronomical.
(3/1/2002) (40K) Rubicon Large oogaBooga |
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3 maps, relatively simple lighting, all with unusual flow. (The first is an uphill/downhill map - to go up, you have to go around. The second has a water column for climbing, and the third is dark and tight.) These should all be fine with medium-sized groups.
(3/1/2002) (67K) Inf Netpaks Al Spaceman |
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A Sounds patcher for the Yota Saga maps. The first three segments of this series used the Infinity Sounds file, but all subsequent installments have used a custom Sounds file. This patcher, designed to be applied to a virgin Sounds file, replaces all old versions, and provides 16-bit as well as 8-bit sounds for the series. Version 2.0 fixes a bug in the original in which a bunch of sounds that SHOULDN'T have been copied over, were.
(2/2/2002) (456K) MOS Sounds Goran Svensson |
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A very attractive level, in two flavors (one for solo practice, the other for netplay, though both were pretty heavy on the aliens...). What sets this one apart are the physics mods - you'll either love 'em or hate 'em. Some are minor (rocket contrails are removed, so you just see the rocket), others are pretty major (the shotgun has become downright deadly - not that it didn't do an okay job before). Every weapon is altered - details are in the readme. This can be a very entertaining map.
(2/2/2002) (256K) MOS Large Goran Svensson |
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Three levels, ranging from small to mid-size, but mostly quite tight, in terms of movement. The second and third levels are quite attractive; the first is a bit too busy for my taste (though tastes vary). Beware of some long views on Stuffed Aubergine - played in Aleph One, there's no problem, but in Infinity, there can be some (non-fatal) smearing from certain places.
(2/2/2002) (108K) Inf Netpaks Nathan Orion Fulton |
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Installment 8 of an ongoing series. This one has some caveats. The third level has a baddie which can be taken down with one kind of ammo, and one kind only... and you have VERY FEW ROUNDS to spare. The first time through (well, okay, the first time I actually figured out what I was supposed to be doing), I ran out with one nasty to go... and that's enough; I had to start over, since my saved game was already low on ammo. (I had attempted to shoot through an opening that was blocked; the firing animation looked like breaking glass to me, so I fired again. Two wasted rounds... that's all it took.) Except for this glitch, though, that last level is hard, but a lot of fun. The first two levels are shorter, and with less fighting... but pretty nonetheless. Lots of tricks, as usual. As with all the Yota segments, the readme for this one warns that you should use 8-bt sounds... but the author has since created a 16-bit sound installer for all the Yota chapters (except the first 3, which use the standard Infinity sounds file).
(1/18/2002) (702K) MOS Solo Goran Svensson |
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Originally designed for the bungie.org Simplici7y contest (and released with the rest of the entrants), this is a simple, circular arena with some fun lighting effects (and physics effects).
(1/8/2002) (11K) Inf Small Scott Noblitt |
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A conversion of a classic M2 net level, converted for use with Infinity or Aleph One.
(1/8/2002) (95K) Inf Large Platinum_Ark |
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A conversion of a classic M2 net level, converted for use with Tempus Irae.
(1/8/2002) (100K) Tempus Large Platinum_Ark |
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A conversion of a classic M2 net level, converted for use with Evil.
(1/8/2002) (114K) Evil Large Platinum_Ark |
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Installment 7 of an ongoing series - you NEED the shapes patch fromPart 4 for this to work. Two levels, this time... but the first level is mostly story development. (Be careful about shooting on this level.) It took me a while to figure out how to get off the first level - the last terminal is NOT intuitive. (Keep tabbing - you'll find it.) Once again, filled with eye candy (lighting/shapes tricks) - the chain-operated door is pretty cool. Play it through!
(12/28/2001) (2558K) MOS Solo Goran Svensson |
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Good for KOTH - the vertical scale is great enough that SPNKRs are nearly useless for hill-sniping from above. The downstairs is interesting, as well...
(12/23/2001) (22K) Inf Small Shannon Murdoch |
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Three maps, a total of 11 levels; one was previously released, the other two are new - Jungle Tech is a mazelike level with many tight (but brightly lit) corridors, and The Great Temple of Madness is a claustrophobic, two level map in which you need to lava-swim to get between them.
(12/23/2001) (176K) Inf NetPaks Johannes Gunnar |
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A pit with wild lighting- does a good job of hiding snipers on high. Watch out for that ammo cache! Unmerged.
(12/23/2001) (28K) Inf Large Shannon Murdoch |
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A tiny arena with a raised ring around the outside. There's a 2x recharger in the center... but it's pretty hard to use without being SPNKed. Unmerged.
(12/23/2001) (8K) Inf Small Shannon Murdoch |
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A large central arena, with a maze of corridors around it. Lots of rechargers (though most aren't safe, unless the groups are small).
(12/23/2001) (22K) Inf Large Shannon Murdoch |
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Double-level map - the bottom is a pillar-filled arena with lots of hiding spaces. The top is a ring around the outside, with teleporters and stairs jumping between the two. Dark. Unmerged.
(12/23/2001) (9K) Inf Large Shannon Murdoch |
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Central arena, raised hill, lots of sniping spots, LOTS of ammo.Go for it.
(12/23/2001) (26K) Inf Small Shannon Murdoch |
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Big open (dark) pit, lots of running rooms on the outside, more rechargers than you can shake a stick at.
(12/23/2001) (53K) Inf Small Shannon Murdoch |
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Complicated, funky spaces, lots of stairs. Takes a little while to get used to - figure out where you are. More than enough ammo and weapons for a huge game - tight enough (once you get used to it) for a small one.
(12/23/2001) (36K) Inf Large Shannon Murdoch |
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27 maps, ranging from very, very good to... um, well, playable. Made over a number of years by a group of 4 people (and refined along the way), this collection should provide your crew with some serious netplay action. There are descriptions (and credits) for all levels included - start with the Favorites pack, but don't end there. (The Frandall pack is the oddest of the bunch - but that's not always a bad thing.)
(12/23/2001) (1012K) Inf Netpaks ATMOS Software Productions |
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Pretty funny - there's an invulnerable bob in the center of the map, firing rockets in a loop, periodically. You can't hurt him, and you can't survive the rockets... so stay out of the way! Makes for an interesting obstacle course...
(12/23/2001) (27K) Inf Large Shannon Murdoch |
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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! (12/23/2001) (2054K) Inf Solo Chuck |
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A two-level wheel. Plenty of ammo and weapons, easy cover. Movement (due to the small size and the teleporters) is very fast.
(12/23/2001) (18K) Inf Small Shannon Murdoch |
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Installment 6 of a pretty good ongoing series. This one's focused on jumping. Grenade jumping, primarily... but you NEED rockets in at least 2 places. Gravity has been dropped just enough to make it all work nicely... I had a blast (literally). Special effects, as usual, are well-used - I especially liked the implementation of the Battle Cat's Split Poly technology. And there's a section, near the end of the level, that couldn't be done in Infinity - there are just too many lines in view. (Very cool floors, though.) A film is included, if you get stuck - I didn't look at it, but the readme says it shows the best way through the level. This series continues to impress!
(12/14/2001) (2598K) MOS Solo Goran Svensson |
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Two and a half years ago, Hamish Sanderson released Trojan: Legacy, a rather odd but extremely interesting little project. Today, Raul Bonilla (the man behind the Marathon 1 to Aleph One project) releases the Legacy Sampler for Aleph One. There are a few differences (the overhead map works, the HUD is different, terminals are green, not blue, The knife from Trojan has been incorporated), but for the most part, this port is faithful to the original, and plays quite well. Give it a whirl... and then go back and play the original (which, unfortunately, no longer installs on MacOS > 9.0 - one of these days, I'll build a new installer for it). The maze section is brilliant.
(12/14/2001) (4424K) MOS Solo Raul Bonilla/Hamish Sanderson |
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A simple simplici7y map (meaning it has but 7 polys). Sound's a little funky (there are a couple of polys with no sound, leading to some jarring transitions), but it's got decent flow for a tiny map - be careful, the elevator leading out of the moat isn't as responsive as you might think (it's easy to get spanked down there if you think you're coming up..).
(11/29/2001) (10K) Tempus Small oogaBooga |
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The fifth installment of a work in progress. This one requires the shapes and sounds released with Part 4 - grab that if you don't have it already. You're suddenly on a pirate ship... and all the baddies are pastel. (Don't think for a minute that they're wusses, though - they'll kick your butt if you let 'em.) Lots of 'find the next switch' puzzles - level construction is pretty nice (you get teased with open areas before they're actually open), but be careful - the ending's a doozy.
(11/24/2001) (455K) MOS Solo Goran Svensson |
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A map designed for KOTH play - the hill is easily accessible via a teleporter... which is switch-controlled. It's actually possible to accidentally activate the teleporter while sniping at someone camping on the Hill, thereby making it that much easier to actually get there. Relatively simple map; other playstyles suffer a bit for the KOTH emphasis (and it's a vacuum net level, which automatically makes it one I won't play again)... but if you're looking for a KOTH map with a cool twist, give this one a look!
(11/22/2001) (27K) M2 Maps Scott Noblitt |
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A Chisel plugin that allows you to horizontally move everything within a specified rectangle of the map. (If you started building too far towards one edge, you can now pull it back.) This differs from the existing 'Better Move' Chisel effect in that it's not applied to the entire map, it's applied to only a subset (hence the name). Pretty slick...
(11/17/2001) (5K) Inf Tools Jason Harper |
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A Chisel plugin that allows you to auto-create staircases (finally reproducing the Script effect of Phforte 1.x!). Straightforward, simple - it does one thing, it does it right. Check the readme for minor caveats (mostly common-sense stuff).
(11/17/2001) (6K) Inf Tools Jason Harper |
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This is a Chisel plugin that allows you to set the permutation field of polygons, which specifies what certain poly types do. Yes, Forge lets you do this... but Forge limits you to 'reasonable' values - and Jason has come up with some pretty dang useful 'unreasonable' ones. A simple example: Automatic exits and teleporters are basically the same thing, but with different permutations assigned. Exits use negative numbers to specify levels (-2 is level 2), but teleporters use positive numbers to specify poly numbers (2 is poly 2). Flip the sign, and reverse the effect... and suddenly, conditional teleports are easy. Set a level to 'repair', set an automatic exit to a negative value... and that auto-exit will act as an intra-level teleporter... but ONLY if the repair is completed. The possibilities are limited only by your imagination.
(11/14/2001) (7K) Inf Tools Jason Harper |
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Building a map, and reailze you need to add another polygon to the side of an already-filled poly? Dang, you have to delete that filled one and rebuild it... WAIT! This Chisel plugin allows you to split that FILLED poly line! Way cool.
(11/12/2001) (5K) Inf Tools Jason Harper |
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Another cool Chisel plugin - if you've created a map in Forge which has too many lines connected to a point, you'll find you can't delete the point without crashing Forge. If you don't have an older backup... you're in big trouble. This plugin gets you out of it.
(11/12/2001) (4K) Inf Tools Jason Harper |
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A Chisel plugin that lets you swap any pair of polygons - very useful for bringing high-numbered polys down to the beginning, to make them easier to reach in the teleporter menu, for example.
(11/12/2001) (7K) Inf Tools Jason Harper |
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A Chisel plugin that allows you to add to the normal light intensity for a given light, without changing that light... vastly reducing the number of lights needed. (The demo map included shows 11 distinct lighting effects... and it uses exactly ONE light.) It only works on walls, and a wall can display only one value of the ambient delta field... but if you're building complicated levels, and have run into lighting limits... check this out.
(11/12/2001) (6K) Inf Tools Jason Harper |
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Installment 4 of an ongoing series. (This needs to be played in order.) This one's 3 levels... but the first one's pretty short.) Take your time with level 2... there's a LOT to discover, even though the threat factor's pretty low. (I'd say nonexistent... but kill a few bobs, and you'll be in trouble.) Level 3... well, all I can say is he did a good job. Go play. (In case it's not clear: I had a great time playing this map. I don't want to spoil any of it for you.)
(11/4/2001) (3569K) MOS Solo Goran Svensson |
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The first half of an entry that never made it into the Tempus Mapmaking Contest. Movement's pretty linear... but you should be busy enough that you don't even notice. Action was pretty much non-stop... but not so hard I wanted to give up. Nicely laid out - the eye candy is quite good (makes you feel a little better waiting for Gates of Fenris)... mostly, this is just a great adrenaline generator. Give it a run!
(11/3/2001) (680K) Tempus Solo Todd Proctor |
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A 12-level romp. Mapmaking ranges from very good to acceptable. The storyline is pretty simple, and missing a term or two (I missed a couple) won't hurt you very much. Gameplay is good, old-fashioned carnage. Kill stuff... kill lots of stuff. There's plenty of ammo, and sometimes you have a bunch of bobs to help you... but lots of times it's just your job to kill stuff faster than it comes at you. It gets harder near the end, too... I'm looking forward to seeing John Sumner's vidmaster films of this one. It's bundled with an older version of Aleph One (for MacOS 9) - but I didn't have any major problems using the current version. (If you DO decide to use the bundled version, be aware that it's older than the 3D model code added a bit ago - if you have models in your Aleph One folder, the bundled app won't launch.)
(10/25/2001) (1468K) MOS Solo Martin Antell |
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This map, in a smaller form, was available on the Testing Grounds for quite some time... and one of the levels was submitted to the Simplici7y contest last year. Here, you'll find 21 levels (15 normal, 6 secret), with generally difficult gameplay. Mapmaking is so-so... but most of the time you'll be trying hard to stay alive, so you won't be looking too closely at the scenery. Lots of secrets - and too many of them are critical. Worth a run-through, though!
(10/13/2001) (2139K) Inf Solo Toshiki Komeda |
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A large, symmetrical map - big but tight, except in the outer circle. Lots of running and hiding spaces... but the good toys (and the hill) are all fixed, so you can't run too far. Two flavors - heavy on weapons and monsters... and lighter. (The Heavy version is more fun.)
(10/13/2001) (199K) Inf Large Garrick Smith |
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Concentric killing fields. The corridors between the large arena in the center and the outside catwalks get to be chokepoints... watch those hulks. Lots of secrets. Amazing - a new M1 map, just shy of 7 years after the game's release!
(10/13/2001) (10K) M1 Large Thorin |
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This map was originally submitted to the Bungie Mapmaking Contest in 1997. It was included here because of that... but it was one of several hundred maps that hadn't been looked at. The author discovered it here in September, 2001, and sent in a new readme for it - which got me to finally look at it. Lots of long water channels, a few secrets - plus plenty of places to jump out and snipe from. A bit too big to be a lot of fun with large groups (two of us had trouble finding each other sometimes). Comes with a small souinds patch that adds a new siren sound.
(9/28/2001) (91K) Inf Large Dave Pellerito |
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The third of 20 levels, to be played in order. The two-week schedule has been bumped up a bit - apparently the next chapter is gonna take a while. This one's quite a bit tougher, puzzle-wise, than the last two. (Baddie-wise, too.) Lots to kill, not all that much to do it with, and lots of places to fall down. Several of the critical switches are in unlikely places - if you're totally stuck, look around in map mode, and you might see likely alcoves. (The map's quite dark - at least one switch needed to be shot totally blind, at least on my computer.) This one'll take you a bit longer than the last two...
(9/28/2001) (1095K) MOS Solo Goran Svensson |
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A one-level scenario, complete with new shapes and sounds - the author completed this almost a year ago, but then disappeared. It's easily up to the quality of his other Marathon work... but he had discussed adding more terminals. He never got to that... but we didn't want this to get lost, so it's been packaged up in an easy-to-use installer for your playing pleasure. The Marathon marine meets Lara Croft. This one is all puzzles - see what you can figure out!
(9/26/2001) (3679K) Inf Scenarios Daniel Thomas |
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The first of 20 levels, to be played in order. (The plan, at the moment, is to release one every two weeks.) Straightforward gameplay, new AI (could use a spellchecker), nice mapmaking. Too many baddies just standing around (though I was happy - the ammo's relatively sparse, so the fact that I could see baddies before they saw me made life a bit easier)... but a good start to a long scenario. Here's hoping that the rest of the chapters follow the plan!
(9/8/2001) (341K) MOS Solo Goran Svensson |
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8 maps - a real grab bag. There's tight, there's open, there's bright, there's dark... you name it, it's probably in here. Quality ranges from so-so to quite good. A couple of physics modifications - the water action on Man of Salts is particularly enjoyable. Definitely worth a look.
(9/3/2001) (264K) Inf Netpaks Gumdrop |
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The goal was a spooky map. The mapmaker felt he failed - I'd disagree. There's not enough to fight... but the eye candy more than makes up for it. A fantastic use of the Rubicon Shapes file. Check it out.
(9/3/2001) (274K) Rubicon Solo Tilo Probst |
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A small dual-level arena with most of the action happening in hallways around the outside. This one's not really small, but it works with small groups. Rubicon weapons work nicely in the small spaces.
(9/3/2001) (49K) Rubicon Small Nathan Orion Fulton |
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Hmm. A 21 level solo project... no save points, no terms. (Mostly because they didn't know how to put 'em in.) Lots of square/almost square rooms. Keep an eye on the map - the exits from each level are sometimes only visible in map mode.
(9/3/2001) (427K) Inf Solo Cyle Gage/Isaac Michaud |
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21 maps. Some are retextured Aurora maps (recovered after that project died), a couple came from Damage Incorporated, and one is a nice rendition of Carnage Palace Dee-luxe. The rest are just random maps. Most are pretty big - and the size plus texture choices makes it easy to get lost. Construction is mostly pretty nice, though the elevators are almost universally too slow for Marathon net maps (imo). Check 'em out - with 21 maps, there's GOT to be something your group can use.
(9/3/2001) (799K) Inf Netpaks oogaBooga |
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6 levels (well, one, with 6 variations). Two teams of VacBobs (green and blue), and two health options (normal, and pretty weak). You can start as a neutral player (nobody hates you until you start killing, but the blues hate the greens, and vice-versa), or on a team - action gets pretty frenetic with the final couple of options. A few bugs, but quite playable... see how long you can stay alive on the VacBob levels (without hiding)!
(9/3/2001) (19K) MOS Solo Joe Auricchio |
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Very cool - realistic (falling) snow. A single-level map, more to show off the snow than anything else (though the map plays fine, as a bonus) - requires Aleph One. Check this out!
(9/3/2001) (2270K) MOS Solo Goran Svensson |
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A single-level ship, emphasis on carnage. The enclosed physics model ramps EVERYTHING up, almost. There are no terminals - just kill stuff. There are a few secrets - finding them is up to you. (Suffice it to say that if you don't finish with the Flamethrower, SPNKR, and shotguns, you didn't find them all.) Watch those enforcers!
(8/22/2001) (178K) Inf Solo Tachyon |
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8 solo levels (and a couple of net levels) - this is a very nicely laid-out project (and quite difficult in parts). Mapmaking is very high-quality, though there are some minor annoyances (at one point, you're required to make a series of jumps from ledge to ledge - miss one, and you have to start over... and over.. and over; in another instance, you'll find yourself inside a beautifully constructed building maze - but the beauty wears off after you've been wandering through the same corridors for 30 minutes; and so on). Overall, flow is great, though, and the gameplay will keep you wide awake. Definitely worth playing.
(8/22/2001) (1554k) Inf Solo The Jigsaw Group |
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A large, multilevel area, filled with passages, steps, tunnels, and stuff - It's busy, but it's easy to find your way around. Lots of teleporters, a functional waterpump, and lots and lots of baddies. Practice staying alive on the first map, solo... then try the second one in a net game (same map, fewer aliens). Big enough to accomodate 8, but playable with 2. Nice map.
(8/22/2001) (119K) Inf Large David Retchless |
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A 10-level (well, 7, really) scenario involving an insane AI, a moral choice, and some fun Marathon tricks. Level construction is pretty good, use of Rubicon textures adds a nice touch, but carnage can be sparse in most areas. Still - it's a nice romp, and the eye candy is nicely done.
(8/22/2001) (1684k) Inf Scenarios jaybup@aol.com |
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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 1.2 fixes a bug whereby a not finding a small room (not clearly described) could keep you from finishing a level.Also available in digestible chunks.If you already have v1.1, you can update it to 1.2 using this updater (127K).(8/20/2001) (10394K) Inf Scenario Thomas Reed |
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A relatively short romp through an alien spaceship. No oxygen (but a couple of rechargers), plenty of ammo for the targets at hand. Get to the end. Pretty straightforward - only one place gave me a little trouble (because I was careless). Worth the download, if only to play some new stuff for a bit.
(8/2/2001) (181K) Inf Solo Tilo Probst |
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Three levels - starts with an expanded version of Waterloo Waterpark, which the Pfhor have flooded with lava. From there it moves into a pair of levels with lots of tight, branching corridors - lots of stuff to kill you, waiting just around the next corner. I had trouble finding save terms after the first level... and watch out for dead ends.
(7/31/2001) (644K) M2 Solo Adam Pickett |
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This was FUN. 8 or 10 levels, depending on how you count... beautiful mapmaking. Some of the levels had a flow problem (hit this switch, run over here, look for a newly-opened area... run BACK over here, hit this other switch, lather, rinse, repeat), but overall, this was acceptable - the levels were just very nice to look at. Lots to kill, lots of ammo to kill it with. Terms were translated from the original german, and can be a bit difficult to follow (especially since they (for the most part) rely on words, not pictures, to get you from point a to point b)... but again, this isn't critical - when in doubt, kill stuff and throw switches. Give it a look - mapmakers, there are lots of cool ideas here; players, there's a chunk of fun carnage here.
(7/31/2001) (1668K) Inf Solo Probst |
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Three levels, not really complete. (They're not playable, anyway - no weapons/ammo/baddies, really.) They were made to inspire mapmakers, according to the author - and there's some interesting stuff here in level design. Check 'em out, see what you can make of 'em!
(7/4/2001) (95K) Inf Solo Probst |
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A pillar-edged central courtyard, with weapons collection areas around the outside. Plenty of weapons/ammo for small groups - might get insane with bigger ones.
(7/4/2001) (29K) Inf Small Trevor Smith |
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7 levels, created a while ago and tested on the Testing Grounds but never in included in the Archives. Submitted by Scott Noblitt, in an effort to get good maps released. I KNOW I've seen the first map before, but I can't for the life of me remember where. These were originally built for the now defunct Hadar's Alliance scenario. Flow is generally quite nice - emphasis is on fast movement (even the hallways are wide). Plenty of ammo.
(7/4/2001) (250K) Inf Netpaks Drakkar Azura |
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Originally submitted to the Simplici7y Contest, this is being rereleased for a wider audience. (Or something.) The map consists (as do all entries to that contest) of 7 polygons - in this case, arranged into asingle small, dark room with a corridor connecting two sides. Doors are really slow - so while the good weapons are in the corridor, you run the risk of being blasted as you wait for them to reopen.
(7/4/2001) (7K) Inf Small Blake Noble |
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A huge open arena, with raised corners, a central sewage pillar (for climbing), and some outside passageways. Probably better with larger groups. Unmerged. Also available in an Aleph One version.
(6/23/2001) (19K) Inf Large Svenneves |
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A central arena, surrounded by a maze of castle-looking corridors. Lots of secrets. Minimal lighting. Unmerged. Also available in an Infinity version.
(6/23/2001) (44K) MOS Large Svenneves |
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A large, multi-ringed arena with a myriad of catwalks ringing lava moats. Very symmetrical. Not merged. Also available in an Aleph One version.
(6/23/2001) (75K) Inf Large Svenneves |
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A large, multi-ringed arena with a myriad of catwalks ringing lava moats. Very symmetrical. Not merged. Also available in an Infinity version.
(6/23/2001) (75K) MOS Large Svenneves |
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A circular station, with a smallish arena in the center, and some manouvering room around the outside. Plenty of drones and vacbobs for help... the big guns are sort of hidden. Unmerged. Also available in an Aleph One version.
(6/23/2001) (29K) Inf Large Svenneves |
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Two maps - the first is a single room, a simple arena with some higher points to shoot at the hill from. The second is an expansion of the first - the original room has fancier lighting and more weapons, and the whole map gets a second area.
(6/23/2001) (49K) Inf Netpaks Anders Persson/Hugo Forss |
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You are in a maze of twisty passages, all alike... Actually, there are two sets of twisty passages, joined by fake walls. The big guns are all on the outside. Unmerged. Also available in an Aleph One version.
(6/23/2001) (37K) Inf Large Svenneves |
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A claustrophobic, multi-leveled cityscape. Sniper towers are TINY, and have a very small window on the hill - but the tight line of sight works both ways. Lots of secrets - check for fake walls. Unmerged. Also available in an Aleph One version.
(6/23/2001) (76K) Inf Large Svenneves |
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You are in a maze of twisty passages, all alike... Actually, there are two sets of twisty passages, joined by fake walls. The big guns are all on the outside. Unmerged. Also available in an Infinity version.
(6/23/2001) (37K) MOS Large Svenneves |
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5 levels, created a couple of years ago by a mapmaker who disappeared off the net. These are being released by his primary beta tester, under the assumption that it's a crime to waste good Marathon levels. (And good they are - most have an organic feel, with lots of curves, and a huge amount of vertical complexity.) Some funky physicsstuff on some of the maps - but generally, very nice (large) maps for bigger groups.
(6/23/2001) (287K) Inf Netpaks Sylvain |
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A square level, with a bunch of catwalks poised over water areas. Elevators bring you back up if you fall off. Comes with an amazingly annoying physics model that makes it nearly impossible to go down into the water... or indeed, do much of anything except bounce off the sky, when running. Unmerged. Also available in an Infinity version.
(6/23/2001) (31K) MOS Large Svenneves |
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Crates, explodabobs (you have to figure out how to let 'em out), and enforcers, all with a strange flying physics model... what more could you want? Unmerged. Also available in an Aleph One version.
(6/23/2001) (22K) Inf Large Svenneves |
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A central arena, surrounded by a maze of castle-looking corridors. Lots of secrets. Minimal lighting. Unmerged. Also available in an Aleph One version.
(6/23/2001) (44K) Inf Large Svenneves |
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A huge open arena, with raised corners, a central sewage pillar (for climbing), and some outside passageways. Probably better with larger groups. Unmerged. Also available in an Infinity version.
(6/23/2001) (19K) MOS Large Svenneves |
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Emphasis is on symmetry. Mostly just a big arena with cover. Hill is in a lava pit, which makes dodging a bit tricky... There are a few sniper spots, but the walls are too high for most shots. Lighting is pretty monotone Plenty of SPNKRs and 3x canisters, so a blast-fest can be had without too much trouble. Unmerged. Also available in an Infinity version.
(6/23/2001) (22K) MOS Large Svenneves |
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A target practice map. You get lots of weapons and ammo, and access to a circular arena - you can let any number of any kind of nasty in that you want, via a set of (protected) switches. Sorta fun to try and get the jugs to wipe everything else out... Unmerged. Also available in an Aleph One version.
(6/23/2001) (13K) Inf Solo Svenneves |
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A claustrophobic, multi-leveled cityscape. Sniper towers are TINY, and have a very small window on the hill - but the tight line of sight works both ways. Lots of secrets - check for fake walls. Unmerged. Also available in an Infinity version.
(6/23/2001) (76K) MOS Large Svenneves |
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Crates, explodabobs (you have to figure out how to let 'em out), and enforcers, all with a strange flying physics model... what more could you want? Unmerged. Also available in an Infinity version.
(6/23/2001) (22K) MOS Large Svenneves |
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A target practice map. You get lots of weapons and ammo, and access to a circular arena - you can let any number of any kind of nasty in that you want, via a set of (protected) switches. Sorta fun to try and get the jugs to wipe everything else out... Unmerged. Also available in an Infinity version.
(6/23/2001) (13K) MOS Solo Svenneves |
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Emphasis is on symmetry. Mostly just a big arena with cover. Hill is in a lava pit, which makes dodging a bit tricky... There are a few sniper spots, but the walls are too high for most shots. Lighting is pretty monotone Plenty of SPNKRs and 3x canisters, so a blast-fest can be had without too much trouble. Unmerged. Also available in an Aleph One version.
(6/23/2001) (22K) Inf Large Svenneves |
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A square level, with a bunch of catwalks poised over water areas. Elevators bring you back up if you fall off. Comes with an amazingly annoying physics model that makes it nearly impossible to go down into the water... or indeed, do much of anything except bounce off the sky, when running. Unmerged. Also available in an Aleph One version.
(6/23/2001) (31K) Inf Large Svenneves |
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A circular station, with a smallish arena in the center, and some manouvering room around the outside. Plenty of drones and vacbobs for help... the big guns are sort of hidden. Unmerged. Also available in an Infinity version.
(6/23/2001) (29K) MOS Large Svenneves |
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A full spoiler guide to the Marathon Rubicon scenario. (A 'lite' guide was included with the scenario, but didn't cover all the ins and outs as this one does.) If you're stuck, this is a good place to look.
(6/23/2001) (1260K) Info Team Rubicon |
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Some 32-bit fusion bolt sprites for Aleph One. Very nice to look at. Easily installed.
(6/23/2001) (1171K) MOS Shapes Alexander Strange |
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A large, bright, multilevel map. Reminded me a lot of the opening to Kill Your Television... but it's different. Plenty of weapons and ammo, plenty of ways up and down - there's a SPNKR, but if aliens are on, getting it makes the game a bit harder.
(6/11/2001) (21K) Inf Large The Code Master |
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Wow - when I first played this, I was reminded of one of our favorite small maps for M1 (and later M2) - Killing Fields. This one uses totally different weapons, which gives the map a completely different feel... but it's a blast to play as well. Emphasis is on clean shooting. Also available in an Infinity version.
(6/11/2001) (5K) M1 Small The Code Master |
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The texture choices make my eyes hurt, but the flow's not bad. A large room, with platforms at both ends, weapons on pillars (reachable by jumping), and elevators to get from bottom to top (slow). Busy with aliens on.
(6/11/2001) (25K) Inf Small The Code Master |
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An infinity remake of the author's M1 map of the same name. The author likes the M1 textures better - I'd agree, though this is still fun to play.
(6/11/2001) (8K) Inf Small The Code Master |
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4 solo levels (two flavors each of two separate maps), plus a 'level selector' that itself is non-trivial. If you're looking for the challenge of some very, very hard levels that you CANNOT beat your first time through, these might be for you. If you frustrate easily... maybe you'll want to pass these by.
(6/8/2001) (2674K) MOS Solo Sigfried00 |
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18 levels, ranging from straightfoward to insane. (The final level puts you in a small arena with no hiding places and a jugger to fight.) These are playable by mac users, as well... but they were built by Windows Marathoners, for Windows Marathoners, and might have line-of-sight problems here and there. (We didn't find any, but we didn't do a HUGE amount of testing.)
(6/8/2001) (219K) Win95 Netpaks Kenneth Tschetter |
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4 levels - three new, one classic. The new stuff brings back strongly some of the best architecture of earlier Dierkes masterpieces - Serotonin Uptake Inhibitors came to mind as I ran through the first level. Great care is taken with flow, and even lighting is very nicely done. Grab these. (Watch those maser bobs, though...)
(6/8/2001) (150K) Rubicon Netpaks Rich Dierkes |
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Originally designed as one of the levels for Marathon Rubicon, this map is now being released, retextured, on its own. Extremely fast-paced. If you play using the Infinity version of Rubicon, you'll have serious trouble figuring out where you're going, under-liquid. (The AO version doesn't have this problem.) Comes with a bonus net level called Minotaur - it's what it sounds like.
(6/8/2001) (542K) Rubicon Solo Matthew Ramquist |
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An Aleph One overhaul of a great Infinity Solo map... the textures are AMAZING. Play this - you'll love it. (The term art has also been redone - but the map itself, with some minor exceptions, is pretty much the same as the first one - my review of it still stands.) THIS is what Aleph One is good at.
(6/8/2001) (8358K) MOS Solo Michael Hunsley |
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A large, geometrical, desperate level - lots and lots of stuff going on, watch the baddies. Weapons have been messed with - balance is very different from stock RED netplay. flow is a bit contstricted by the tight entranceways to various areas... but once you're there, things open up. Watch your eyes in the big playroom downstairs.
(5/30/2001) (26K) RED Large Phil Walk |
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More maps in the vein of Rubicon Vidmasters - Package 1 - Four maps, designed to train you as a better fist fighter. Check 'em out!
(5/30/2001) (464K) Rubicon Solo Sidoh |
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A pretty simple arena, set up for Vidmaster training. You get no weapons, one bar of health, and a lot of fighters to kill. Three films are included, showing variations on the challenge.
(5/30/2001) (242K) Rubicon Solo Sidoh |
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9 maps, ranging from really fun to really irritating. Lighting could use some work, but gameplay is pretty good. Heavy reliance on 5D - maps like Hall of Illusion are really enjoyable because of it. A couple of vacuum levels, including one that's actually a maze - if that doesn't drive you nuts, nothing will. All in all, a collection worth playing. All maps are unmerged.
(5/30/2001) (190K) Inf Netpaks Obsidian |
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An expansion on Fighters - this collection contains that map, as well as three others; one with projectile fighters, one with Hummers, and one, a modified version of "Honk", from the original Rubicon package. All are set up for Vidmaster training. Films are included. Try your skill!
(5/30/2001) (446K) Rubicon Solo Sidoh |
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Hard to know what to say about this one. It's more of an experiment than anything else. Mapmaking at times is beautiful... but there are a number of problems with the map (some delineated in the readme), and finishing it can be very difficult. (I never did find a save term, so when I got stuck in a poly well into the map, my only choice was to quit and start over... very discouraging.) Still, there is quite a bit to look at here - if you're building maps, this is probably worth a run-through, just for ideas.
(5/30/2001) (265K) Inf Solo Probst |
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A solo romp - keep on your toes, and hunt for that chip. There's a crucial passageway obscured by a fake wall - this, by itself, makes the level far less enjoyable for me, but if you overlook this, it's a decent run.
(5/30/2001) (77K) Inf Solo Obsidian |
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A pretty wide variety of net maps (51 of 'em, actually). Flow and play range from good to very, very good. If you like the Rubicon textures/weapons, don't pass this up - there will be plenty of maps your group will enjoy.
(5/30/2001) (2664K) Rubicon Netpaks Team Rubicon |
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A huge, open arena, surrounded by climbing corridors. Two versions - one crawling with aliens, the other quite sparse. Plenty of ammo in both versions for solo practice or net play with sizeable groups. Also comes with a demo of an interesting start for a solo project - it's really just the first room that's interesting, check out the lighting as the door opens.
(5/15/2001) (171K) Inf Large Garrick Smith |
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A pair of experimental levels - they're not really playable, since there's little or no ammo or weapons... but there are Q3A-like jumppads to look at, and permission from the creator to use them. Worth a look if you're building.
(5/15/2001) (47K) Inf Novelty Tilo |
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8 maps, most released earlier in other Marathon flavors (M1/M2/Infinity). I couldn't test them all - for the first time in 6 years, I got motion sickness playing Marathon; it's probably the texture choices.
(5/15/2001) (358K) MOS Netpaks Matthew Ramquist |
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A repackaging of the M2 map Escape!!, for use with M2 for Windows.
(5/15/2001) (696K) M2 Maps Scott Noblitt |
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A dark, brooding station, with huge lines of sight (these require the map to be played in Aleph One only) - nice views, lots of places to run, plenty of weapons and ammo. There's a KTMWTB problem that seems to be AO related - but other than that, it plays very nicely.
(5/15/2001) (166K) MOS Large Matt (Low-G) Ramquist |
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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 get folks out of their holding cells. Great for team KOTH. Update redoes all the ammo placement, and fixes some bugs - and adds some nice gameplay features. (The hill access is rather interesting.) Definitely worth a look.
(5/10/2001) (80K) M2 Large ToastMonkey Consortium |
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This was the description when this map was called 'Steve No More':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.This version has had flow completely reworked - there's been some thought put into where folks go, and how to keep groups from getting lost. Nicely done, and worth a look. Don't get flushed! (5/10/2001) (98K) M2 Large ToastMonkey Consortium |
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So there's this guy, see? His name is Hamish Sanderson, and he's done a lot of messing with Marathon. And in April of 2000, when bungie.org ran a mapmaking contest called Simplici7y, he decided to enter it. But there was this problem - his map, while very cool to look at, didn't work very well. You could run through other players in places, and shots would stop working after a while... he tabled it. A year later, he dusted it off, got some poor fool to help debug it and playtest it, and dumped out on you, the unsuspecting public. It's pretty amazing for a 7-poly map... would definitely have won an award in the contest, had it not been a year late. Cool scenery, great flow, nice weapons tweaks, and a couple of surprises add up to a pretty fun map. Try it out. (More than 2 or three players and it's just a suicide fest... but what do you want for 7 polys?)
(5/4/2001) (14K) Inf Small Hamish Sanderson |
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Patchers for Forge and Anvil, plus physics models... all the tools you'll need to build way-cool Rubicon maps. Grab 'em today!
(5/4/2001) (967K) Rubicon Tools Team Rubicon |
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A straightforward level, staggered (lots of up-and-downs), lends itself to KOTH. Weapons and ammo are quite tight for anything over 2 players. The readme has good advice.
(5/4/2001) (17K) Inf Large Blake Noble |
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A solo practice level - more of an experiment than anything else. Started life as a scenario, gutted, then rebuilt. Lots of tight spaces, interesting views. Flow is a bit rough, due to the lack of elevators and the plethora of dead ends... but overall it's a pretty interesting map, and there's tons of stuff to shoot at. The physics model puts you on the side of the aliens... but nothing says you can't shoot 'em anyway. :)
(5/4/2001) (116K) MOS Solo Casey Battaglino |
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Large filesize is due to a huge readme - this was one of the winners of the Simplici7y mapmaking contest, and as such has only 7 polys. Beautifully symmetrical, with very nice gameplay. All in 7 polys!
(4/16/2001) (362K) Inf Small Charlie Olson |
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Interesting concept, Map Roulette. One guy slaps up polys for about 20 minutes, then sends it along to the next guy. This continues for as long as all the parties stay interested - then the map is done. This pack contains two maps, both quite playable, whipped out in 6 hours, with four contributors. Take a look... join in!
(4/16/2001) (51K) Inf Netpaks Bungie.org Map Roulettes |
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A remake of NetHell 1.1, a very early map for Marathon 1. Simple and straightforward - architecture has been preserved for posterity, textures and media have been updated to work with Infinity.
(4/16/2001) (148K) Inf Large Matthew Ramquist |
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A large level, unfinished as yet (and maybe will be until a map editor is released without Forge's limitations) - currently it consists of some underground passageways with lava channels, and an outdoor area with an inescapable lava moat. Lava f'lickta abound. Latest version adds a bunch more polys.
(4/16/2001) (150K) MOS Large Matt Ramquist |
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7 maps. All sizes. Lots of curves. Focus is on KOTH (some of the best games on that), but supports all standard stuff. Flow was good on almost all of these (we had some trouble on God's Crack - lots of jam-ups). Definitely worth a download.
(4/16/2001) (260K) Inf Netpaks Peter Cooner |
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Similar to the M1 Map GIFs, this is a set of GIFs showing all the M2 levels - and in some cases, the level's been broken out into several pieces, to show all the overlapping areas. A nicely done reference source, for those in need of the architecture.
(4/16/2001) (1237K) Info Joseph Gardner |
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A mid-sized, pretty map with a nice combination of tight and open spaces. Lighting is very nicely done, but flow is hampered by very slow elevators - we found ourselves waiting at dead ends for an elevator to come down too often. Ammo and weapons are good for small groups, but larger teams will find quantities tight. Unmerged.
(4/11/2001) (24K) Inf Large Phish and eNJay |
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Originally built for (and one of seven winners in) the Simplici7y map contest, this is an average-sized arena built of 7 polygons, with a totally insane number of sprites occupying the space with you. Some are on your side, some are not. A 733 MHz G4 with an nVidia GeForce2 video card couldn't keep up with this at 640x480 with full OGL settings - so be sure to tone it down a bit. Also available in an Infinity version.
(4/11/2001) (11K) MOS Solo Christian Miller |
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Originally built for (and one of seven winners in) the Simplici7y map contest, this is an average-sized arena built of 7 polygons, with a totally insane number of sprites occupying the space with you. Some are on your side, some are not. A 733 MHz G4 with an nVidia GeForce2 video card couldn't keep up with the Aleph One version at 640x480 with full OGL settings - so be sure to be careful.
(4/11/2001) (10K) Inf Solo Christian Miller |
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Wow. In the early days of Marathon, there were a bunch of maps made by a guy named Butch Massoni, and they fit in a class by themselves - they were small, loaded with weapons, and the focus was on absurdly high carnage rates. They were some of the most enjoyable netmaps we played. Here's a collection of 31 maps in that genre - they're not as polished as some, but the fun factor (especially for small groups) just can't be beat. Try 'em!
(4/11/2001) (483K) Inf Netpaks Cyenobite |
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10 maps, a very nice collection of finely polished maps. Flow (as usual) is very smooth - if you get shot, it's 'cause you weren't moving fast enough, not because you got trapped. Some of these just want to make you stop and admire the scenery... but don't. Shooting angles are about as wide-open as they can be; in most cases, you can be shot from a LOT of different places. Any group from 2 to almost 8 will find worthy maps in this pack.
(4/11/2001) (260K) Inf Netpaks oogaBooga/Randy Reddig |
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A large, multilayered set of concentric rings. Flow is hampered by slow elevators - but you can't be shot while in them, so it's probably okay. Lots of nooks and crannies. Not merged.
(4/11/2001) (24K) Inf Large Phish and eNJay |
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An open-air map, with multiple levels and lots of corners to hide behind. Flow's pretty nice - it's hard to get hedged, unless you're going for the big weapons (watch those sewers, they're death traps). Ammo's good for smaller groups (less than 4, say). 1.1 merges the map (thanks, Erkki!) and adds netbobs (there are a LOT of them, in a relatively small space - you'll die a lot with them on).
(4/6/2001) (30K) Inf Netpaks Erkki Toukolehto |
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A simple circular arena with a dual-level central area and some sniping positions reachable via spnkr jumping. Update shrinks the readme dramatically... and fixes a few small bugs.
(4/3/2001) (40K) Inf Large Erkki Toukolehto |
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11 levels, focus on carnage, with interesting nooks and crannies, great lighting, flow, flow, flow. Rich keeps getting better... If you have a group that gets tired of their old maps, this pack will keep you busy for a while. 1.9 update fixes a bug or two, tweaks some minor bits.
(4/2/2001) (264K) Inf Netpaks Rich Dierkes |
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This is a huge scenario (more than 50 levels, but the total number you play is dependent on the routes you choose), with amazing artwork, gorgeous level design, and all-new everything. An enormous amount of time has gone into this project, and it shows. It's not your standard shoot-em-up scenario - thinking is required, and some have found that the non-linearity leads to confusion at times... but work it out, it's worth it. Absolutely one of the all-time best third party Marathon creations ever produced. Also available in an Aleph One version. Be sure to visit the Marathon Rubicon website for more information and download options(3/18/2001) (44540K) Inf Scenarios Team Rubicon |
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5 levels, focus is on vertical movement. Everything is fast - hesitate and you're lost. (Elevators, for example, generally visit a level for a second or two - time the jump-off, or head back to where you started. Once you get a feel for the layout, it works quite well... but at the start, you'll get shot a LOT by people chasing you.) Check 'em out!
(3/18/2001) (374K) Inf Netpaks Justin Burns |
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A tiny applescript app that does one thing (and does it right) - it converts Infinity files to Aleph One, and vice versa. (In practical terms, this means maps, Shapes, Sounds, Music, Images, and Physics Models.) Far more convenient than ResEdit. v1.2 adds folder/disc drag-n-drop and compatibility with all 3rd party scenarios. v1.3 now converts entire folders, instead of just one level deep.
(3/18/2001) (8K) Inf Tools Trevor Smith |
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This is a huge scenario (more than 50 levels, but the total number you play is dependent on the routes you choose), with amazing artwork, gorgeous level design, and all-new everything. An enormous amount of time has gone into this project, and it shows. It's not your standard shoot-em-up scenario - thinking is required, and some have found that the non-linearity leads to confusion at times... but work it out, it's worth it. Absolutely one of the all-time best third party Marathon creations ever produced. Also available in an Infinity version. Be sure to visit the Marathon Rubicon website for more information and download options(3/18/2001) (45150K) MOS Scenarios Team Rubicon |
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13 net levels for M2 (and Infinity, although the texture choices work better in M2). I think my biggest complaint with the original Levels of Lh'owon was the rigid geometry of some of the levels. That is all gone here... curves abound. Flow is great, and much thought has gone into maximizing eye candy without killing performance. Very nice pack.Contains levels suitable for groups of two and up. v1.1 adds two new maps, both of which are pretty interesting. Gotta watch your step on those narrow bridges!
(3/18/2001) (400K) M2 Netpaks Scott Noblitt |
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A couple of years ago, ydnar offloaded the last of his Marathon detritus, a very impressive (though slightly unfinished) map called Last Survivor of the Nostromo. Recently, oogaBooga decided to polish it - better lighting, better weapon balance (okay, forget the 'better' - it now HAS weapon balance), more starting positions, some baddies to mess with. The original was a thing of beauty in a 6-person netgame (well, after customizing weapons and ammo)... this one is better.
(2/28/2001) (45K) Inf Large oogaBooga/Randy Reddig |
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6 levels, on the small side. You know, I'm getting tired of saying nice things about this guy. Who the heck does he think he is, consistently turning out top-notch netmaps? Okay, go ahead and play these, if you like good flow, and nice architecture, and plenty of weapons and ammo... but don't think I'm gonna be happy about it. (Dang, those red weapons are fun in netplay.)
(2/14/2001) (219K) Red Netpaks oogaBooga |
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In March, 1999, Antonio de Llamas released a single level preview for an ambitious project he'd undertaken - Return to Marathon. You were returning to the Marathon, abandoned after centuries of use, and things were not what they seemed. The response was tremendous... and now, finally, the Return to Marathon team brings you Return to Marathon v1.0. Three levels of spooky, semi-familiar surroundings... incredible terminal art, tons of new creatures, new weapons, plenty of eye candy, a suspenseful storyline... it's not easy, you'll have to work to get through it. This is not for the faint-of-heart... but the adrenaline rush you got when you first played Marathon is back. Also available in floppy-sized chunks.Mirrored at datavault.geeklair.net, thanks to Ben Reiter.(2/14/2001) (23219K) Inf Scenario Antonio de Llamas |
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An Aleph One/SDL conversion (done by Randall Currie) of Marathon: Fell. Also available (on a much faster connection) from Electric Infinity, Craig Caroon's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(2/13/2001) (37483K) SDLSolo Ben Potter |
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An Aleph One/SDL conversion (done by Craig Caroon) of Devil in a Blue Dress v2.2. Also available (on a much faster connection) from Electric Infinity, Craig Caroon's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(2/13/2001) (6510K) SDLSolo Marathon Map Makers' Guild |
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An upgrade of a 5 map collection - it's 15 maps now. Emphasis is on lighting and special effects - maps are very pretty to look at. What I wrote for the first version still holds - Mostly geared to smaller groups (all are playable with 2 players, although most will support more). Well thought-out... even the plainest has a purpose.Definitely worth a look. (And if you're looking, check out the author's map page... a bit unusual, but quite interesting.)
(2/3/2001) (368K) Inf Netpaks Jason Parsons/Gabe Rosenkoetter |
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A 7 level nethop pack. Every single one of these maps is worth playing on its own (well, okay, the vacuum level's sort of a pain in the ass), together they total a monstrous netgame potential. Every gamestyle is supported, and every playing style can find a home here. Check 'em out.
(2/3/2001) (311K) Inf Netpaks oogaBooga |
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A square arena, with a trough around it... and a water elevator to bridge the gap. Obscene numbers of objects/baddies complete the picture.
(1/27/2001) (8K) Inf Large Heath Gibson |
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A square level, with a bunch of fake walls, and hundreds and hundreds and hundreds of rocket packs. Internally, the level is called 'Die', which is relatively accurate - you can't always see what's coming at you, because of the fake walls.
(1/27/2001) (5K) Inf Small Heath Gibson |
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3 more levels from a master. One is simply a fun bit from a RED solo map, but all three are really playable - you'll spend most of your time getting blasted by friends, and very little time trying to figure out where to go next. Those RED weapons are just built for carnage, aren't they?
(1/27/2001) (103K) RED Netpaks oogaBooga |
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A replacement for about a third of the infinity textures, using the M1 and M2 counterparts. An interesting effect... try it out and see. (Suggested for Aleph One, but works fine with Infinity ,as well. Textures haven't changed in size.) It's proposed as an early step in the Texture Replacement Project - start with the most colorful and detailed textures in the Marathon series, and you should get a more pleasing final result.
(1/19/2001) (1267K) MOS Shapes Dispatcher |
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A one-level (okay, two if you count the intro room) demo of an upcoming scenario. Portal of Sigma is a Big House inmate, and a promising one. The mapmaking in this demo is gorgeous. Terms need a little work, and the gamplay is rather linear... but both of those will change in the final product - he leads you where he wants you to go... it's a demo, after all. After playing through the level, the first word that came to mind was 'clean'. I think you'll like it.
(1/19/2001) (4948K) Inf Scenario Simon Dupuis |
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This is pretty cool. It adds a small patch to your SPNKR shapes - when the launcher is capable of firing, it blinks green. When it's not (because it's between shots, or reloading), it blinks red. It works, it doesn't get in your way, and hey - it's tiny. Check it out!
(1/19/2001) (83K) MOS Shapes Alcladq10@aol.com |
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A very symmetrical map, with lots of nooks for hiding, and a central arena (pretty small) with access from above and below. Dark in the corridors, light in the arena. Straightforward.
(1/14/2001) (43K) Inf Large Trevor Smith |
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24 levels, some simple, some more complex... all quite playable for small to medium groups. Emphasis is on movement... and it works well. With 24 maps, your net group shouldnt' get bored too quickly...
(1/14/2001) (497K) Inf Netpaks Erik H. and Mike F. |
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3 levels, all with fantastic flow. These maps just get better and better. Unholy lets you play netgames in Ian's disgustingly alive hive-like textures... Whiskeyclone is a simple (but hard to dominate) street scene. Singe offers some pretty fun scenery... ick. :) Definitely worth a look.
(1/14/2001) (144K) RED Netpaks oogaBooga |
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A large map, playable either as net (without the included physics model) or solo (with it). Map's not merged for easier swapping. A large castle, with a moat around it. Secrets are all over the place... many ways in (though most will require hunting). In solo mode, green stuff (troopers, hunters, etc) are on your side. Find those recharge canisters quickly...
(1/2/2001) (216K) TI Large M.L. Kirby |
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Otherwise known as Marathon 1-2-3 Converter, this tool will convert M1 data files (maps, shapes, sounds, you name it) to Aleph One format. It's more than just a simple translator - when you tranlsate a map, you also get the MML files needed to make it work as the original. Source is included.
(1/2/2001) (536K) MOS Tools Loren Petrich |
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A small map... but with a lot of altitude differences. Designed so that the fastest shot doesn't always win. Spectacular in-air frags are always fun... Check the underwater passage for extra weaponry.
(1/2/2001) (17K) Inf Small Al Spaceman |
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Created in 1997, but never added to the Archives, this walls collection is a pretty amazing example of what you can do with black and white. Textures are cartoonish, prelit... Disneyesque. (Not utterly surprising, since the creator has worked for Disney for quite a while.) These were used (in a modified form) in Hamish Sanderson's Mill2... it would be great to see them used again.
(1/2/2001) (357K) M2 Shapes Don Carson |
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Very clever- amazing it hasn't been done before.This one's a lot of fun. It is what it sounds like - you (and your opponent) are the paddles, missiles are the ball. The missiles can't hurt you... but if you miss one, the crusher that it triggers can... A blast.
(12/27/2000) (20K) Inf Novelty Trevor Smith |
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A very pretty map, one that takes good advantage of Aleph One's lack of line-of-sight problems. A very curvy map (surprised?) with (pretty amazing to me) not a single platform. And flow is STILL pretty good! Small weapons in abundance, larger weapons nicely held back. (And you have to work a bit for that SPNKR...) Nice for medium to large groups.
(12/27/2000) (120K) MOS Large Nathan Orion Fulton |
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A 6-level (well, a few more, but who's counting) map containing tutorials on making a slew of cool effects in Marathon. These range from trivial (more realistic smoke contrails via a single change in the physics model entry) to seriously complex (swinging doors, breaking windows, exploding walls). You even get tasty bonuses like a real laser sight and a working flashlight (this is too cool for words). It's all described in easy-to-follow language, and shows off some of Chris's amazing Killing Time artwork. Absolutely worth a download, for all scenario makers. Upgrade adds curved archways, far better breaking windows, and better weapons modification information, as well as a prettier package.
(12/27/2000) (2688K) Info Chris Komarnicki |
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7 levels, ranging from huge to tiny. Some take inspiration from Bungie levels (you'll know by the name), some are entirely original. All are well-constructed, and provide nicely for heavy carnage. One shows what happens when an insane person gets ahold of Chisel. This pack should be good for groups of all sizes.
(12/27/2000) (224K) Inf Netpaks oogaBooga |
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The same map as Carnage Time Arena v2.0... except for a huge, easy-to-get-lost-in maze under the entire thing (and except for being much bigger than the original, even aboveground.) If you like dark, twisty passages, this map is for you.
(12/19/2000) (129K) Inf Large Trevor Smith |
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An Aleph One/SDL conversion of space Survival v2.5. Also available (on a much faster connection) from Electric Infinity, Craig Caroon's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(12/19/2000) (4070K) SDLSolo Jorge Salas |
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A multilevel, familiar-feeling map... but you haven't seen this before, at least not in this form. Lots of tight spaces, good flow... but also easy to get trapped, easy to find yourself in a corner. Plenty of weapons and ammo, but this map would be tight with more than 3 or 4 players. Definitely worth a look for smaller groups. v2.0 removes all the tight spaces, really opens up the flow. (Seems my comment about it being easy to be trapped was interpreted as negative... it wasn't meant that way; v1 had nice flow, though it was necessary to think about where you were going if you were being chased. v2 doesn't have any problem at all with this - movement is hardly restricted at all. Different styles - both were nice. v2 seems to fit more with the author's vision, however, and gameplay is quite fast. :) )
(12/19/2000) (57K) Inf Large oogaBooga |
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An enormous map, with at least 3 distinct levels, all cleverly linked. Absolutely an Aleph One map... huge viewing distances, lots and lots of polys. For all that, getting around isn't too bad (as long as you don't get stuck underground). Trap your friends in the waterways, then drain 'em! Nail 'em as they come through the only way out...
(12/4/2000) (254K) MOS Maps Flatman |
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A huge map, several large, open areas connected by tight, twisting corridors. Lots and lots of baddies for solo play - maybe too many for net play (they all regenerate) - you get baddie jams in hallways. Otherwise, an interesting level - some fun strategy stuff can be done.
(12/3/2000) (26K) Inf Large Johannes Gunnar |
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Now THIS is intriguing. This is a developer's kit for making cool net games like Rugby, Capture the Flag, and Defense. Up to 8 teams are supported. Inside, you'll find a modified version of Aleph One (because the netcode in the current release is 'broken', apparently), a modified version of the venerable Pfhorte 2.0 (plus source code), some small demo maps, and sketchy directions. It'll be very interesting to see what gets done with this! V1.1 fixes a small bug that allowed a ball to appear on a base if you died on it.V1.2 adds a copyright page, refixes that bug that 1.1 was supposed to fix, and adds a few maps to the distribution.
(12/3/2000) (4500K) MOS Tools Benoit Nadeau |
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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.
(12/3/2000) (4K) MOS Tools Loren Petrich |
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Wow. One netpak, 77 levels. Yep, that's right, 77. Mostly pretty good ones, even... some novelty stuff, and at least one that really needs Aleph One (the last one)... but mostly very playable levels. 77 of 'em. THIS MAN IS INSANE! Get the pack - it'll keep you busy for a long, long time. (I can almost forgive a 1+ meg readme with this many new levels.)Due to its large size, this is also available in digestible chunks.(12/3/2000) (3426K) MOS Netpaks oogaBooga |
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An Aleph One/SDL conversion (done by Randall Currie) of Gemini Station 2.0. Also available (on a much faster connection) from Electric Infinity, Craig Caroon's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(12/2/2000) (4260K) SDL Solo Mike Trinder |
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An Aleph One/SDL conversion (done by Randall Currie) of Genus J'raxii. Also available (on a much faster connection) from Electric Infinity, Craig Caroon's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(12/2/2000) (678K) SDL Solo Jeremy J. Olson |
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An Aleph One/SDL conversion (done by Randall Currie) of The Alderian Connection 1.1. Also available (on a much faster connection) from Electric Infinity, Craig Caroon's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(12/2/2000) (1086K) SDL Solo Rudi Bloks |
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An Aleph One/SDL conversion (done by Randall Currie) of Operation Wormwood v1.0.1. Also available (on a much faster connection) from Electric Infinity, Craig Caroon's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(12/2/2000) (5583K) SDL Solo Eric K. Salzman |
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An Aleph One/SDL conversion (done by Randall Currie) of Origin of Species v1.1. Also available (on a much faster connection) from Electric Infinity, Craig Caroon's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(12/2/2000) (2896K) SDL Solo Ben Potter/Claude Errera/Tony Smith |
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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!
(11/19/2000) (28K) Inf Large Alexander Skov |
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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!
(11/15/2000) (67K) Evil Large oogaBooga |
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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.)
(11/15/2000) (174K) Inf Large Johannes Gunnar |
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An Aleph One/SDL conversion (done by Craig Caroon) of Rising Sun. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (6K) SDL Small Michael K Neylon |
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An Aleph One/SDL conversion (done by Craig Caroon) of Carnage Among Enemies. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (8K) SDL Small Bachus |
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An Aleph One/SDL conversion (done by Craig Caroon) of Chai'etra Saga Part 2. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (1135K) SDL Solo Gareth Wood |
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An Aleph One/SDL conversion (done by Craig Caroon) of Hostile Takeover final version. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (529K) SDL Solo Chuck |
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An Aleph One/SDL conversion (done by Craig Caroon) of World Wide Web. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (26K) SDL Small Michael K Neylon |
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An Aleph One/SDL conversion (done by Craig Caroon) of Be Quick or Be Dead. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (26K) SDL Solo Mark Hatzitaskos |
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An Aleph One/SDL conversion (done by Craig Caroon) of Montsegur. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (720K) SDL Solo Mark Gelotte |
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An Aleph One/SDL conversion (done by Craig Caroon) of Marathon: RED. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (30869K) SDL Scenario Ian McConville |
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An Aleph One/SDL conversion (done by Craig Caroon) of Missed Island. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (2516K) SDL Solo Jason Harper |
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An Aleph One/SDL conversion of the Marathon Infinity Demo (done by Craig Caroon). Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (16237K) SDL Demo Bungie Software |
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An Aleph One/SDL conversion (done by Craig Caroon) of Chai'etra Saga Part 1. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (806K) SDL Solo Gareth Wood |
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An Aleph One/SDL conversion of the Marathon 2 Demo (done by Craig Caroon). Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (7280K) SDL Demo Bungie Software |
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An Aleph One/SDL conversion (done by Craig Caroon) of NT's WaterWorld. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (353K) SDL Solo Naoya Takahashi |
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An Aleph One/SDL conversion (done by Craig Caroon) of Hats Off to Eight Nineteen. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (13K) SDL Small Randy Reddig |
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An Aleph One/SDL conversion (done by Craig Caroon) of Marathon: Evil. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (33048K) SDL Scenario The Evil Group |
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An Aleph One/SDL conversion (done by Craig Caroon) of Mare Ceti v1.1. Also available (on a much faster connection) from Electric Infinity, Craig's Marathon page. To learn more about Aleph One/SDL or Aleph One/SDL for Windows, visit their respective pages.
(11/14/2000) (184K) SDL Solo Dispatcher |
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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.
(11/10/2000) (1420K) Inf Netpaks Various Artists |
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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.
(11/8/2000) (440K) Evil NetPaks Richard Ransom |
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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.
(11/6/2000) (112K) MOS Tools Rio Vierra |
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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.
(10/31/2000) (31K) M1 Large Chris Hanks |
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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!
(10/28/2000) (181K) Inf Large Alexander Skov |
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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.
(10/19/2000) (35K) TI Large oogaBooga |
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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. :)
(10/17/2000) (23K) MOS Small Trevor Smith |
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A small arena with a sunken pit that fills periodically. Straightforward... mostly. (The twist you'll most likely find by cheating, but it's pretty cool.)
(10/17/2000) (35K) Inf Small Trevor Smith |
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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...
(10/10/2000) (105K) RED Netpack n8 |
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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.)
(10/8/2000) (55K) Inf Novelty Trevor Smith |
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A large, waterfilled space, with a bunch of solid-ground fighting space. Plenty of ammo to go around... weapons get bigger the farther from the center you get. (The ball, and the only two rechargers, are right in the center.) If you're not good at water fighting, you'll be limited in your options.
(10/8/2000) (77K) Inf Large Trevor Smith |
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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.)
(9/21/2000) (2118K) MOS Tools Raul Bonilla |
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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.)
(9/19/2000) (49K) Inf Small Trevor Smith |
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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.
(9/19/2000) (90K) Inf Large Fishead |
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A small tutorial on using switches to transport players around maps. There are three different examples, all with (listed) drawbacks and advantages. A useful technique for moving players around, possibly.
(9/16/2000) (27K) Info Trevor Smith |
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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.)
(9/12/2000) (43K) Inf Tools Mike Trinder |
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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.
(9/12/2000) (89K) MOS Tools Bo Lindbergh |
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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. (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.)
(9/12/2000) (455K) Inf Tools Mike Trinder |
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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.
(9/5/2000) (55K) MOS Tools Loren Petrich |
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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.
(9/4/2000) (112K) Evil Netpaks Nick Mason |
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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, not included in the above link. For full download options (including a single file including all pieces, as well as the music file separately, and a segmented chunks option), visit RED's Big House site.
(9/3/2000) (16083K) Inf Scenarios Ian McConville |
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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!
(9/1/2000) (197K) Inf Netpaks Gumdrop |
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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.
(9/1/2000) (20K) Evil Small PattieBS@aol.com |
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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!
(8/28/2000) (11K) Inf Large Henrique Peirano |
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A takeoff on Thunderdome, with some number-coding to show where teleporters will come out. A nice update on a classic map.
(8/28/2000) (57K) Inf Large Trevor Smith |
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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.)
(8/27/2000) (5K) Inf Small Ian MacCreery |
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A circular arena - Stonehenge set in space. Not related to any of the other maps called Stonehenge currently in the Archives. As the author says, more than 3 or so players will lead to absurd carnage rates.
(8/27/2000) (23K) Inf Small Trevor Smith |
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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.
(8/24/2000) (23K) Inf Large MaxUser007@aol.com |
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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!
(8/23/2000) (38K) Tempus Large Bruce Morrison |
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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.)
(8/19/2000) (879K) Inf Solo Mark Conahan |
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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!
(8/19/2000) (269K) Inf Netpaks Mark Conahan |
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This map was actually submitted about 6 weeks ago, but due to an undiagnosed corruption in an Images file, Aleph One stopped working here, so we couldn't test it. Apologies ot the author. 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.
(8/19/2000) (64K) MOS Large David Retchless |
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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.
(8/19/2000) (19K) M2 Large Mark Conahan |
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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.
(8/15/2000) (268K) TI Netpaks oogaBooga |
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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!
(8/15/2000) (223K) M2 Netpaks Rich Dierkes |
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A 5-pack of maps, by someone truly disillusioned by the Bungie/MS situation. Politics aside, the maps are nicely made... very geometrical (three circular multilevel arenas, a square one with lots of angles, and one that looks, in plan view, sort of like the Millenium Falcon). Should keep small to medium groups happy for a while. Aliens and bobs, for those playing solo. Nicely balanced weapons. (Don't fire that nuke gun in close quarters!) update fixes some map names, adds merged physics models, little stuff.
(8/7/2000) (253K) Evil Netpaks Kevin Johnstone |
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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.
(8/7/2000) (399K) Tempus Solo Christopher Lund |
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A small central arena, and a couple of passageways outside. It starts slow, and builds. A secret area opens up the tiny space to a number of juggs. If you can stay alive long enough, it also gives you access to a way to get rid of them. Maybe best played cooperatively?
(8/6/2000) (53K) Inf Small Trevor Smith |
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No relation at all to the M1 map of the same name, but quite cool, nonetheless. A central arena, with a staircase leading around the outside edge. A switch at the top of the staircase fills the pit with lava, after bringing the staircase up (thereby making the staircase safe from lava)... a switch at the bottom crushes anyone camping at the switch at the top. Rockets and fusion pistols make sure anyone has access to either switch from almost anywhere... try it out.
(8/5/2000) (13K) Inf Large Trevor Smith |
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A central arena, with a sniper ledge around the top (no way up but regeneration) and four rooms at the bottom. The rooms are safe from snipers... but can be killing pits. One secret.
(8/5/2000) (86K) Inf Large Trevor Smith |
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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. ;)Because of its large size, this set is also available in digestible chunks.(8/5/2000) (2842K) Inf Shapes David Karl |
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Takes the concept developed in Jet Li/Bob Arena, Rooftops , changes the bullet contrails, and removes the bobs. A net-only map in which if you miss your landing pad, you burn up nicely... heh. Once you get the hang of flying, this one's fun!
(8/5/2000) (26K) Inf Large Trevor Smith |
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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.
(7/18/2000) (96K) M2 Solo Dave Kozimor |
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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.
(7/18/2000) (123K) Inf Large ryan herriman |
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Takes the concept developed in Jet Li/Bob Arena, Rooftops and adds flying via rockets... and puts the whole package in a modified Thunderdome. If you can land on that central pillar on your first try... well, it's a new class of vidmastery.
(7/10/2000) (26K) Inf Large Trevor Smith |
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7 maps, spanning the length and breadth of the world during world war II. Okay, not really. Just 7 maps, all tweaked for pretty nice carnage rates, with great attention to detail and superb flow. (Except for Thom's Trailer, which has no flow at all.) Most are set up for most game types, and should fit a pretty wide range of group sizes. Also included is the Battle Cat's newest cool technique-the Split Poly Technology. Multiple textures on a single wall... he's gone a bit overboard showcasing this technique, but for a fantastic use, open up Arnheim Bridge and check out the large dark room on the west side of the map. Amazing. (Subtle, but amazing.) And of course, it comes with a BattleCat-written readme, which means you're covered if the toilet paper runs out. Ouch! Dang! Okay, which means you're treated to another shining example of acerbic wit and glistening repartee. Or something. Update adds NetBOBs to most levels... which makes them MUCH harder in solo play.
(7/10/2000) (311K) Inf Netpaks Gary Simmons |
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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.
(7/10/2000) (192K) Inf Netpaks Johannes Gunnar |
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An Infinity version of the recently released M1 map Mars Needs Carnage. Combination of very dark and very light... just different enough from the original maps that it keeps you on your toes.
(7/10/2000) (50K) Inf Large Trevor Smith |
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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...
(7/10/2000) (25K) Inf Large MaxUser007@aol.com |
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Originally released with Hell Hole, this map is a simpler, faster version of that legendary practice level. Straightforward carnage... keep killing till you're dead.
(7/10/2000) (25K) Inf Solo Gary Simmons |
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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.
(7/6/2000) (73K) Inf Large MaxUser007@aol.com |
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2 levels, both small and geometrical. Both have a jugg in the center of the arena. The first, larger map has room to manouver around the beast... but there are rocket launchers in the center, so it behooves you to take him out. The second one is so small that if you don't kill the jugg, it'll kill you.
(7/6/2000) (64K) Inf Netpaks Trevor Smith |
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Four square rooms, joined to two smaller square rooms by multilevel passageways. Simple layout, but flow is nice. Nothing's hidden... straight-out carnage. Comes with a pair of 4-player films.
(7/6/2000) (53K) Inf Large Blake Noble |
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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.
(6/26/2000) (92K) Inf Large Michael Watson |
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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.
(6/20/2000) (294K) Inf Large Richard Kettering |
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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!
(6/20/2000) (9K) M1 Bungie Trevor Smith |
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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.)
(6/20/2000) (332K) Evil Large Richard Kettering |
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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.
(6/20/2000) (113K) Inf Small Michael Watson |
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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 )
(6/20/2000) (68K) MOS Small Pushkin |
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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!
(6/11/2000) (843K) EMR Solo bloom@king.igs.net |
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Charles Lechasseur's Sound Editor (v1.0b4), modified to use names from Excalibur: Morgana's Revenge. Greatly simplifies Sound editing for EMR maps.
(6/11/2000) (297K) EMR Tools MMMG |
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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.
(6/11/2000) (2401K) EMR Solo Candace Sherriff |
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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.
(6/11/2000) (977K) EMR Solo Alex Feingold |
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Resedit file containing the resources needed to edit Shapes files from the Excalibur: Morgana's Revenge scenario.
(6/11/2000) (18K) EMR Tools MMMG |
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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.
(6/11/2000) (758K) EMR Solo Bill Catambay |
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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.
(6/11/2000) (942K) EMR Solo Cal Calvinetti |
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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. Also available in digestible chunks.(6/11/2000) (4855K) EMR Solo Michael O'Brien |
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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.
(6/11/2000) (1221K) EMR Tools MMMG |
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A single-level solo map in which your main goal is to get out alive. Watch the traps.
(6/11/2000) (175K) EMR Solo Todd Beckman |
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Charles Lechasseur's Shapes Juggler 1.3, modified to use names from Excalibur: Morgana's Revenge. Greatly simplifies Shapes editing for EMR maps.
(6/11/2000) (88K) EMR Tools MMMG |
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Bo Lindbergh's Fux!, modified to work more easily with Excalibur maps. Strings have all been changed to correspond to the EMR equivalents.
(6/11/2000) (369K) EMR Tools MMMG |
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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.
(6/11/2000) (595K) EMR Solo Peter de Blanc |
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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...
(6/7/2000) (668K) Inf Netpaks Various |
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A small arena, with four alcoves. Watch the crushers!
(6/7/2000) (10K) Inf Small Jonathan Hall |
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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.
(6/7/2000) (805K) Inf Netpaks Oneiromorph |
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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.
(6/7/2000) (27K) Inf Large Johannes Gunnar |
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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.
(6/7/2000) (38K) Inf Large Johannes Gunnar |
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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.
(6/1/2000) (11K) Inf Tools Mike Trinder |
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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.
(5/24/2000) (21K) Inf Large Johannes Gunnar |
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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.
(5/24/2000) (53K) Inf Tools Mike Trinder |
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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.
(5/24/2000) (337K) Inf Netpaks Stefan Thorvardarson |
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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! Due to its large size, this is also available in digestible chunks.This package contains an updated version of The Alexienth Demo, as well as an updated version of Sorikon. This accounts for the huge size.
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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!Also available in digestible chunks.(5/19/2000) (5089K) MOS Solo Jeremy Young |
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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.
(5/12/2000) (7K) Inf Small Johannes Gunnar |
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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.
(5/12/2000) (173K) Inf Netpaks Benoit Nadeau |
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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.Because of its large size, Origin of Species is also available in digestible chunks.It is also mirrored here, as a 4 MB, Stuffit 5.5 .bin file.(5/12/2000) (5745K) Inf Scenarios Ben Potter/Claude Errera/Tony Smith |
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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.(5/9/2000) (36859K) Inf Scenarios Candace Sherriff |
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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.
(5/5/2000) (1986K) Inf Shapes Lyndon Lorenz |
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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!
(4/27/2000) (108K) Inf Solo Jonathan Felts |
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20 levels. Uploaded by Bloodthirster - the email address is his. If your primary goal in netplay is to whale on your friends, these maps might not be for you. There are lots and lots of twisty stairs over lava, flooding arenas (lava-flooding, not just water or sewage), baddies in insane quantities... there are several maps with none of these traps, where the only goal is to waste your friends, but the majority will have you working hard to stay alive long enough to kill them. That said... this is a pretty impressive collection. Flow is great, map construction is very slick... weapons and ammo shouldn't really be a problem-there's a ton of stuff to start out with, then it regenerates at reasonable intervals.Some of my favorites were Soup (ingenious... a hill that SOMETIMES is sitting in lava), BURN! (nice balance between protected areas and open spaces, and a fun physics mod on the SPNKR), Religious Experience (5D with style). Even if you don't like levels where the death rate far outstrips the kill rate, this collection is worth grabbing.
(4/27/2000) (887K) Inf Netpaks Deadman |
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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 scenario's website for a list of other download locations. (I've only made the full, binhexed version available here... but the full range of options includes a MacBinary file from several different locations (31 MB), and a variety of "chunk" choices.)
(4/24/2000) (43284K) Inf Scenarios Marathon Map Makers Guild |
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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...
(4/24/2000) (34K) Inf Pfhor Morgan Catha |
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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.
(4/21/2000) (159K) MOS Large Morgan Catha and David Cornwell |
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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.)
(4/21/2000) (1255K) Inf Solo Morgan Catha |
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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.
(4/21/2000) (467K) MOS Large Morgan Catha |
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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!
(4/19/2000) (46K) Evil Large Nick Mason |
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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.
(4/19/2000) (75K) Evil Large Nick Mason |
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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.
(4/19/2000) (117K) Evil Large Nick Mason |
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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!
(4/10/2000) (3738K) Inf Sounds Mark Smith |
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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!
(3/31/2000) (74K) Info Ben Potter |
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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!
(3/25/2000) (224K) MOS Solo Jeremy Young |
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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.
(3/23/2000) (16K) MOS Small Pushkin |
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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.
(3/22/2000) (15K) M2 Small Pushkin |
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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.
(3/20/2000) (844K) MOS NetPak Pushkin and Moose-Factory |
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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.
(3/19/2000) (466K) TI Solo Daniel Thomas |
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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...)Also available in floppy-sized chunks.(3/11/2000) (5572K) Inf Scenarios Mark Levin |
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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.
(3/10/2000) (418K) Inf Tools Loren Petrich |
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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!
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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. Also available in floppy-sized chunks.(3/1/2000) (1950K) Inf Scenario Daniel Thomas |
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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. Also available in floppy-sized chunks.(3/1/2000) (2655K) TI Solo Daniel Thomas |
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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.
(2/28/2000) (62K) Inf Tools Mike Trinder |
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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.
(2/20/2000) (45K) Info Terrence Nowicki |
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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.
(2/19/2000) (711K) MOS Netpaks Mike Schapiro |
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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! Also available in floppy-sized chunks.(2/3/2000) (2823K) M2 Solo Michael Hunsley |
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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!
(1/31/2000) (117K) TI Large Alan Greene |
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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.
(1/31/2000) (1960K) TI Solo Daniel Thomas |
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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!
(1/31/2000) (32K) TI Large Scott Noblitt |
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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...
(1/31/2000) (20K) TI Large Maze |
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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.
(1/31/2000) (1675K) TI Solo Dispatcher |
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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.
(1/31/2000) (22K) TI Large Gumdrop |
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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.
(1/31/2000) (383K) TI Large Adam Kuba Adamczyk |
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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.
(1/21/2000) (293K) Inf Tools Charles Lechasseur |
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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. :) )
(1/21/2000) (683K) Info Ben Potter |
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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.
(1/13/2000) (214K) M1 Shapes Sam Baxter |
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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. Also available in an M2 flavor, missing one map.
(1/13/2000) (198K) Inf Netpaks Jared Decker |
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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 (the original zipped version is also available).
(1/13/2000) (20K) M2 Large Jadin Hanson |
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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. Also available in an M2 flavor, with one additional map.
(1/13/2000) (148K) M2 Netpaks Jared Decker |
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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.
(1/13/2000) (77K) Inf Large David Retchless |
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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.
(1/2/2000) (97K) M1 Shapes Sam Baxter |
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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.
(1/2/2000) (1293K) Inf Solo Lyndon Lorenz |
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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.
(12/26/99) (106K) Info Scott Noblitt |
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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.
(12/21/99) (32K) Inf Large Nathan Trebes |
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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.
(12/21/99) (179K) Inf Netpaks Bachus |
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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.
(12/21/99) (42K) Evil Large Jeff Swartz |
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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!
(12/14/99) (32K) Inf Large Christian Thalmann |
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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.
(12/14/99) (32K) Inf Large King Moo |
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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.
(12/14/99) (805K) Inf Netpaks Mark Conahan |
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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.
(12/13/99) (53K) TI Large Nick Mason |
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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.
(12/13/99) (267K) M1 Shapes Sam Baxter |
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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.
(12/12/99) (238K) Inf Tools Loren Petrich |
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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.
(12/12/99) (47K) Inf Novelty Dr. Lex |
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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.)
(12/12/99) (85K) Inf Large Dr. Lex |
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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?
(12/12/99) (124K) Inf Large Dr. Lex |
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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.
(12/6/99) (6K) Inf Tools Mike Trinder |
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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.
(12/6/99) (12K) Inf Tools Mike Trinder |
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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.
(12/6/99) (9K) Inf Tools Mike Trinder |
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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.
(12/6/99) (151K) Inf Tools Mike Trinder |
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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.
(12/6/99) (7K) Inf Tools Mike Trinder |
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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.
(12/6/99) (28K) Inf Tools Mike Trinder |
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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.
(12/6/99) (10K) Inf Tools Mike Trinder |
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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!Also available in floppy sized chunks.(11/29/99) (14326K) Inf Scenario Eric Hill |
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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. (11/19/99) (2365K) Inf Scenario Hamish Sanderson |
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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.
(11/16/99) (17K) Inf Tools Charles Lechasseur |
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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.
(11/15/99) (8K) Inf Novelty Mike Trinder |
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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.Also available in floppy-sized chunks.And if you're stuck, grab the Fell v2.0 Spoiler Guide !(11/14/99) (11216K) Inf Scenario Ben Potter |
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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.
(11/12/99) (5K) Inf Novelty Bryant Brandon |
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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!
(11/10/99) (756K) M2 Netpaks Scott Noblitt |
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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...)
(10/14/99) (1350K) M2 Maps Scott Noblitt |
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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!
(10/12/99) (1431K) Inf Scenarios The Evil Petting Zoo |
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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.
(9/16/99) (47K) M1 Tools Neil Justusson |
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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.
(9/13/99) (157K) Evil Netpaks Agnot/Thunderbolt |
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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.
(9/13/99) (64K) M2 Large Pushkin |
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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.
(8/12/99) (133K) Info Joseph Gardner |
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A very nice example of a technique first showcased in the BattleCat'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.
(8/12/99) (110K) Inf Novelty Sylvain |
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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...
(7/29/99) (201K) Inf Large Erkki Toukolehto |
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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. Also available in floppy-sized pieces.(7/23/99) (5091K) Inf Scenario Hamish Sanderson |
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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.
(7/19/99) (151K) Inf Novelty Mark Levin |
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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...
(7/13/99) (46K) Inf Large Randy Reddig |
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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!
(7/6/99) (34K) Info Jesse Simko |
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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.)
(7/5/99) (16K) Info Hamish Sanderson |
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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.)
(7/3/99) (65K) Inf Netpaks Alex Okita |
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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.
(7/3/99) (301K) Inf Large Randy Reddig |
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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.) Here, then, is a description (and demo map) showing how to make two-sided forcefields. Nicely done.
(7/1/99) (372K) Info Michael Watson |
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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. Also available in floppy-sized pieces.(7/1/99) (3417K) Inf Netpaks Fatal Pfhred and Deadly Morph |
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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...
(6/29/99) (26K) Inf Tools Mike Trinder |
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A largish arena level, with some darker, tighter corridors around the outside. Nicely done, with plenty of sniper positions and hidey-holes. If you get bored shooting at humans, there's always a potatoanus around to kick here and there.
(6/28/99) (135K) Inf Large Erkki Toukolehto |
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A medium-sized netmap, based on a circular arena idea (mostly). Lots of details, good lighting, great flow. (There are no dead ends-every passageway has at least two exits.) One nice touch-the starting points have weapons on 'em. This means you'll almost always have at least an assault rifle. For small to medium groups. This used to be part of the Myriad Fury netpak, but the author decided to tweak it a bit and break the maps out. While the last version was billed as final, the author discovered that the recharger in the river was unusable due to the current... and he removed the (useless) oxygen recharger. Once again, the level has been tweaked for better gameplay, and the author promises that it really is final. (For the third or fourth time.)
(6/28/99) (106K) Inf Large Muhsin Miski |
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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!
(6/24/99) (98K) M2 Netpak Pushkin |
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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.
(6/23/99) (748K) Inf Solo Lyndon Lorenz |
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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.
(6/22/99) (153K) Inf Large Michael Watson |
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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.
(6/22/99) (419K) Inf Tools Bo Lindbergh |
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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.
(6/22/99) (60K) Inf Tools Bo Lindbergh |
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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. 1.0.5added picture conversion from Win95 maps, and 1.0.6 fixes a bug in previousversions that eliminated notes. 1.0.7 adds support for tag sections.
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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!
(6/11/99) (15K) Inf Novelty Mark Levin |
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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.
(6/8/99) (23K) TI Small Aaron Parr |
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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.
(6/8/99) (77K) Evil Large Aaron Parr |
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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!
(6/8/99) (31K) Evil Small Aaron Parr |
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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...)
(6/8/99) (34K) Evil Small Aaron Parr |
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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...
(6/7/99) (194K) Inf Netpaks John DeWeese |
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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. If for some reason you can't or don't want to have QuickTime installed, the old version is still available. (Thanks to HAS for this smaller version.)
(6/6/99) (1258K) Inf Solo Michael Hunsley |
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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).
(5/30/99) (587K) Inf Tools Loren Petrich |
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A different Marathon Soundset for System 8.5+. Interesting... a bit strange, but interesting.
(5/30/99) (811K) Sounds Eric Baskin |
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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.
(5/25/99) (100K) info Mark Levin |
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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.
(5/24/99) (2422K) Inf Scenario Diablo416 |
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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.
(5/23/99) (454K) Inf Solo Jorge Salas |
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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.)
(5/22/99) (597K) Info Nardo |
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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...).
(5/21/99) (101K) Inf Netpak Michael Watson |
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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.
(5/18/99) (7K) Inf Tools Mike Trinder |
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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.
(5/14/99) (1883K) Info Michael Watson |
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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...
(5/11/99) (16K) Inf Novelty Jason Harper |
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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!
(5/11/99) (484K) Inf Shapes Hamish Sanderson |
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A small to medium-sized map, with fast flow (although not always where you think you're going). Multilevel... good for small to medium groups. (Imagine that.) Nice attention to detail... check out the windows into the sewage pool!
(5/6/99) (66K) Inf Small Muhsin Miski |
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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...
(5/6/99) (59K) Inf Large Lee Heida |
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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.
(5/2/99) (235K) Inf Tools Loren Petrich |
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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.)
(5/1/99) (780K) Inf Solo Harry Al-Shakarchi |
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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.)
(5/1/99) (44K) Info Mark Levin |
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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...
(5/1/99) (1512K) Inf Solo Harry Al-Shakarchi |
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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.
(5/1/99) (611K) Inf Solo Harry Al-Shakarchi |
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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.
(4/30/99) (96K) M2 Large Pushkin and Shen Bodak |
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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.
(4/30/99) (34K) Evil Large Andrew D. |
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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.
(4/30/99) (194K) Inf Netpaks Hugo Forss |
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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!
(4/26/99) (29K) Evil Small ToRt Go |
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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.
(4/26/99) (31K) TI Small ToRt Go |
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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.
(4/23/99) (5K) M1 Tools Bo Lindbergh |
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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).
(4/23/99) (211K) Inf Netpaks David Burns |
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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.
(4/23/99) (278K) Inf Netpaks Frey |
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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...
(4/23/99) (76K) Inf Large |
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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.
(4/20/99) (834K) Inf Shapes Loren Petrich |
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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...
(4/20/99) (51K) Info Scott Noblitt |
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A 24-level solo scenario, primarily the work of one person. A really impressive effort... this one's very hard, and very good. The author made the decision to create realistically-scaled spaces... this means that hallways in spaceships are tight, fighting in rooms can be awkward (and can kill you), there are very few gratuitous areas. (No Colony Ship for Sale here!) It also means that some of the Marathon engine limitations are reached... you can get stuck some places, and walls can be bouncy. Do not let this deter you-the scenario is fantastic on all other points. The storyline is well thought-out and consistent (and interesting!), gameplay is finely tuned to keep you on that adrenalin high for most of the time, and architecture is beautiful to look at. This is a thinking man's (or thinking woman's) scenario. One of the best in a while... grab it. Latest update fixes more bugs, tweaks gameplay... and adds Hamish Sanderson's modifications to the 8-bit landscape textures used here. (They look great now!) Also available in floppy-sized chunks.If you already have v1.0 or 1.1, grab the 1.2 Updater (630K) instead.(4/19/99) (7990K) Inf Scenario Ben Potter |
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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.
(4/18/99) (152K) Info Dispatcher |
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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.
(4/13/99) (20K) Inf Small Michael Watson |
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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.
(4/13/99) (132K) Inf Large Entrail |
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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.
(4/12/99) (32K) M2 Small |
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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.)
(4/12/99) (63K) Inf Large Travis Vils |
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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.
(4/12/99) (44K) Inf Large Michael Watson |
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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.
(4/12/99) (743K) Inf Novelty John Zero |
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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...)
(4/11/99) (1924K) Inf Solo Hugo Forss |
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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...
(4/6/99) (32K) Info Jason Harper |
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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...
(4/3/99) (117K) M2 Large Pushkin |
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Four lavafilled circular arenas, linked together and joined to a fifth small hill in the center... complicated, and with similar lighting to the author's ToastMonkey's Revenge (hence the name). The lava pits are pretty deadly... but the small islands in the middle will teleport you out if you do fall in. Needs a decent-sized group to stay busy.
(4/3/99) (77K) M2 Large Pushkin |
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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.
(4/1/99) (55K) Info Jason Harper |
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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.
(4/1/99) (9K) Inf Novelty Jason Harper |
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A medium-sized bilevel netmap, with a ledge running around a lower canyon area. Lots of details, good lighting, great flow. (There are no dead ends-every passageway has at least two exits.) One nice touch-the starting points have weapons on 'em. This means you'll almost always have at least an assault rifle. For small to medium groups. This used to be part of the Myriad Fury netpak, but the author decided to tweak it a bit and break the maps out. This version is considered by the author to be the final... minor tweaks improve gameplay.
(4/1/99) (93K) Inf Large Muhsin Miski |
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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.
(3/28/99) (96K) TI Small Rich Dierkes |
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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!Also available in floppy-sized chunks.(3/26/99) (8861K) Inf Scenario Marlan Smith |
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Three Infinity net levels (Duality, Morpfhine, and 'Fugee Camp) retextured (and weaponed) for Evil. Nicely done... Morpfhine with nuke guns is a blast!
(3/26/99) (266K) Evil Netpaks Logan Patrick |
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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.)
(3/26/99) (131K) Evil Small Logan Patrick |
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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.
(3/26/99) (110K) Info Mark Levin |
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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.
(3/26/99) (13K) Inf Small Cyberdemon |
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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.
(3/26/99) (142K) Inf Small Logan Patrick |
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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.
(3/26/99) (153K) Evil Solo Paul E. Dangerous |
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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.
(3/25/99) (522K) Sounds Michael Zannetou |
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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.)
(3/24/99) (40K) Inf Small Cyberdemon |
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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.
(3/23/99) (44K) Inf Large Casper Bram |
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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.
(3/23/99) (46K) Inf Large Casper Bram |
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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. Also available in floppy-sized chunks.(3/21/99) (2167K) TI Solo Dispatcher |
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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. Also available in floppy-sized chunks.(3/15/99) (6138K) Inf Scenario Quartz |
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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.
(3/15/99) (363K) M2 Tools Stephen Schlueter |
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A single-level preview of an upcoming total conversion. Don't let the huge size deter you... this one is pretty amazing. There are a few tricks that have never been done before (a fantastic vacuum simulation on a non-vacuum level, for one), and an atmosphere that just can't be beat. You're returning to the Marathon 60 years after your last mission, and it's been abandoned (they thought) for most of that time. It really, really feels it... from the nicely distressed M1 textures, to the trashed scenery, to the neat little touches that you've got to find for yourself, this author has really captured the feel of M1, which many of us have missed for a long time. While carnage is light, don't think it's gonna be a cakewalk... it's not. The puzzles are tough-no gimmes here. Persevere, though... it's worth it! (Wait till you find the proximity detector...)Also available in floppy-sized chunks.(3/14/99) (10109K) Inf Scenario Antonio de Llamas |
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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!
(3/11/99) (391K) Info Nick Lewis/Joe Gardner |
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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.
(3/7/99) (55K) M2 Large Pushkin |
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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.
(3/6/99) (81K) Info Jason Harper |
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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...)
(3/5/99) (4K) M2 Small Glenn Fitzpatrick |
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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...
(3/5/99) (129K) Inf Large Glenn Fitzpatrick |
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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...
(3/5/99) (36K) Inf Large Yog-Sothoth |
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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.
(3/5/99) (14K) M2 Small Shen Bodak |
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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...
(3/5/99) (8K) M2 Small Glenn Fitzpatrick |
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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.
(3/4/99) (260K) Evil Netpaks Lars Jorgensen |
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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.)Also available in segmented chunks.(3/3/99) (9093K) Inf Scenario Bruce Morrison |
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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...)
(3/1/99) (744K) Info Joseph Gardner |
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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.
(2/28/99) (48K) M2 Large Shen Bodak |
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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.
(2/28/99) (88K) Info Claude Errera |
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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.)
(2/28/99) (11K) M2 Small Pushkin |
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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.
(2/25/99) (45K) M2 Large Pushkin |
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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.
(2/23/99) (18K) Inf Small Aaron Sommer |
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Big, dark (mostly), multilevel, very nicely constructed. Great flow.
(2/23/99) (149K) Inf Large Lee Heida |
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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.
(2/21/99) (220K) Inf Scenario Dr. Lex |
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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.
(2/21/99) (57K) Evil Small KarBon |
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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.
(2/21/99) (165K) M2 Netpaks Sriranga Veeraraghavan |
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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.
(2/21/99) (147K) M2 Netpaks Sriranga Veeraraghavan |
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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.
(2/18/99) (408K) Inf Netpaks Erkki Toukolehto |
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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.
(2/16/99) (14K) M1 Large Justin Burns |
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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.
(2/16/99) (29K) Inf Small Yoshi Murai |
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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 Shapes section.
(2/14/99) (11K) Info Hamish Sanderson |
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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!
(2/14/99) (268K) Inf Shapes Hamish Sanderson |
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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.
(2/13/99) (49K) TI Large John Marchette |
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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.
(2/13/99) (22K) Inf Large Erkki Toukolehto |
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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.
(2/13/99) (22K) Inf Large Erkki Toukolehto |
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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.
(2/13/99) (227K) Info Loren Petrich |
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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.
(2/13/99) (14K) Info Hamish Sanderson |
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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! (2/12/99) (2130K) Inf Solo |
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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!
(2/12/99) (60K) Inf Small Sebastian Fritsch |
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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. (2/12/99) (158K) Evil Small Alan Greene |
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(2/12/99) (85K) Inf Novelty Ryan Ballantyne |
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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. (2/12/99) (646K) Inf Solo Manuel Rüetschi |
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Gives you M2 and Evil weapons for use with either M2, Infinity, or Evil. Comes with a small shapes patch and a physics model (that crashed my computer as soon as I picked up the nuke gun). The horrendous size is not due to any major shapes additions, but to a 3.2 megabyte Quicktime movie in the Credits file... it's the "Think DIfferent" commercial from Apple. If you feel you don't need this enormous movie but you'd still like to try out the shapes, you can grab a slimmed down version I made-it contains everything the original did, except the Credits file... and it does contain a gif of the actual info in that file. (It's only 116K, though...)Also available in floppy-sized chunks.(2/12/99) (4138K) Inf Shapes Dennis Falling |
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(2/12/99) (109K) Evil Tools Colin James |
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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.Also available in floppy-sized chunks.(2/12/99) (5731K) Inf Scenario Luke Heise |
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Also available in floppy-sized chunks.(2/12/99) (3041K) M1 Shapes Nathan Trebes |
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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.
(2/12/99) (1472K) Inf Solo Jesse Dowdle |
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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. (2/12/99) (799K) Inf Scenario Mark Ellison |
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Also available in floppy-sized chunks.(2/12/99) (4660K) Inf Scenario Atlantis Crew |
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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. (2/12/99) (274K) TI Large Randy Reddig/David Longo |
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(2/12/99) (181K) Evil Shapes John Marchette |
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(2/12/99) (524K) Evil Netpaks Joey Beeson |
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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.
(2/12/99) (752K) TI Netpaks Richard Dierkes |
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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. (2/12/99) (840K) Inf Solo Tim Frost |
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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. (2/12/99) (31K) Evil Small Dradius |
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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. (2/12/99) (356K) Inf Solo |
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(2/12/99) (20K) Inf Large |
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(2/12/99) (515K) M1 Shapes Brian Maffitt |
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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. (2/12/99) (1536K) Inf Scenario Robin Balmer |
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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!Also available in floppy-sized chunks.(2/12/99) (4773K) Inf Scenario Dominic Rutherford |
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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. (2/12/99) (1298K) Inf Solo |
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(2/12/99) (113K) Evil Netpaks hansen@nettaxi.com |
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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.)
(2/12/99) (19K) Inf Small Yoshi Murai |
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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. (2/12/99) (789K) Inf Solo Mattias Blennow |
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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! (2/12/99) (2214K) Inf Solo Karl E. Ziellenbach |
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Also available in floppy-sized chunks.(2/12/99) (3250K) Evil Netpaks siete7@render.es |
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(2/12/99) (124K) M1 Shapes |
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(2/12/99) (116K) Evil Netpaks hansen@nettaxi.com |
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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.
(2/12/99) (1703K) Inf Netpaks Dispatcher |
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(2/12/99) (265K) Evil Netpaks hansen@nettaxi.com |
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(2/12/99) (102K) Evil Tools Colin James |
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(2/12/99) (177K) Evil Netpaks hansen@nettaxi.com |
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(2/12/99) (167K) M1 Shapes D Nielsen Jr. |
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(2/12/99) (422K) Evil Tools Colin James |
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(2/12/99) (175K) Inf Netpaks |
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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. (2/12/99) (1117K) Inf Solo Nathan Trebes |
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(2/12/99) (1694K) Inf Shapes Nathan Trebes |
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(2/12/99) (18K) Evil Small joecoo@spacestar.net |
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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.
(2/12/99) (50K) Inf Large Orzon Sweden |
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(2/12/99) (193K) M1 Shapes DADYMAC@aol.com |
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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.
(2/10/99) (932K) Inf Solo Henerik Lethagen |
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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.
(2/10/99) (18K) Inf Small ESPYGRFX@aol.com |
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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!
(2/10/99) (49K) Evil Large tim@macwebb.com |
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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.
(2/10/99) (176K) Inf Shapes P. Black |
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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
(2/10/99) (31K) Inf Large matheis@idt.net |
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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.
(2/10/99) (100K) Inf Large Maniac Man |
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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."
(2/10/99) (24K) Inf Large Daniel Loebl |
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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.
(2/10/99) (171K) Inf Shapes Steve Liddick |
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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.
(2/10/99) (12K) Inf Small ESPYGRFX@aol.com |
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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.
(2/10/99) (12K) Inf Small Ilkka Koski |
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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.
(2/10/99) (541K) Inf Shapes Michael Sheets |
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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.
(2/10/99) (23K) M2 Small Edmund Winder |
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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).
(2/10/99) (32K) Inf Netpaks David Kurtycz |
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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.
(2/10/99) (626K) Inf Solo jayou2@hotmail.com |
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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.
(2/10/99) (1090K) Inf Large Tobias Merriman |
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(2/10/99) (1039K) Inf Netpaks Jon Jones |
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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.
(2/10/99) (273K) Inf Solo Joe Allen |
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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.Due to its extreme size, we'd prefer you got the chunks instead.(2/10/99) (18477K) Inf Scenario Søren Bech Jensen |
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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.
(2/10/99) (138K) Inf Netpaks Daniel Farmer |
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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.
(2/10/99) (23K) Inf Large matheis@idt.net |
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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...
(2/10/99) (14K) Inf Small Torsten "Totte" Alm |
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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.
(2/10/99) (18K) Inf Large Torsten "Totte" Alm |
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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.
(2/10/99) (69K) Inf Large Mike Miagowicz |
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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.
(2/10/99) (24K) Inf Large Scott Whitton |
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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.
(2/10/99) (18K) Inf Large Torsten "Totte" Alm |
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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.
(2/10/99) (59K) Inf Large Lincoln-Shaun Sanders |
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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.
(2/10/99) (1047K) Inf Solo Joakim Sandgren |
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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.
(2/10/99) (147K) Inf Solo Joe Allen |
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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 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.
(2/10/99) (51K) Evil Large tim@macwebb.com |
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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.
(2/10/99) (53K) Inf Pfhor Kristjan Birgisson |
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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.
(2/10/99) (77K) Inf Large Tim McLaughlin |
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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...
(2/10/99) (312K) Inf Solo Zane Smith |
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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.
(2/10/99) (4094K) M2 Solo Mike Beaton |
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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.
(2/10/99) (23K) Inf Small Keith Robinson |
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A circular arena with lots of shallow staircases in rings around it. Decent flow.
(2/10/99) (49K) Inf Small Paul Bertone Jr. |
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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).
(2/10/99) (30K) Inf Large ESPYGRFX@aol.com |
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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.
(2/10/99) (62K) Inf Large Alan Gornick III |
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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...)
(2/10/99) (180K) Inf Netpaks Andy Batt |
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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.
(2/10/99) (59K) Inf Large Mike Srstka |
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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
(2/10/99) (44K) Inf Small Ragnarok |
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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.
(2/10/99) (243K) Inf Tools Hamish Sanderson |
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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.
(2/10/99) (18K) Inf Large Ilkka Koski |
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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.
(2/10/99) (25K) Inf Large matheis@idt.net |
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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).
(2/10/99) (11K) Inf Small Andreas Rønning |
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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.)
(2/9/99) (130K) Inf Small Chris Johnson |
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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.
(2/9/99) (88K) Inf Small Chris Johnson |
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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...).
(2/9/99) (163K) Inf Small Chris Johnson |
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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...
(2/9/99) (173K) Inf Solo Chris Johnson |
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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.
(2/9/99) (146K) Inf Large Chris Johnson |
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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.
(2/9/99) (166K) Inf Small Chris Johnson |
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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...
(2/9/99) (173K) Inf Large Chris Johnson |
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A pretty simplistic little map... should take you all of 5 minutes.
(2/9/99) (54K) M2 Solo Peter Bohning |
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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.)
(2/9/99) (140K) Inf Large Chris Johnson |
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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!Also available in floppy-sized chunks.(2/9/99) (3563K) Inf Scenario Dr. Lex |
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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.
(2/9/99) (148K) Inf Solo Chris Johnson |
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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.
(2/9/99) (163K) Inf Small Chris Johnson |
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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.
(2/9/99) (116K) Inf Small Chris Johnson |
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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.
(2/9/99) (145K) Inf Large Chris Johnson |
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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...
(2/8/99) (49K) Inf Large tim@macwebb.com |
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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! (2/8/99) (15K) Inf Solo |
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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.
(2/8/99) (16K) Inf Small Ed Keating |
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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.
(2/8/99) (330K) Inf Solo |
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(2/8/99) (31K) Inf Large Daniel Sniadoski |
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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?). (2/8/99) (15K) Inf Solo Peter Pembroke |
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(2/8/99) (90K) Inf Netpaks Masatoshi Soejima |
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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. (2/8/99) (97K) Inf Solo |
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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.
(2/8/99) (7K) Inf Small |
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(2/8/99) (92K) Inf Netpaks Dave Peck |
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(2/8/99) (235K) Inf Netpaks stefan@stri.is |
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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!
(2/8/99) (42K) Inf Small |
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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.
(2/8/99) (171K) Inf Netpaks Glenn Hoppe |
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(2/8/99) (10K) Inf Novelty Nathan Trebes |
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(2/8/99) (108K) Inf Netpaks David Bricker |
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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!
(2/8/99) (19K) Inf Small |
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(2/8/99) (19K) Inf Large |
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(2/8/99) (22K) Inf Small Fuct Kiwi |
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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. (2/8/99) (58K) Inf Solo Geoff Mattheis |
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(2/8/99) (27K) Inf Large JiB |
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(2/8/99) (36K) Inf Large M…LVINS |
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(2/8/99) (26K) Inf Small Kim Foo-Jones |
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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.
(2/8/99) (50K) Inf Small jacob@macwebb.com |
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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!
(2/8/99) (57K) Inf Tools Dispatcher |
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(2/8/99) (138K) Inf Netpaks |
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(2/8/99) (36K) Inf Large Michael Coyle |
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(2/8/99) (15K) Inf Small Hary Brant |
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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.
(2/8/99) (50K) Inf Small |
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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.
(2/8/99) (11K) Inf Small MeKilla |
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(2/8/99) (45K) Inf Small Sam Morris |
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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. (2/8/99) (7K) Inf Small Fuct Kiwi |
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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.
(2/8/99) (9K) Inf Small MeKilla |
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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.
(2/8/99) (32K) Inf Small Andrew Luby |
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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.
(2/8/99) (23K) Inf Small Ed Keating |
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(2/8/99) (16K) Inf Small |
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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! (2/8/99) (27K) Inf Large |
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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.
(2/8/99) (7K) Inf Small krjo8106@hem.passagen.se |
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(2/8/99) (75K) Inf Large Sam Morris |
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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? (2/8/99) (239K) Inf Solo Atom Bomb |
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No frills, no read me, no pretty little icon but polygons fer sure! All connected. Water media. Could be kinda fun. (2/8/99) (13K) Inf Small Dradius |
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(2/8/99) (16K) Inf Large Jeremy Wood |
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(2/8/99) (22K) Inf Large |
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(2/8/99) (67K) Inf Large Allen Murray |
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(2/8/99) (68K) Inf Large Sam Morris |
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(2/8/99) (107K) Inf Large Andrew Luby |
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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!
(2/8/99) (48K) Inf Large |
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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.
(2/8/99) (51K) Inf Large tim@macwebb.com |
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(2/8/99) (30K) Inf Large Erik Adams |
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(2/8/99) (164K) Inf Netpaks Russell Liddick |
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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.
(2/8/99) (87K) Inf Tools Michio Hashimoto |
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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.
(2/8/99) (1366K) Inf Netpaks Dave Bailey |
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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.
(2/8/99) (20K) Inf Small PfhorLover |
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(2/8/99) (21K) Inf Large Jason Jones |
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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!
(2/8/99) (27K) Inf Large |
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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? (2/8/99) (288K) Evil Solo Andrew Luby |
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(2/8/99) (39K) Inf Small Dan Siemens |
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(2/8/99) (7K) Inf Small Ryan |
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(2/8/99) (75K) Inf Large Kim Foo-Jones |
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(2/8/99) (107K) M2 Large Andrew Luby |
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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.
(2/8/99) (43K) Inf Large Andrew Luby |
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(2/8/99) (158K) Inf Netpaks Richard Dierkes |
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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.
(2/8/99) (112K) Inf Large Evil Nar |
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(2/8/99) (6K) Inf Novelty |
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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???
(2/8/99) (14K) Inf Small |
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(2/8/99) (47K) Inf Small Sam Morris |
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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 . . . (2/8/99) (64K) Inf Solo |
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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! (2/8/99) (28K) Inf Solo |
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(2/8/99) (500K) Inf Netpaks Bernie Fritts |
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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.
(2/8/99) (49K) Inf Small Kim Foo-Jones |
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(2/8/99) (56K) Inf Large Nathan Trebes |
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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! (2/8/99) (28K) Inf Solo Peter Pembroke |
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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. (2/8/99) (28K) Inf Solo Peter Pembroke |
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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! (2/8/99) (41K) Inf Solo Kevin Johnstone |
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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.
(2/8/99) (38K) Inf Large Chris Smelick |
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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 (2/8/99) (47K) Inf Solo |
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(2/8/99) (66K) Inf Netpaks Graham W Sprague |
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(2/8/99) (11K) Inf Large Phor God |
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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
(2/8/99) (13K) Inf Small |
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(2/8/99) (16K) Inf Large Peter Pembroke |
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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.
(2/8/99) (10K) Inf Small MeKilla |
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(2/8/99) (22K) Inf Large Daniel Sniadoski |
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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. (2/8/99) (31K) Inf Solo Nathan Trebes |
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(2/8/99) (23K) Inf Large Deadly Morph |
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(2/8/99) (131K) Inf Large M.C. Goodwin |
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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!
(2/8/99) (20K) Inf Small |
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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.
(2/8/99) (13K) Inf Small Bernie Fritts |
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(2/8/99) (5K) Inf Small sick boy |
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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.
(2/8/99) (27K) Inf Large Erik Adams |
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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! (2/8/99) (51K) Inf Large |
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(2/8/99) (51K) Inf Netpaks Alastair Stuart |
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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! (2/8/99) (20K) Inf Solo Peter Pembroke |
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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.
(2/8/99) (11K) M2 Small MeKilla |
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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! (2/8/99) (102K) Inf Large BBQ Bob |
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(2/8/99) (19K) Inf Small Kevin Johnstone |
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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!
(2/8/99) (28K) Inf Small Chris Smelick |
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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.
(2/8/99) (18K) Inf Small |
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Two fenced-in squares hovering high over the Lh'owhon (SP!) 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. (2/8/99) (8K) Inf Novelty |
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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.
(2/8/99) (194K) Inf Netpaks |
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(2/8/99) (40K) Inf Large Cheesy@CyberTours.com |
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(2/8/99) (109K) Evil Large Andrew Luby |
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(2/8/99) (12K) Inf Small |
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(2/8/99) (24K) Inf Small MeKilla |
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(2/8/99) (99K) Inf Large |
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(2/8/99) (19K) Inf Large |
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(2/8/99) (70K) Inf Large Nathan Trebes |
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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.
(2/8/99) (25K) Inf Small Chris Smelick |
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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. (2/8/99) (104K) Inf Solo Nathan Trebes |
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(2/8/99) (371K) Inf Netpaks Joey Beeson |
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(2/8/99) (44K) Inf Large Dave Peck |
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(2/8/99) (309K) Inf Netpaks iggy popped |
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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.
(2/8/99) (16K) Inf Large Andrew Condé |
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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! (2/8/99) (100K) Inf Solo Andrew Luby |
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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.
(2/8/99) (66K) Inf Netpaks Esdrias@aol.com |
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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!
(2/8/99) (110K) Inf Large Kim Foo-Jones |
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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.
(2/8/99) (198K) Inf Shapes Nathan Trebes |
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(2/8/99) (738K) Inf Small Trilogy |
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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...
(2/8/99) (87K) Inf Large Daniel Sniadowski |
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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.
(2/8/99) (24K) Inf Small Chris Smelick |
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(2/8/99) (13K) M2 Small MeKilla |
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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.
(2/8/99) (15K) Inf Small Fuct Kiwi |
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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.
(2/8/99) (11K) Inf Small |
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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! (2/8/99) (8K) Inf Solo |
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(2/8/99) (256K) Inf Netpaks mrfun@tristate.pgh.net |
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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.
(2/8/99) (47K) Inf Novelty Dr. Lex |
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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.
(2/8/99) (19K) Inf Small Chris Smelick |
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(2/8/99) (41K) Inf Large Eric Benacquista |
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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.
(2/8/99) (182K) Inf Small lovelyluke@hotmail.com |
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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. (2/8/99) (34K) Inf Large |
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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. (2/8/99) (9K) Inf Solo Squeek |
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(2/8/99) (636K) Inf Netpaks Loren Petrich |
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Exactly the same layout as the M2 edition. Infinity textures are the only difference. All else applies.
(2/8/99) (9K) Inf Small MeKilla |
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(2/8/99) (9K) Inf Small Nathan Trebes |
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(2/8/99) (18K) Inf Small Ed Keating |
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(2/8/99) (23K) Inf Large |
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(2/8/99) (134K) Inf Netpaks Gabe Rosenkoetter |
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(2/8/99) (7K) Inf Small PMAvers162@aol.com |
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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.
(2/8/99) (34K) Inf Large Russell Liddick |
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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.
(2/8/99) (66K) Inf Large Chris J. Huff |
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(2/8/99) (7K) Inf Novelty Nathan Trebes |
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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...
(2/8/99) (89K) Inf Large Dave Bailey |
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(2/8/99) (10K) Inf Large |
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(2/8/99) (9K) Inf Large |
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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.
(2/8/99) (9K) Inf Small |
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(2/8/99) (21K) Inf Large Corey Crosser |
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(2/8/99) (25K) M2 Small MeKilla |
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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.
(2/8/99) (19K) Inf Small Chris Smelick |
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(2/8/99) (12K) M2 Small MeKilla |
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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.
(2/8/99) (88K) Inf Large MIchael Coyle |
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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! (2/8/99) (14K) Inf Solo Nathan Trebes |
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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.
(2/8/99) (33K) Inf Large Chris J. Huff |
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(2/8/99) (23K) Inf Large |
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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.
(2/8/99) (358K) Inf Netpaks Darklord |
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(2/8/99) (49K) Inf Netpaks Kevin Dunajski |
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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. (2/8/99) (9K) Inf Solo |
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Simple Arena, five sides, four elevators, considerable ammo. Standard issue, could have some fun here.
(2/8/99) (5K) Inf Small |
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(2/8/99) (28K) Inf Small Jeff Shaw |
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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.
(2/8/99) (46K) Inf Novelty Ryan Ballantyne |
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(2/8/99) (17K) Inf Large Peter Pembroke |
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(2/8/99) (11K) Inf Large Michael Frye |
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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.
(2/7/99) (153K) Inf Small Winston Hendrickson |
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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...)
(2/6/99) (180K) Inf Large Borzz |
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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.) Due to its extreme size, Trojan is also available in smaller pieces.(2/5/99) (10272K) M1 Combo Hamish Sanderson |
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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...
(2/4/99) (28K) Inf Novelty Mike Trinder |
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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).
(2/4/99) (28K) Inf Novelty Hans G. Andersson |
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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.
(2/4/99) (2K) Inf Novelty Mike Trinder |
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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).
(2/4/99) (90K) Inf Novelty Hans G. Andersson |
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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.
(2/4/99) (433K) Inf Solo Daniel M. Skatter |
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(2/3/99) (486K) Inf Large Frank Rossi |
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(2/3/99) (149K) Evil Large Nick Mason |
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(2/3/99) (16K) Inf Small Allen Heimberger |
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(2/3/99) (18K) Inf Small Dan Royer |
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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. (2/3/99) (2971K) Inf Scenario Sean Phelps |
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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.
(2/3/99) (75K) Evil Large Michael Frye |
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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! (2/3/99) (1079K) Inf Solo Masahiro Yasuda |
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(2/3/99) (12K) Inf Large Graham Sprague |
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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!
(2/3/99) (246K) Inf Large Patrick Frye |
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(2/3/99) (39K) Inf Large Matthew Grieco |
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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.
(2/3/99) (96K) TI Large Rik |
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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!
(2/3/99) (73K) Evil Large Justin Flame Walker Pease |
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(2/3/99) (17K) Inf Large Graham Sprague |
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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. (2/3/99) (114K) Inf Large Ted D'Esposito |
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(2/3/99) (298K) Inf Small Cyril Blaise |
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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.
(2/3/99) (9K) Inf Novelty Jason Harper |
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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! (2/3/99) (1060K) Inf Solo Masahiro Yasuda |
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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. (2/3/99) (422K) Inf Solo Jonas Bjarnehall |
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(2/3/99) (38K) Inf Large Michael J. Hurley |
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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. (2/3/99) (168K) Inf Netpaks Fletch |
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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.
(2/3/99) (41K) Inf Large Allen Heimberger |
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(2/3/99) (44K) Inf Large Sylvain |
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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.
(2/3/99) (87K) TI Netpaks Bernd Schneider |
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Very small square for two players, two sniper locations. Supports tag. (2/3/99) (7K) Inf Small Dan Royer |
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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? (2/3/99) (321K) Inf Solo Ben Fisher |
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(2/3/99) (36K) Inf Small Jason Kammerer |
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(2/3/99) (12K) Inf Small Andrew Bean |
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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.
(2/3/99) (20K) Inf Novelty Jason Harper |
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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! (2/3/99) (1207K) Inf Scenario Lyndon F. Lorenz |
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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. (2/3/99) (16K) Inf Large Allen Heimberger |
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(2/3/99) (28K) Evil Large Kc Hackford |
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An update to a chisel plugin that allows you to specify facing direction for scenery objects. It's not new, but also not here...
(2/3/99) (21K) Inf Tools Mike Trinder |
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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.
(2/3/99) (1304K) Inf Scenario Lyndon F. Lorenz |
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(2/3/99) (46K) Inf Large Mike Miazgowicz |
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(2/3/99) (71K) Inf Large Jason Kammerer |
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(2/3/99) (39K) Inf Large Ian O'Shaughnessy |
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(2/3/99) (27K) Evil Small Dylan Barrie |
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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! (2/3/99) (10K) Inf Small Jeremy Young |
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(2/3/99) (14K) Inf Large Dan Royer |
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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??!! (2/3/99) (2965K) Inf Solo Steve Murphy |
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(2/3/99) (117K) Inf Large Dan Royer |
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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.
(2/3/99) (2990K) Inf Scenario Will Briggs |
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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.
(2/3/99) (245K) Inf Netpaks David Dodson |
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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.
(2/3/99) (142K) Inf Large J.T.Ogle |
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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! (2/3/99) (1362K) Inf Solo Rudi Bloks |
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A simple arena with funky strobe-like lighting. Should keep you guessing where that next target is...
(2/3/99) (18K) Inf Small Andrew Bean |
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(2/3/99) (10K) Inf Large Graham Sprague |
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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. (2/3/99) (184K) Inf Large Justin Flame Walker Pease |
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(2/3/99) (12K) Inf Large Graham Sprague |
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(2/3/99) (36K) Inf Large Justin Flame Walker Pease |
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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? (2/3/99) (306K) Inf Solo Sylvain |
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(2/3/99) (145K) Inf Large Christian Welti |
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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.
(2/3/99) (8K) Inf Large Graham Sprague |
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A very cool chisel plugin that extends the number of ambient sounds available in Marathon from 24 to 172.
(2/3/99) (64K) Inf Tools Mike Trinder |
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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. (2/3/99) (47K) Inf Solo Nathan Trebes |
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(2/3/99) (41K) Inf Large "Gonou, Tra´kh Mothu" |
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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.
(2/3/99) (20K) Inf Large Patrick Frye |
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(2/3/99) (25K) Inf Small mike@mail.chouest.com |
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(2/3/99) (114K) TI Netpaks Rich Dierkes |
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(2/3/99) (16K) Inf Large Graham Sprague |
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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. (2/3/99) (8K) Inf Solo Nathan Trebes |
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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. (2/3/99) (1895K) Inf Solo Steve Murphy |
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(2/3/99) (132K) Inf Large Andre Heineberg |
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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.
(2/3/99) (17K) Inf Large Brad Krauss |
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(2/3/99) (85K) Evil Large Michael Frye |
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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.
(2/3/99) (42K) Inf Small Jesse Lowther |
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(2/3/99) (97K) Inf Large Richard Dierkes |
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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".
(2/3/99) (423K) Inf Solo Ben Fisher |
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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.
(2/3/99) (59K) Inf Netpaks Jesse Lowther |
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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.
(2/3/99) (12K) M2 Small Catfish |
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(2/3/99) (193K) Inf Netpaks Yossarian |
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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.
(2/3/99) (83K) Inf Large Jason Kammerer |
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(2/3/99) (259K) Evil Large Sir Guillaume |
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(2/3/99) (35K) Inf Large Nathan Trebes |
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(2/3/99) (21K) Inf Small Nathan Trebes |
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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!
(2/3/99) (36K) Inf Large George Waters |
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Flow's okay, but the texture choices will give you a headache. Retextured, though... could be a good map.
(2/3/99) (24K) Inf Small Pesto |
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(2/3/99) (30K) Inf Small Mr Bungle |
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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.
(2/3/99) (68K) Inf Netpaks Mr Bungle |
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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.
(2/3/99) (29K) Evil Small Matt Balara |
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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.
(2/3/99) (149K) Inf Netpaks Lee Heida |
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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. (2/3/99) (315K) Inf Solo Mark Levin |
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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.
(2/3/99) (304K) Inf Netpaks Cyril Blaise |
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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 (you can see them in a series of very nice pics here if you're up for a 3 meg download, or get an idea from this 500K desktop picture), 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). Because of its extreme size, here are floppy-sized chunks.(1/30/99) (26841K) Inf Scenario Marcos T. Pinheiro |
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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.
(1/27/99) (350K) TI Netpaks Borzz |
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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 (6727K) 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). Because of it's size, the sounds patch is available in floppy-sized chunks, as well.
(1/27/99) (240K) Inf Shapes Loren Petrich |
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A large open area with 4 lava-filled pits. Switches on the outside edge control the lava height... and the aliens that can nail you. Best as KOTH, but playable as EMfH.
(1/26/99) (38K) Inf Small Andrew Miner |
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(1/26/99) (11K) M1 Small Adam Rose |
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Needs a lot of work. One lighting type, no weapons, broken platforms... hmm.
(1/26/99) (18K) Inf Small Larry Chesler |
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A multilevel arena, with access to the hill only from the outside ring. Favors the player who can run and aim up...
(1/26/99) (17K) Inf Large Darius Gilder |
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A central building with some very confusing insides, and a few outer passageways. Hard to get used to.
(1/26/99) (50K) Inf Large Andrew Miner |
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A large level, with architecture reminiscent of the author's Alhambra. A bit darker, though... and with more indoor space. The author has suggested a somewhat unique solo method of play-see the readme for an URL with details.
(1/26/99) (161K) Inf Large Andrew Miner |
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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.
(1/26/99) (93K) Inf Large Andrew Miner |
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An upgrade of The Crossing. Nothing major, but it plays quite nicely now.
(1/26/99) (22K) Inf Large Carnage Inc. |
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(1/26/99) (38K) Inf Large Adam Rose |
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A straight port of their M2 version.
(1/26/99) (8K) Inf Small Carnage Inc. |
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A central covered arena, with a surrounding lava moat and a second arena above. Judicious use of 5D space to supply a nice quantity of carnage space. Also available in an Infinity flavor.
(1/26/99) (65K) Evil Large Andrew Miner |
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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.
(1/26/99) (457K) Inf Netpaks Anders Genberg |
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Eerie lighting and some funky 5D add up to pretty good carnage. Watch your back!
(1/26/99) (12K) Inf Small Darius Gilder |
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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.
(1/26/99) (17K) Evil Small Andrew Miner |
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A wide-open, dark arena with lit sniper ledges and a lit hill. Straightforward, but fun.
(1/26/99) (14K) Inf Small Darius Gilder |
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A direct port of the M2 level with the same name.
(1/26/99) (9K) Inf Small Carnage Inc. |
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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 Evil flavor.
(1/26/99) (41K) Inf Large Andrew Miner |
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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.
(1/26/99) (24K) Evil Small Andrew Miner |
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A multilevel arena. With aliens on, you're gonna be spending most of your time fighting ticks.
(1/26/99) (17K) Inf Large Adam Rose |
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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.
(1/26/99) (28K) Inf Small Adam Rose |
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A simple 5D arena (or pair of arenas, to be more precise). The name comes from the orientations of the hills (which aren't actually hills, unfortunately).
(1/26/99) (12K) Inf Small Adam Rose |
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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 Evil flavor.
(1/26/99) (121K) Inf Large Andrew Miner |
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A central covered arena, with a surrounding lava moat and a second arena above. Judicious use of 5D space to supply a nice quantity of carnage space. Also available in an Evil flavor.
(1/26/99) (153K) Inf Large Andrew Miner |
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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 Evil flavor.
(1/26/99) (93K) Inf Large Andrew Miner |
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A tower, surrounded by a lava-filled moat. You can leave the tower to grab the big weapons, but the bridges are narrow... careful firing that spnkr, you might end up in the drink!
(1/26/99) (50K) Inf Large Adam Rose |
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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.
(1/26/99) (17K) Evil Large Andrew Miner |
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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.
(1/26/99) (97K) Evil Large Andrew Miner |
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A large, open arena with a semi-protected hill, surrounded by dual-level rings. Needs a bigger group if carnage levels are gonna be really high...
(1/26/99) (15K) Inf Small Darius Gilder |
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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.
(1/26/99) (98K) Evil Large Andrew Miner |
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(1/26/99) (4K) M1 Small Adam Rose |
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A dark arena with some sniping areas surrounding it.
(1/26/99) (26K) M2 Small Adam Rose |
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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.
(1/26/99) (59K) TI Large Andrew Miner |
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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).
(1/26/99) (36K) M2 Large Anders Genberg |
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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.
(1/26/99) (1503K) Inf Solo Rj |
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The beginnings of a solo level. Nice detail, as far as it goes...
(1/26/99) (57K) Inf Novelty Andrew Miner |
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A rather insanely busy map with lots of moving platforms and lava to fall into and stuff to kill you.
(1/26/99) (14K) Inf Small Ryan Rose |
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Another variation on the Flame Pits theme. Also comes in an Infinity flavor.
(1/26/99) (44K) Evil Large Andrew Miner |
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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 Tempus Irae flavors.
(1/26/99) (59K) Inf Large Andrew Miner |
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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...
(1/26/99) (8K) Inf Novelty Adam Rose |
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A true cooperative level... that is, this level 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.
(1/26/99) (1460K) Inf Scenario Adam Rose |
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4 maps, all based on the same idea as DoubleAught's Carnage Soccer. Some nice twists, here...
(1/26/99) (80K) Inf Netpaks Andrew Miner |
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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...)
(1/26/99) (44K) M1 Solo Scott Shertzer |
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Another chisel-influenced level. Lots of concentric circles... with some neat flow in the center.
(1/26/99) (74K) Inf Small Andrew Miner |
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A raised ring around a deep hole with lava at the bottom. Don't worry, the lava's shallow... and if you fall in (or jump in), you'll end up on top of the central flagpole. Only one way down from there...
(1/26/99) (8K) Inf Small Adam Rose |
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(1/26/99) (23K) M1 Large Adam Rose |
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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...
(1/26/99) (60K) Inf Large Andrew Miner |
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An open arena, with a couple of satellite rooms. A good demo of the circular powers of Chisel.
(1/26/99) (31K) Evil Large Andrew Miner |
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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 Evil flavor.
(1/26/99) (13K) Inf Small Andrew Miner |
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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.
(1/26/99) (46K) Evil Large Andrew Miner |
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A gigantic maze. Good luck finding your friends to kill them.
(1/26/99) (42K) Inf Large Brian Sauber |
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Another variation on the Flame Pits theme. Also comes in an Evil flavor.
(1/26/99) (40K) Inf Large Andrew Miner |
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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...).
(1/26/99) (176K) Inf Large Steve Barnes |
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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).
(1/26/99) (31K) Inf Small Adam Rose |
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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.
(1/26/99) (9K) Inf Small Darius Gilder |
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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.
(1/26/99) (125K) Evil Large Andrew Miner |
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Gee, M1! Map seems to be rather limited as to Net play. Crusher with which you really aren't involved, lava medium with transporter in middle, jump. Room at end of long alien-filled path leading to an arena-type location, Jugger (those old ugly ones) in the middle. Switch to reactivate elevator back to corridor from whence you came. This could be an in-your-face arena but we found this map lacking in the attributes of Net play. (Really stinks)
(1/26/99) (12K) M1 Large Adam Rose and Brian Sauber |
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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.
(1/26/99) (37K) Inf Large Adam Rose |
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Very dark, except for the (sunken) hill. Square.
(1/26/99) (11K) Inf Small Darius Gilder |
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Platforms acting as walls constantly change the shape of the playing field, providing differing paths for getting to your objective. Not much to look at, but can be fun to play.
(1/26/99) (46K) Inf Small Andrew Miner |
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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.
(1/26/99) (13K) Inf Large Andrew Miner |
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Dark, but with great flow, and a cool hill placement.
(1/26/99) (14K) Inf Small Adam Rose |
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Sort of in the vein of Everybody's Mortal But Me, but with way more complexity. A central hill, in the middle of a raised cross... with lots of platforms (all nicely fast) and lots of teleporters (easy to figure out)-flow is superb, plenty of weapons... carnage should be really high.
(1/26/99) (20K) Inf Large Darius Gilder |
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A sprawling arena with a couple of surrounding corridor rings.Nice looking... but the outer ring is a bit large (you'll be running a long way from opening to opening).
(1/26/99) (54K) Inf Large Steve Barnes |
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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.
(1/26/99) (1234K) M2 Solo Rj |
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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.)
(1/26/99) (54K) Inf Large Adam Rose |
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An open arena with a moat-surrounded low hill (you can get there from the ground, but not from the moat). Outer stairs lead to sniper perches... as the title implies, the emphasis is on spnkrs.
(1/26/99) (33K) Inf Small Carnage Inc. |
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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.
(1/26/99) (25K) Inf Large Andrew Miner |
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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.
(1/26/99) (63K) Evil Large Andrew Miner |
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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.
(1/26/99) (20K) Inf Small Andrew Miner |
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A dark arena with some sniping areas around it. A straight port of the M2 version.
(1/26/99) (26K) Inf Small Adam Rose |
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A single-level solo scenario. This puppy is hard. Extensive use of force-fields... pretty nicely done, overall. Don't try to blast your way through... you'll only end up dead. Look around, think about what you're doing, and above all, read the readme-it'll keep you alive more than 2 minutes. Definitely worth a look.
(1/25/99) (1691K) Inf Solo Rudi Bloks |
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10 levels, all created by folks at New College. A nice variety, including a few small carnage maps, some team maps (capture the skull, everyone on a guardian, that sort of thing), and general all-around nice levels. Will keep your group of 2-8 busy for quite a while.
(1/25/99) (1059K) Inf Netpaks Matthew Grieco |
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A 7 (or 3, if you only count the action levels) level scenario. Nice attention to detail, it'll keep you on your toes. There are always shots coming from somewhere...
(1/25/99) (2359K) Inf Scenario Mark Hudon |
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A pretty straightforward, find-the-chips-to-open-the-doors level... there's a problem with the final term (seems not to be activated, so there's no way to finish the level).
(1/25/99) (267K) Inf Solo Jonathan Merriman |
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Another of Lyndon Lorenz's very nice earthlike scenarios. This one's based on the Hudson-Bergen Light Rail System, with extremely nice tracks... it's called a test because it's not done yet, but don't let that stop you, it's quite playable as is. Read the readme for future plans... sounds pretty cool!
(1/25/99) (1182K) Inf Scenario Lyndon F. Lorenz |
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A mixed bag. 14 maps, generally with nice attention to detail, but sometimes with some weird angles and texture choices. You'll certainly find a number of very playable maps in this collection...
(1/25/99) (620K) Inf Netpaks Lee Heida |
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Very difficult, pretty convoluted... but well-built, and with an interesting storyline. You'll die a lot, but it'll be worth it in the end-you'll be stronger for it.
(1/25/99) (607K) Inf Solo Rudi Bloks |
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Converts your HUD to look like what you might see as a Pfhor soldier. Classily done, as should be expected from HAS... right down to the fonts. Deleted inexplicably from these archives... but back now. (Weird.)
(1/25/99) (240K) Inf Shapes Hamish Sanderson |
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A simple arena surrounded by (and intersected by) a cross-and-square built in simple 5D. Okay for small groups.
(1/25/99) (7K) Inf Small |
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5 variations on a theme. They all center on the idea of a large arena with a floor made of platforms (hence the name), with varying degrees of complexity to the outer corridors that move around it. Nice, mostly... except that the platforms move pretty slowly, and if you're trapped in a lower corridor with the platform up, you're dead.
(1/25/99) (121K) Inf Netpaks Pfhrier |
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Seven maps. A real grab-bag in terms of size and play style-there's big, there's small, there's weapon-specific... one thing they all have in common (well, except maybe Chrome and Metal) is great flow. Cava Solaris, especially, is wonderfully set up to handle anywhere from 2 (well, maybe 3) to 8... give 'em a try.
(1/25/99) (240K) Inf Netpaks Mike Miazgowicz |
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A single level demo of the upcoming scenario, Gates of Fenris. Comes with a shapes patch, which doesn't seem to do much (except make the "slanted floors" hack look right). A few problems (some smearing from certain angles on the lavafall), but mostly a nicely done level, with a good deal of attention to detail. Should keep you busy for a while...
(1/24/99) (826K) Inf Scenario Todd Proctor |
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A pretty cool little map... Narrow catwalks sit filled with spnkrs and 3x canisters stand above pits with teleporters. The teleporters lead to crushing rooms... so the key is staying on the catwalks. (Because of the 3x canisters, kills will probably be much lower than deaths.) Comes with a film in which RuGGeR whales on Pezman...
(1/23/99) (20K) Inf Small Candis D. Manson |
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Another 5D arena. Multilevel, with fast elevators joining everything.
(1/23/99) (16K) Inf Large Candis D. Manson |
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A very enjoyable 7 (or 4, if you want to count real levels) level scenario. A bit linear at times, but always with lots to kill, and a decent amount of ammo to kill it with. Gives a very satisfying feeling to finish. Gets two thumbs-up from the BattleCat. (And from me, as well...)
(1/23/99) (1656K) Inf Solo Tarmo Turunen |
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Pretty good layout, Arena type square with bridge in the middle, secret doors, variety of levels, and the S'pht are on your side which means they're pretty useless as usual, especially with that Jugger in the middle of your bridge. King of the Hill, Ball are untested but author recommends up to eight players. No cooperative play although solo is also okay per Mr. Mason.
(1/23/99) (53K) TI Large Nick Mason |
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Nice little 5D map. Flow's great, ammo is, um, plentiful. (If Bungie had built in support for 16 players, it'd still be plentiful.) Textures... well, I don't like the Pfhor set on principle, so don't ask me about the textures.
(1/23/99) (13K) Inf Small Candis D. Manson |
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A small two-level 5D arena. the stairs can be a little hard to get into from the top, especially if you're in a hurry... and the explodabobs are really annoying.
(1/23/99) (10K) Inf Small Peppé Lé pew |
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Square Arena play, lower level populated by aliens for solo play, upper level ledges have good corners for sniper spots with a raised dais in middle for King of the Hill. Decent layout. Supports up to eight players.
(1/23/99) (37K) Inf Small Nick Mason |
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(1/23/99) (18K) Inf Large Candis D. Manson |
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Complex square, supports 2-6 players. Sniper areas, bldg. in main lobby with goodies & a 2x, can get caught here, difficult to get out and would slow you down. A few of those stupid Bob's for solo play. Also has that Fish Eye & the Infra-red. We liked this map, except for the damn Fish Eye. (1/23/99) (17K) Inf Large Candis D. Manson |
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A small square arean that utilizes 5-D space. This level is small and due to the number of objects and their regeneration rate, I had some blinking monsters going on, and this was even on a G3. Small and short hallways are accessed by elevators that orginate from the ground floor. Elevators need to be a bit faster and no matter what size of group you have, this level will give you high carnage rates. Updates speeds up elevators, and decreases some of the ammo.
(1/23/99) (31K) Inf Small Candis D. Manson |
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Hey, this is pretty good! Supports solo play & up to 8 players. You will be busy as this handsome well-thought map is full of ‘tweaked’ Troopers, a bad, bad Jugger & other assorted nasties. Recharger for super shields sure is a good idea! Sounds are familiar but we always liked those sounds anyway. Too funny, when you finally eat it, just lay still & watch the action, those crazy kids keep creaming one another! KaBlam! Pow! (1/23/99) (63K) Inf Large Nick Mason |
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Update fixes a couple of glitches in one level.
(1/23/99) (604K) Evil Netpaks Jeff Swartz |
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Four maps, Plague Planet, Winds, Water and Thunder. Some of these levels are very similiar to some you might have seen before. They are all nicely constructed. They are large, but, not extremely large once you get to know the level layout. All maps have aliens for solo running and most all net modes are supported. This update merges in a proper physics model, adjusts alien behavior, and features better term graphics. (It also eliminates the individual versions from the download, decreasing size from 440K to 260K.)
(1/23/99) (259K) Evil Netpaks Nick Mason |
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Update fixes the second hill on "Fused", moves the hill on "Slaughterhaus".
(1/23/99) (391K) Evil Netpaks Jeff Swartz |
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Another keeper. Large Arena with perimeter passageways for ammo, 1x & 2x, a couple of elevators, garden pathways. Supports KOTH, Ball, with a sniper outcrop to die for. Up to 8 players and is loaded with mean & nasty aliens for whiz bang solo play; includes a Jugger right there, in the middle of it all! Go ahead, fire your Launcher!. Remember, the Sph't are on your side. At some point lay back & watch everybody duke it out in middle of the Arena, too funny!
(1/23/99) (38K) TI Large Nick Mason |
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Single level solo scenario... nicely constructed, and fun to play. Although there's no shapes patch, there is a new monster... and he's damned annoying. (You'll notice him as soon as you run into him.) Lots of extra stuff to find... take your time!
(1/23/99) (702K) Inf Solo Steve Brown |
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(1/23/99) (45K) Inf Small Pezman |
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Herr Grund apologizes for the all-German text in the terms, however, if you look at your Map, the level titles are in English. Three levels, and you better put on your running shoes and carry your balance pole! This player, due to the German text, doesn't know whether we talked to Leela or not. Always did like that gentle & helpful AI (Durandal was such a rampant rat!). This is a very challenging scenario to get into, bonk on the head, glub over the head, that kind of thing. But well worth the download. Good Map Making, somewhat standard, but a challenge as well. (1/22/99) (1448K) Inf Solo Moritz Grund |
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Six level solo scenario. Nicely done, with some thought put into how to make you flip switches in a specific order without making it look like you're being made to flip switches in a certain order. Should keep you busy for a goodly chunk of time...
(1/22/99) (981K) M2 Solo Jeremy J. Olson |
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A nice document detailing some dos and don'ts about mapmaking. These are well thought-out... everyone making maps should read them-there's probably something you haven't considered here.
(1/22/99) (53K) Info Jason Parsons |
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Another keeper. Large Arena with perimeter passageways for ammo, 1x & 2x, a couple of elevators, garden pathways. Supports KOTH, Ball, with a sniper outcrop to die for. Up to 8 players and is loaded with mean & nasty aliens for whiz bang solo play; includes a Jugger right there, in the middle of it all! Go ahead, fire your Launcher!. Remember, the Sph't are on your side. At some point lay back & watch everybody duke it out in middle of the Arena, too funny!
(1/22/99) (340K) Inf Large Randall Shaw |
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An okay 3 (or 4) level scenario, with a pretty bizarre plot. (Well, bizarre might be the wrong word... but it seems to evolve with each level. (The readme suggests this might be the case...) Gameplay is pretty linear, but it'll keep you shooting stuff for a while, and that's the point, right?
(1/22/99) (408K) Inf Solo Jeremy J. Olson |
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A very good map pak from the Califormia Marathon Carnage Team. 10 net levels in all, with 4 by Stephen Richie that have never been released. These are some very fine maps. Worth the download, supports all net modes.
(1/22/99) (400K) Inf Netpaks Jeffrey Wood |
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Looks like it might have started life as Duality, but it sure ain't anything like that map now! If everyone stays in the central area, this map would be comfortable with as few as 3. Start exploring, though, and 8 might get lost... A few nice secrets, for those who find 'em.
(1/22/99) (124K) Inf Large Jeremy J. Olson |
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An enormous arena with more space in the outlying corridors and small rooms than in the main area. Construction is generally well done, with nice clean Thunderdome-like choices. The main arena is floodable with lava, so beware... in fact, KOTH games are pretty unlikely to have very high hill times, since the lava switch is not attackable from the hill. If you stay out of the secret passageways, you can have high carnage rates with groups of 3 or 4. As soon as you go exploring, 8 will be too few...
(1/22/99) (110K) M2 Large Jeremy J. Olson |
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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.)
(1/21/99) (460K) Inf Large Bruce Morgan |
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A big Arena style map. Two rings with different elevations support the outer rim. Teleporters are used to help the flow. This one is for large groups!
(1/20/99) (47K) Evil Large Simon Christensen |
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Two tiny arenas, joined by a corridor. Pretty mapmaking... extremely high carnage rates with any more than 2.
(1/20/99) (27K) Evil Small Yoshi Murai |
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As the title states, 13 levels that are visually pretty nice. I found some of these to be very fast. Object placement was very logical and some of the light sets were great. Fast maps, good flow and no deadends makes this pak a keeper! Don't just fly through these, there are some secrets to be found.
(1/20/99) (636K) Evil Netpaks Lars Jorgensen |
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Mr. Dierkes strikes again with three winning maps. Of the level Maps (and where does he come up with those clever connotations?) 'Brutal Contumacy' has loads of ammo and various villains. We played solo and boy, that fusion gun really takes it out of you! Never did find the shield recharger nor any transport, just fight or be so dead dead dead, but cool. 'Profane Vigorosity' has all the Evil gang here and for solo play is most satisfactory. Liked it best. Three level layout with baddies everywhere. Supports several players but boy, will you be busy between the Mystics and your opponents! Third Map is 'Heinous Chops & Apple Sauce'. No Mystics but plenty of Pfhor to keep you occupado. Three excellent exercises, highly recommended. Net, wow, that would be a challenge x's three! (1/20/99) (110K) Evil Large Richard Dierkes |
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(1/20/99) (100K) Evil Large Adam Zettlemoyer |
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(1/20/99) (34K) Evil Small kolattukudyS@wellington.org |
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(1/20/99) (120K) Evil Large Jeff Swartz |
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(1/20/99) (72K) Evil Large Even Steven |
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The plot's a little hokey (it picks up where Evil left off-the marine, now an AI god, has found Tycho's remains, and reanimated them as a cyborg, just for some revenge-based entertainment), but the level design's okay. Nice and dark, like a devlin-infested system should be...
(1/20/99) (2783K) Evil Solo Elohymn Underhill |
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Another very good Evil map from R.Dierkes. As with all of the maps from this author he always gives you multi-levels within levels. This one includes some very good design and flow, great ideas and as always, some very good placement of weapons and ammo. Supports EmfH and KoTh.
(1/20/99) (44K) Evil Large Richard Dierkes |
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A small arena wrapped by a outside ring and a elevated ring. The middle is the hill with four elevated paths extendend above water. A fast map, lots of ammo and fun to play. Another good map from Rich!
(1/20/99) (27K) Evil Small Richard Dierkes |
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A large, central arena with lots of room for carnage shoots. The author states he made this on a fast Mac, you will be able to tell real fast, the central area is very complex and the faster your Mac is, the better this map will be. Supports all net modes and best for large groups.
(1/20/99) (85K) Evil Small Adam Zettlemoyer |
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(1/20/99) (155K) Evil Large Mike Miazgowicz |
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For all who have been begging for an Evil Solo Map, here it is! Mr. Dierkes, that madcap, prolific to the Max guy has created another outstanding scenario. When's the last time you saw those Mystics? There are not enough adjectives to compliment the output of this author, one wonders if he gets out much or is it just so Easy for him. Whatever the reason it's always a Good Day when Richard's artistry hits the Archives. Absolutely Download! (1/20/99) (3760K) Evil Solo Richard Dierkes |
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(1/20/99) (102K) Evil Shapes Hamish Sanderson |
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A very good medium sized Evil net level. The stariway alone is reason enough to download this map. I really enjoyed the design of this thing and didn't spend much time on the rest of the parameters of the level. A mistake on my part. Make sure to download this level and email the author. His web page has all his creations.
(1/20/99) (59K) Evil Large Jeff Swartz |
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A small to medium sized evil net level. One main arena with some pretty nice visuals. This level had some nice shadings at times. This level comes with a embedded physics model. Small groups would fit perfectly into this level.
(1/20/99) (48K) Small Jeff Swartz |
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Totally Terrific Tomb! What a handsome, well designed layout in an EMFH attitude. Large square area, Tomb Shaped, with many, many offshoots; elevators & sniper slots all over, and a 2x affectionately known as 'easy pickings'. Smaller areas (notice the beauty of the mini water plants) plus areas for KOTH if you choose. Could support up to 8 players we believe. Even has an actual tomb/coffin in it. Jump in randomly placed pools for transport. This is a good one, the Pharaohs would have approved! (1/20/99) (186K) Evil Large Jeff Swartz |
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A large circular arena, with three (or maybe four, depending on how you count) levels. Flow is pretty good, especially with 3+ players. The changing sewage level seems a bit superfluous... but that could just be me.
(1/20/99) (84K) Evil Large GazeDoom@aol.com |
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(1/20/99) (292K) Evil Shapes Daniel Richelson |
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(1/20/99) (21K) Evil Small Timothy Zulewski |
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A large "temple-like" structure surrounded by a outside ring makes this level fast. Some very good ideas with design and flow was very good. Supports all modes of net play and is best designed for EmfH.
(1/20/99) (88K) Evil Large Adam Zettlemoyer |
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(1/20/99) (592K) Evil Large |
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One of Jeff's earlier maps. This one is a very open level that has tons of room for all out carnage. Lava textures with some baddies added for solo practice.
(1/20/99) (78K) Evil Large Jeff Swartz |
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A multilevel circular arena, with good flow, nice weapons allotment, and good level design. Works best with 3-5, but 2 could play if they don't mind chasing each other.
(1/20/99) (39K) Evil Large Lincoln Mills |
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Supports all modes of play with 3-6 players as optimal number. Map key shows two KOTH areas. Fairly complex layout for running around with elevators and medium size areas for splattering opponents. Tag would be good. Version has all the Evil sprites including Devlins! So nasty! But good for solo play, leave on for a team effort against the baddies. There's enough to go around!
(1/20/99) (46K) Evil Small Jeff Swartz |
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(1/20/99) (38K) Evil Small Nick Mason |
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(1/20/99) (83K) Evil Large Lars Jorgensen |
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Quite nice... 5 levels, sorta. The first is simply an intro, to get everyone on the same wavelength. The next 3 are a netloop... each is small, complex, with fantastic flow. The last level is simply the 3-level netloop combined into one level. If you've never played these before, or your group is small, use the three-level loop. If you're familiar with the levels, or you've got a big group, play with the 3-in-one level. Either way, enjoy superb carnage from a superb designer.
(1/20/99) (185K) Evil Netpaks Jeff Swartz |
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(1/20/99) (73K) Evil Large kolattukudyS@wellington.org |
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A huge, mostly symmetrical level based around a central open area. (I'd hesitate to call it an arena, since it's full of holes dropping into the sewers below...) Level design is quite attractive, with lots of care shown to details.
(1/20/99) (122K) Evil Large Liam Coonan |
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A stretched-out Waldo World.
(1/20/99) (21K) Evil Bungie Snow Monkey |
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This Map is EVIL! AI advises they dumped a few dozen Devlin eggs on the base to soften things up . . . gee, thanks! Find the plant from location where you've been dropped, way off side (of course). Communications/Research facility being run by . . . .? Find the "Ice Chip" and insertion point. There is a way to whip it! Be advised you will be called upon to use your bean. Good exercise in Evil Application and those Devlins, the nasty things will always make us jump! Story is okay. (1/20/99) (385K) Evil Solo Chris Wheeldon |
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(1/20/99) (8K) Evil Small Claus Selsager |
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(1/20/99) (60K) Evil Large alan@t26font.com |
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(1/20/99) (36K) Evil Small Miles Ludwig |
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(1/20/99) (55K) Evil Large Jeff Swartz |
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A level best suited for KotH. Media involved in this one for underwater fights. A small group will fit perfectly into this level. The lighting fit my tastes, very bright.
(1/20/99) (56K) Evil Large Jordan Offutt |
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(1/20/99) (44K) Evil Large Michael Paulus |
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(1/20/99) (75K) Evil Large Tom Kehler |
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An update of a net map pack posted here many months ago and more recently updated at MidWest. 20 levels varying in size and game options. Most are small levels with minimal polygons allowing for fast action games, although the amount of objects placed can cause problems in some areas (most levels also have initial monsters). There's a few fun 'concept' maps in here such as the ones that have platforms covered in 3x shields canisters and SPNKRS's with the aim to blast the other players into lava, crushing platforms, or a surrounding corridor filled with ExplodaBoBs. All texture smearing and invisible walls seemed to have been fixed, although it's still very easy to get trapped by sharp corners when someone's on your tail. V3.3 fixes a bug in 'Plastic Soul'
(1/20/99) (307K) Evil Netpaks Mike Srstka |
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(1/20/99) (8K) Evil Small Snow Monkey |
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Corridors, upper & lower levels, sniper spots, sewage swims, TP's, all here. Aliens for solo. Supports all play but KOTH. Fast & furious, you will be movin'. Re-con for sure.
(1/20/99) (76K) Evil Large Jeff Swartz |
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Jeff Swartz is definitely a mapmaker to watch. This is a big level, but moving around is just beautiful. Elevators are quick, and almost always where they should be-you'll rarely find yourself running into a wall. The hill is interesting-centrally placed, and wide open, but defendable, to a point... You won't (as on some hills) be blown off the instant you arrive, by snipers hiding in the wings, but you also won't (as on some maps) be able to stay put forever if your carnagemates are any good at all. Altogether a great map.
(1/20/99) (64K) Evil Large Jeff Swartz |
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This is a twofer download with two maps/levels, first of which is Screaming Orgasm, a nifty layout. Supports all types play. Hill is, of course, a Very Tall Pillar in center within reach of cool sniper ledges. Sewage medium partially surrounding large playing field(s) & very fast passage around stairways, transporters, arena areas. Roaring Devlins for Sounds, no aliens to be seen. Second map (level) is really an addition; Screaming Nipples, with those tall pillars serving as nipples (can you see it?). Layout here is really superb in that you have room to move up/down, all over. You should be up however as lower floor level is fraught with lava pools. Plenty of elevators to get you back on a that tall pillar connected by crosswalks to three other pillars, four in all. Supports all play although perhaps best suited for KOTH. Switches to turn off lights too! Aliens here including some irritated Juggers in your face, but that's good for solo players which this level supports. We highly recommend even though you might get a bit of smearing here and there, nothing one can't work through.
(1/20/99) (586K) Evil Large Duckmon |
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This map is all over the map! Big! Small! Corridors, ledges, elevators, lava reservoir, dark, light! Aliens for solo. Supports 4+, all modes of play. KOTH is kinda cool though. If you're familiar with Mr. Swartz's maps then you know what to expect. Expect the unexpected.
(1/20/99) (68K) Evil Large Jeff Swartz |
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Several distinct areas for play of your choice. Didn't see a urine pool, thank God! But at start-up you are in a Mae West-shaped area with water medium paths, 2x's & from there, it's pretty standard stuff. Supports 3-4 players.
(1/20/99) (62K) Evil Large Adam Zettlemoyer |
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This is really set up as a coop level, shoot everything that moves level, but you can play it alone, if you like. Sort of a plot, but mostly, it's just run-around-and-kill-everything.
(1/20/99) (690K) Evil Solo Patrick Frye |
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Two maps which are same layouts with v1.1 enhanced (meaner for solo players). Pitch black playing field, a circle with four convergent paths dissecting the field leading to KOTH area, which is a well lit deadly place to be. Elevators to ledges which don't appear to be good sniper slots, may work out. Solo players have much to do what with Mystics & those lower-body/head is missing guys. (who are those guys?) Fast & furious with author calling for smaller groups, 3-6 optimal.
(1/20/99) (64K) Evil Small Nick Mason |
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A very large arena level. The inner hall or area is the main arena and the outer areas are the killing zones. Some very unique design and you will need a large group or it will be slow. Supports EmfH and would be playable with smaller groups on KoTh.
(1/20/99) (65K) Evil Large Nick Mason |
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A very good map made with the lava textures. Flow is good, object placement was well thought out and the use of sounds was placed very well. This map works well with a large group but you could get by with three players. Most net modes supported.
(1/20/99) (84K) Evil Large Alan Greene |
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No Bugs Mi'lady. These are a terrific & very handsome collection of maps designed mostly for EMFH play but have areas for KOTH, terrific sniper slots, lots of lava, especially in 1.) Longhorn Shoot Out, where, as you run about, the lava comes & goes, keep movin'! Lava continues to make an appearance in 2.) Domas Magma (duh!) and 3.) Don't Swim! The hall lighting effects are quite spectacular in these two, Lars has a handle. 4.) RIP is a very small arena type, best for Carnage we believe. 5.) Steel Pulse is very large & well designed to keep one on their toes 6.) Stairway to Health is a very complex Square. 7.) Valley of Death is also a squareish layout with perimeter paths, plenty of sniper slots overlooking a KOTH area, seems larger than megs would imply. 8.) May-A-One supports KOTH with fabuloso sniper slots, bridges and outer paths, 3x somewhat concealed. Lots of room for multiple players. Maps here are all similar but with different attributes. All have inter-map transporter and Circle type maps seem to reign. 14.) Think About It has a particular mean KOTH area in that you can activate a switch & raise or sink Hill into/above lava pit. Cool! Going on to 15/16/17/18 you get House of Sewage; N'oth Rone, A Reena & W.Y.P.I.W.W.Y.G respectively, all very respectable designs. This is a nifty package with, as stated, no bugs, plenty of room if you wish or tight if you like. Worth a download for the fine variety and smart design. 26 Maps in all, something for everyone. (1/20/99) (1229K) Evil Netpaks Lars Jorgensen |
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Wow! An abandoned Devlin Breeding Station, cool! A series of walkways over nests, & watch out, they tend to drop out from under you! This is great for solo play & author says leave aliens on for net. By all means. Large square where you can pick off opponents from the walkways or be bumped into a nest yourself. Textures done really well. Better get rid of the Darling Devlins before you get rid of your opponent. Multi-leveled, offshoots to rear areas, TP's 2x's. Comes with a Spoiler, very concise & informative. Nice Show.
(1/20/99) (162K) Evil Large sherwood@netrunner.net |
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(1/20/99) (243K) Evil Large Tommy Poulsen |
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(1/20/99) (41K) Evil Large Jeff Swartz |
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(1/20/99) (36K) Evil Small Jeff Swartz |
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(1/20/99) (231K) Evil Large Randall Shaw |
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(1/20/99) (35K) Evil Small Joel Rosenfeld |
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Read Me tells the story as author says terms don't work (yet). A basic "clean 'em out" mission. The Weapons Towers were cool. The Station is heading toward earth's orbit to nuke it to fine powder. Egad! We wondered how we would get out of here once we finished the mission as term's don't work (yet). We got out! Good little map for your Evil application. (1/20/99) (186K) Evil Solo Argyrios Saccopoulos |
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BIG map. Supports any type play (Read Me) with KOTH clearly defined. Large area contains water medium, open perimeter passageways in a fairly square arena setting. Handsome layout with 1x recharger & 2x's very difficult to locate (hold your nose). Aliens everywhere for solo play. Recon may be necessary due to considerable ups & downs of stairs, water, cubby holes, etc. We like this one.
(1/20/99) (62K) Evil Large Jeff Swartz |
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Now here's a little ditty that will have you guessing just what it is; Net? Mission? Scenario? Starts in a very large square arena with enough ammo for the ROTC crowd. Read Me says 'stay out of the tunnels', but course you have to go there! Xeno-forms (read Devlins) everywhere! Great fun for solo players. Terms with mission, i.e., go to the roof. Sure, past a bazillion xeno-forms who don't mind the light! Every side room, elevator, corridor is trouble with a capital 'T'. But what fun! Could qualify as EMFH if you turn off the aliens, but what fun would that be? Hold down control key, run like hell, shoot your opponents on the fly! Teams would probably work well. Fight your way back to arena area to re-up supplies. Good stuff here!
(1/20/99) (121K) Evil Large Rev. Bleak Cycosis |
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A netpak consisting of 10 maps. These are the Evil versions but they haven't just been ported over to Evil. He has gone thru and worked on Object Placement. These maps seem to be faster now that they are ported to Evil. Worth the download, 10 very fine net maps that all have good flow and some really nice design.
(1/20/99) (475K) Evil Netpaks Richard Dierkes |
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Underwater, most of the time. Upside: it's an evil map, so you've got pfhor staffs.
(1/20/99) (73K) Evil Large Patrick Frye |
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(1/20/99) (52K) Evil Large Randall Shaw |
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(1/20/99) (68K) Evil Large Jeff Swartz |
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(1/20/99) (142K) Evil Netpaks Patricio Silva |
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Challenging is always a nice way to put it. Really, really tough is another. Perhaps, think, man! You can do it! What a trip this scenario is for your Evil Application. This will you keep you occupado for awhile. Great use of transitions, water, elevators. Does the word hidden count? This reviewer was sweating when we realized that Mr. Jacob had thoughtfully provided a "walk-through" Film. Have to have it. Dare you to download & succeed without it. The end of the film may have you cracking up (is that a bug?). Get it! (1/20/99) (4646K) Evil Solo Miles Jacob |
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A rambling level, with several areas all opening on a small arena. Secret (or almost secret) areas offset by the danger/ damage needed to get to them.
(1/20/99) (96K) Evil Large John Bousfield |
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Based on the author's house... really light on weapons and ammo, and with some nasty smearing once the place is flooded (weird liquid heights in neighboring polys). The version I played was version 1 (the version submitted to the Evil maps contest), but there's a version 2 included in the archive. I didn't try it... it might fix some of these problems.
(1/20/99) (302K) Evil Large James Addison |
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(1/20/99) (30K) Evil Small Danny Holley |
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Two large levels, with lots of tunnels. (did I say tunnels?) If you are the type of net player that likes to fire it out head on, then these levels are for you. Some of the design was done well, but taking into consideration the motives behind these maps, and what they are made for, it geometry fits the bill.
(1/20/99) (69K) Evil Large Richard Dierkes |
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Another of Nick's so many aliens I can't even play solo Maps! A Pfhor Water Reclamation Plant, not too large an area but supports up to 8 players (may be a bit crowded) with KOTH, Ball and of course, Carnage. Handsome layout, and you don't sink! (1/20/99) (34K) Evil Small Nick Mason |
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61 classic maps, adjusted for Evil.
(1/20/99) (4684K) Evil Netpaks |
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Leave the aliens on! Mystics! Devlins roaring! Oh; net play-supports carnage, KOTH, Ball, up to eight players. Very large layout, coop play, no. Everything else is here. Solo play for bored Marines, check it out for Net, fast & furious! Remember, the S'pht are on your side!
(1/20/99) (37K) Evil Large Nick Mason |
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Winner of the Evil Map Contest, and with cause. This one is truly spooky, and well built. With a plot sort of like Aliens, but with tie-ins to the Author's previous work (An AI Called Wanda), and making full use of the Evil textures and monsters. The air ducts are pretty damn scary channels to travel through! Get this-it's a fantastic single-level solo adventure. And watch this guy...
(1/20/99) (1657K) Evil Solo John A. Hancock |
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(1/20/99) (67K) Evil Netpaks GuNby |
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Talk about getting lost! Vast space for game play, very complex map best suited for EMFH, supports all play but KOTH. Complex layout for multiple players, 3 at minimum. Aliens for solo play. Tunnels are cool, can hang out. Vantage points everywhere. Bigger & better from Jeff.
(1/20/99) (83K) Evil Large Jeff Swartz |
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Two levels, the first sort of a concept level. Very interesting architecture, but the switched doors get old after a while. If you're building sweeping spaces, download this map... you might get some very good ideas.
(1/20/99) (310K) Evil Solo Chris Komarnicki |
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Five net maps from one of Marathons better authors. Los Besos-5D level, Betadine-simple bilevel, B.Pump-a small arena, Chicken Pops-mini arena with two levels, Frenazo-a great level for those that like to sit and snipe. All of these maps can also be played in solo mode for practice. Most of them support all net modes...A very good download for those looking for net maps for small groups.
(1/20/99) (117K) Evil Netpaks Richard Dierkes |
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Four choices here via select. Aliens included for solo play, really aggressive Bobs. 2X canisters, heavy ammo. Terms within game are in Spanish. 1). Kharstle: Lava medium area controlled with switches by player, oval with perimeter upper ring for sniping. Seems best suited for maybe three/four. 2). Gam O-Nal: Very wide-open square arena play with terms giving expansive info (Spanish), circle in center for supplies, fast fast fast. 3.) SC old base: Lost in Space attitude, crisscross walkways over square playing field, switches to activate elevators, perimeter & center areas for supplies with a lower sewage swim surrounding all, very hard to get out of. This is a challenging map. Seems best suited for EMFH, multiple players. 4). Disc-Oh! Complex map with TP's for off-site locales, includes lava/water mediums. Starts as a square but evolves. Re-con recommended. Multiple players due to layout. This is a nifty package of maps that will keep your adrenaline going good, can you spell F A S T & F U R I O U S?
(1/20/99) (1239K) Evil Netpaks siete7@render.es |
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(1/20/99) (36K) Evil Large Lee Heida |
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(1/20/99) (48K) Evil Small Jeff Swartz |
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(1/20/99) (300K) Evil Large Gary Iams |
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(1/20/99) (31K) Evil Large Jeff Swartz |
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(1/20/99) (1990K) Evil Netpaks Nick Mason |
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Arrgh! A vacuum net level! Not a bad layout, though... and plenty of ammo. Dark...
(1/20/99) (72K) Evil Large Adam Zettlemoyer |
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Two levels. Both of them for the Evil application and they are well built, with some rather strange building techniques at times. But, overall worth your time.
(1/20/99) (201K) Evil Large Adam Zettlemoyer |
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A Evil arena level with a few twists. A couple of layers that overlap but map mode can still handle it. There is a neat Forge trick in this level that feels almost like a pusher. It can be a pain at times...Worth the download!
(1/20/99) (80K) Evil Large Jeff Swartz |
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(1/20/99) (55K) Evil Large Jeff Swartz |
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(1/20/99) (246K) Evil Netpaks Kurt Murray |
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(1/20/99) (54K) Evil Small Ian James (Celos) |
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(1/19/99) (101K) Inf Netpaks Chris Souza |
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5 maps, all nicely built, all catering to slightly different tastes. Small groups should be able to use all 5, but larger groups will probably pass on the middle three... unless they're looking for 5+ kpm rates. Flow is generally quite good.
(1/19/99) (124K) TI Netpaks Rich Dierkes |
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(1/19/99) (76K) Inf Small "Vernon "Bernt" Legakis" |
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A beautifully laid-out map, with a little something for everyone. This one second prize in the Evil map competition (first prize went to a solo scenario), and it's easy to see why. Try it out... carnage for everyone! (Come to think of it, it reminded me a bit of Carnage Palace Deluxe...)
(1/19/99) (78K) Evil Large Jeff Swartz |
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Very straightforward map. Recommends 2-8 players or more. Huge Read Me which leads you to believe there's more here than there really is. Stairways (one or two?), sniper spots. Author would like feedback & Films.
(1/19/99) (27K) Inf Small Jeffrey Wood |
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A large outdoor courtyard, surrounded by several buildings (or one, maybe). Nice flow, aided by the openable windows on the upper floor... a few secrets, but nothing that will throw off a net game-very balanced, overall. (You most likely won't run out of ammo, unless you're a really, really bad shot.)
(1/19/99) (101K) TI Large Perry Noid |
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(1/19/99) (279K) Inf Netpaks Lee Heida |
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Seven medium-sized Infinity net levels. These levels are all very good with all modes supported. They are stocked with aliens for those that enjoy solo touring. The size of the levels range from large to medium so 3-6 players will fit very well.
(1/19/99) (214K) Inf Netpaks Richard Dierkes |
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(1/19/99) (36K) Inf Small Mike Sugarbaker |
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Reminded me of the second level of Marathon Infinity. A very large, well laid out water arena level that has pretty good flow along with some fast rings. For as large as this thing is, it was extremely fast. I was expecting it to even play slow on a performa, but I still had good results. A good KOtH map and the author is requesting some films. Take the time and send him some email.
(1/19/99) (36k) Inf Small Steven McGranahan |
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Arena style for up to 8 players. Water medium in large central room one can see from windows on surrounding pathway. Supports KOH, KMWTB & Tag. Crusher room, ouch, it's bad. Spacious, author says the more the merrier.
(1/19/99) (40K) Inf Large Jeffrey Wood |
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10 solo levels and 11 net maps, from the group that brought you Tempus Irae.Although the solo levels don't flow together as well as the originals did, neither will you feel totally lost... and the mapmaking is superb. The original Nardo group did much of the work, but Marathon legends Randall Shaw and Randy Reddig each contributed a level to this masterpiece. If you've already downloaded v1.0 from somewhere, you can grab the 1.1 Updater (225K).Available in floppy-sized chunks as well.(1/19/99) (12078K) TI Solo Nardo Group |
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This has to be one of the largest, most complex net levels I have seen. It is really not a net level, although there are many starting points. I believe that the author has put into this level just about everything you could think of. There are some bugs, a couple of untextered sides, some polys not being assigned "alien impassable", but when you download this thing, you will play forever. Some very good visual ideas, but, almost "overkill" in some ways. This author deserves some email, download it, give it a try and let him know.
(1/19/99) (190K) Inf Large Chris Souza |
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If you've ever played Mike Neylons WWW maps, you'll recognise the basic concept behind this net level. It consists of a 5x5 grid of narrow passageways with slightly larger polys at the nodes. However, this takes the concept further by stacking 3 identical levels, linked by 4 elevators, make tracking someone very confusing. You really need at least 4 players for this, otherwise you could run about for hours without meeting anyone. Supports all game modes, but EMfH would be the most practical. Version 1.3 changes some alien physics, sets the level as magnetic (making that motion sensor even less reliable), and gives the terminal an exit status so the level can be played solo. This update fixes a possible bug in solo games.
(1/19/99) (172K) Inf Large sart1739@splava.cc.plattsburgh.edu |
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13 levels. A real mix... there are some fun levels here, some really big levels, a couple of tiny levels, and some god-awful lousy levels. A few have physics messed with... one's sorta cute (bob-corn popper with a purpose), but the others are just annoying. DON'T play spnkr's house of horrors with aliens on!
(1/19/99) (741K) TI Netpaks Cy K. Delich |
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A large central, waterfilled arena with a dry hill is surrounded by a matrix of passageways both above and below the waterline. Access to the hill is pretty nice for a water level. Update adds Infinity compatibility.
(1/19/99) (27K) Inf Large Jeffrey Wood |
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A 3-level solo scenario, where your job is to clean up after someone else's mess (what else is new?) Starts a little slow, but picks up okay.
(1/19/99) (692K) M2 Solo Matt Schenk |
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(1/19/99) (10K) Inf Small Herman Ulltin |
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(1/19/99) (24K) Inf Small |
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At first this set of levels looked very familiar. Make sure to take the time to read the "read me". A net hopper that has some really neat tricks. I remember this authors levels due to the doors that open at a angle. When you start on the first level, you;ll know what I mean. Five levels in all, some nice geometry, some nice flow and I only found one dead end on the 4th level. Supports many net modes and will hold up to 8.
(1/19/99) (122K) Inf Netpaks Todd and Ed Keating |
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A small arena with some surrounding corridors. Lots of secrets, but there's a film to show them to you. Flow isn't bad...
(1/19/99) (15K) M1 Small |
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A DocMaker file detailing how to add extra textures to a textureset. Quite useful for mapmakers wanting more than the 30-someodd textures Bungie uses... in very simple language.
(1/19/99) (690K) Info Borzz |
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A large net level representative of a house... nick job. Very tight... don't use the spnkr inside the house! Very good design work.
(1/19/99) (40K) Inf Large Christian Fett |
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A large, open map with 6 featureless areas linked by catwalks and passageways. Not much in the way of eye-candy, but I suppose the flow's okay.
(1/19/99) (35K) Inf Large J Coffey |
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A complicated little arena. Nice attention to architectural detail and lighting, but sound is absent. You shouldn't miss it too much, though, if you're killing people fast enough...
(1/19/99) (36K) Inf Small Mike Sugarbaker |
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Hamish Sanderson might know more about the down-and-dirty details of color editingfor Marathon than anyone outside Bungie. (He has, after all, done 2+ total conversions...) In an effort to find some external value in the enormous amount of work he put into this stuff, he decided to write out some helpful hints for those folks interested in shape editing for Marathon. Beginner or expert, you should read this... you'll almost certainly find something useful here. (Heck, it's only 35K. Download it twice!)
(1/17/99) (35K) Info Hamish Sanderson |
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Even better than IZD-this actually excises zero length lines from your map! Fix your maps forever, and obviate the need to run extra software when playing Marathon on a 68K machine.
(1/16/99) (28K) Inf Tools Bo Lindbergh |
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Hack your way across Europe and North Africa, helped along (?) by The Commodore. Not for the weak-hearted... but beautiful, even if you're looking at it from a puddle of goo on the ground.
(1/16/99) (1577K) Inf Scenario Lyndon Lorenz |
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Are you making a scenario, and frustrated by the limitations of the Marathon Engine? Wish you could, say, enable your new weapon (which you've replaced the AR-75 with) on vacuum levels? Want to change the color shift under media? Fux! is your tool! It allows you around some of the hard-coded stuff in the Infinity application itself. (Also works with M2.) Warning-you can really screw up and crash beautifully with this program... be careful! In Bo's words, "If you don't get everything exactly right, you're fuxed."
(1/16/99) (364K) Inf Tools Bo Lindbergh |
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Three more levels of heavy carnage, based on the textureset used by the original Metropolis. Watch this guy!
(1/16/99) (1215K) Inf Scenario Lyndon Lorenz |
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A pretty slick 3-level scenario based in a city... pay phones work just like they do in real life (which means not all that often). New monsters, lots of new textures, great gameplay... try it, you'll like it.
(1/16/99) (1748K) Inf Scenario Lyndon Lorenz |
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A small app that dumps term text to a text file. Quite handy, if you just want the text.
(1/16/99) (32K) Inf Tools Naoki Yokoyama (nao) |
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Won Best Net Map in Bungie's mapmaking competition... and it really is a blast. A central waterfilled arena, surrounded by three satellites... and a bunch of secrets. Travel between the areas is accomplished via water cannon, most of the time (although other routes are available). The cannons are a great place to reload when you're out of ammo, but beware the exit... you might just find someone waiting for you there. Best as a King of the Hill map, but plays fine in EMFH mode. Very well done.
(1/15/99) (94K) Inf Large "Liam "Anubis" Furniss" |
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A tiny arena, surrounded by lots of dark passageways and underwater areas. Lots of places to run... but no room to manouver once you get there.
(1/15/99) (15K) Inf Large sfere/Benjamin Fitts |
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Two maps, one entered into the Bungie map competition, a level from a scenario to be released later (at this point, presumed deceased). Hit the switch, wait for the door to open, kill stuff, find another switch, wait for the door to open... and so on. And so on. And so on. Until you finally say "that's enough, thanks" and quit. (The author could use a bit more humbleness in his readme, given the quality of the map.) The other map is a rather convoluted netmap. (He's not kidding when he says "I'm not on the net, so I don't know s*** about net-levels".)
(1/15/99) (466K) Inf Solo Thomas Hverring |
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Two maps from Herr Mueller with the first being the 'suicide' map. You, as a 'Mechanized Mercenary', are fresh out of stasis & called upon by Durandal to run a kill mission. This is an extremely simple map, best play it on Total Carnage if you want some action. The second map is 'Toad Stroganoff', a Net map with a singular square and a few scattered weapons. (1/15/99) (991K) Inf Solo Philip Mueller |
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Three levels of a great scenario! This one's a keeper for sure. Read Me is a spoiler of sorts. Opening screen, shades of Star Wars! Term info clear with a slight accent coming from Durandel. You want to be sure to look before you leap on the first level, watch out for suicide pockets which can be avoided using your head. This is excellent game play and will keep your interest as you careen along seeking what you must find and doing what you must do. Great use of space and textures along with cramped passageways and enough elevators to complement Bloomingdale's. Third level is challenging but doable. We're putting this in our files as a go back and play again, it's that good! Download! That's an order Marine! (1/15/99) (3234K) Inf Solo Sven Reiche |
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Mr. Schenk in the Read Me states he is 14. We believe it due to several factors, language is one. PG13 for sure! But watch this guy, he is working towards being a Marathon Map Maker Extrodinnaire! This is basically a "Kill all the Aliens" mission with some clever twists. Barry apparently is the AI (Barry?) and gives you clear directions. This is a large scenario with every texture, hallway, lighting, platform, large space, small area . . . you've ever seen in a Marathon game beautifully executed. Shapes patch included. It's terrific! Clever! Playable, flows, progresses. Two levels, some surprises. We are so impressed. However, that darn however; at the end of level two when you finally reach where you were supposed to go for transport, there is a Pattern Buffer (works) and a Terminal (doesn't). Terminal freezes my Mac and all grinds to a stop. See if you can find another way. This is a dynamite design from Matt. Eminently playable, lots of fun! (1/15/99) (1019K) Inf Solo Matt Schenk |
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(1/15/99) (114K) Inf Netpaks Tom Bridge |
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(1/15/99) (14K) Inf Small Seth D. Kromholz |
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(1/15/99) (5K) Inf Small BaggBone |
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Take Me Home is the favored scenario by the author as this package includes three maps, Last Living Man & Alcatras being offered as well. That annoying message "These maps were not created by Bungie . . . crash . . ." so true on Alcatras, but you can beat it. These scenarios are stinkers in the go 'round & 'round framework. All in all though, we have to say Mr. Nitz came up with three decent scenarios, real puzzlers. (1/15/99) (329K) Inf Solo Jonas Nitz |
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(1/15/99) (89K) Inf Netpaks John Hopper |
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(1/15/99) (65K) Inf Large Tom Kehler |
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(1/15/99) (30K) Inf Large Martin Cooper |
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The reason we all have 60 channels on the TV is... choices. This NetPak is all about choices. 16 Maps, each somewhat different, all reasonable. These gentlemen are considered VidMasters in Japan, so they say. They would like feedback as to whether you like, can use, this substantial Pak of maps. They may have a handle. 1. Dimension Doors/Bungieeeeeeee!!! You can fly, pick up ammo for next level/map. 2. You Can't go back, Of Course; hideous maze-type layout. Gather ammo while ye may. 3. Arerona, pick up ammo, bunch of terms with teleporters attached, back to 'You Can't go back, Of Course'! From here to... 4. Lavayard, terms, transport back to YCGBOC. Then... 5. Sewage World, teleport to YCGBOC. 6. Then on to Bungeeeeee! 7. Miharena (now we're getting somewhere!). Square, KOTH, some aliens, cool layout. 8. The Eight, surprise! Different. Crusher, true net (whatever that means), multi-shape layout. 9. Colosseum, KOTH, compilers, arena play. 10. Carnage House Economy, pretty good, Baby Bobs, recon essential. 11. Photon Spirit '97, very complex; Compilers, Pfhor. Big layout! 12. One Hit Terror, maze (horrible), transporters on ledges, good luck! 13. Half & Double, rectangle, qualifies as standard net play. 14. Water World, square (can you say glub?), Flechette for underwater, raised central area for KOTH. 15. Dust of Disappearance, two KOTH locations, no aliens, clean design, can transport to one another's Hill. 16. Sewage Dome, best described as 'combo play', KOTH fer sure, Arena, tag with scattered aliens to distract. Not a big download here, but a selection worthy of your attention. Aliens in majority of levels, first 5-6 frustrating due to back, forward, back thing. But hey, try it! (1/15/99) (499K) Inf Netpaks Michio Hashimoto |
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I'm rather astounded this map won Best Single Player in Bungie's map competition last year. It's not a bad map... but it feels an *awful* lot like some classic Bungie levels, enough so that I'd probably call it creative plagiarism. (The first level, for example, is a hybrid of Waterloo Waterpark and What About Bob. The beginning of level 2 reminded me an awful lot of Arrival, or maybe Ne Cede Malis, at least in parts. It goes on.) Anyway, the action's good. What do I know?
(1/15/99) (1639K) Inf Solo Mark Hatzitaskos |
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Very nice symmetrical level design-a sort of a helix design with some bulbs at the end. With aliens off, a fantastic small net level. With aliens on, a really nice training level... gets your shooting up to snuff around corners and in tight places.
(1/15/99) (44K) Inf Large |
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We're busted! Mr. MacKinney apologizes for a rather small map due to the fact he has a day Job! This is a great little map, very handsome, and you're the Bob just off vacation. AI is Caspar Gomez Garcia but you can call him Gomez. This is a great fun exercise. Leaning over your keyboard to swim just that extra foot . . . know I can make it . . . umph! And no Bobs! That in itself is worth ****s. Get this one. (1/15/99) (187K) Inf Solo Paul Mackinney |
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Small map but well laid out. Recommended for two players (because that's the number of computers author has access to). Plenty of goodies to re-up your health. Sniper slots, stairs. Might just be really fast & furious! Oh, Arend is 3rd place winner of the Frog Blast the Vent Core contest & is awaiting his "bucket o' guts" prize...
(1/15/99) (25K) Inf Small Arend C Miller |
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Chappy is your AI here & your mission is to start a sequence to detonate the present location by finding & inserting eight uplink chips, through eight doors, in 8 or more areas. The planet is populated by Cats and Chappy the AI is a Dog! Chappy tells us that we know nothing, and the real order of intelligence is: mice, dogs, cats, dolphins & humans. Well! This is fun, not a very big area but some nice secrets about & chips in odd places. Hummmmm, wonder where that eighth one is, it's always the last one that's such a pain. Good fun map. Read Me is only author's name as submitted by. Think it may be a young'un.
(1/15/99) (1329K) Inf Solo Mark A. Youngman |
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(1/15/99) (14K) Inf Large Patrick Gray |
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Dual areas for defense, or to defend as your turf. Sniper slots, water medium, precarious ammo retrieval area, 2x, KOTH maybe. The two areas could qualify as defendable bases should you wish to play teams. Lots of small side rooms containing ammo. Interesting map. You might be able to get something going here. Run-through recommended.
(1/15/99) (47K) Inf Large Scott Ingold |
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Looks like a pretty well-built level, in Forge... unfortunately, there's no start position. Marathon will generate one, it seems... but it puts you in a place with no exit. Maybe with an update...
(1/15/99) (995K) Inf Solo eztex@aol.com |
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A lot of mileage in this 68K Map. And smearing too, but you can get through it. When you bring up your Map screen statement is "Don't worry, your just a bigginer, let Bob Dole Do the work". According to Viagra ads we've seen, we believe Bob is involved in 'doing the work'! A kill exercise pure & simple, with those teensy little aliens. Dan should stop listening to all that dinner table politico talk & concentrate on "map making", close the bedroom door and keep going. (1/15/99) (68K) Inf Solo Daniel Dorman |
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A one level scenario with three objectives: 1. Disable Complex Computer 2. Destroy All Aliens 3. Return Alive to Ship. Can be done toot sweet! (1/15/99) (181K) Inf Solo Viggo Skar |
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(1/15/99) (200K) Inf Netpaks Chris Pruett |
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(1/15/99) (21K) Inf Small |
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Right idea, nice clean little Map. Could be more thought-out, some excitement maybe. Handsome effort by Mr. Coe. (1/15/99) (364K) Inf Solo Dominic Coe |
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(1/15/99) (11K) Inf Small Patrick Gray |
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(1/15/99) (16K) Inf Small Patrick Gray |
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Three levels with 3 Anvil patches to change textures to suit your preference. Also includes Spoilers for the four (counting original) maps/textures/mediums. These maps/levels are so complicated, convoluted, twisty, tricky, complex, switch oriented, etc., etc., with ammo hidden everywhere & Bobs so deadly . . . well you've got to see it to believe it! Highly recommended for solo play & boy, good luck for Net folks! WHAT FUN! Should support quite a crowd of foolhardy players. Download now! (Note to Bernie, throw in some terminals, give us a mission! You couldn't go wrong with any scenario you choose to design!)
(1/15/99) (408K) Inf Netpaks Bernie Wieser |
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(1/15/99) (84K) Inf Netpaks Justin Cooper/Sylvan Furness |
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(1/15/99) (34K) Inf Small David Riggle |
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Explore the swift moving waterways, give thanks for Mercy Transports, listen to Durandal, who promises no ammo, swim like a fishy. Surprisingly there's a hidden Pattern Buffer here and an additional term you see in passing by "rapid"ly. This INF style exploration does have an end. (1/15/99) (737K) Inf Solo |
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Large rooms, linked by doors that look like walls... vertical travel is facilitated by sewage columns. The physics model is pretty heavily weighted to the carnage end of things. (Be careful with the grenades, and with the second trigger on the fusion pistol.) I especially liked the second trigger on the alien weapon.
(1/15/99) (59K) Inf Large Justin Bellomi |
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Deceptively large figure eight map with a few Troopers thrown in. Off shoot areas with ammo, access to sniper ledges, hideaway areas pulled together by teleporters. Fast, should support at least four players. Clever design here.
(1/15/99) (16K) Inf Large Dale Munoz |
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(1/15/99) (26K) Inf Small Todd Holcomb |
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(1/15/99) (147K) Inf Small christian@heurich.com |
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(1/15/99) (148K) Inf Large Victor Bellomi |
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(1/15/99) (18K) Inf Large Mackman |
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A single level solo map and a single net map. Also comes with a shapes patch to replace the assault rifle with the m-16/m203 grenade launcher, but it crashed my machine every time I tried it. The solo level is a bit strange... the AI says she's Leela, but she acts more like Beavis. Keep looking around for new room exits... eventually you'll get to the end.
(1/15/99) (1519K) Inf Solo Tyson Blades |
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(1/15/99) (18K) Inf Small BaggBone |
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(1/15/99) (957K) Inf Large Brian Wadley |
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Ten maps for your picking-up-ammo pleasure. Map one is square. Map two is roundish. Three is titled Live Fast. Level/Map nine suffers from smearing. Level ten, well, watch out when firing that Launcher! Water medium in most of these maps, good ammo & plenty of ways to recharge when recharger works. Decent Package from the Suicide King. He recommends it here, suicide that is. Fire that Launcher Dude! (1/15/99) (162K) Inf Small Butch Massoni |
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(1/15/99) (157K) Inf Large Tyson Green |
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Uni is the University of Tasmania! Three levels reuniting Leela & Durandal in the terms. Although Read Me states 3/4 players this is quite satisfactory as a solo scenario. And boy, you'd better follow directions exactamundo or you are in over your head, i.e., buried. Chips & Key Cards are the exercise here with level two a vacuum level, so you will be moving speedily. A good game for honing your deductive powers; repair the Unix, PC & the Mac. Okay. Worth a download. (1/15/99) (1029K) Inf Solo Grant Davis |
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When that old feeling comes over you and you've just got to get some Bobs and grind 'em into exploding particles of whatsis . . . this series of eleven maps will work. Included; Be My Yeti, Bob Cathedral, Bob This, Let's Get Bob, etc., etc. Up to eleven maps with physics included. All maps could work as Net Levels. Maybe Jamie will do that someday. (1/15/99) (327K) Inf Solo |
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(1/15/99) (317K) Inf Netpaks Mario Saullo |
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The Map Maker here is co-author on Adexcoriatarium and this is published as a solo effort. Adex was tuff, a pretty good puzzle. With this scenario you basically get the same game. Might have a bit more flow to it, a little different design in some areas. Seven levels with the 7th a Net Level & very handsomely done too. These two scenarios, Adex & Exterminate, are very good for play, you won't finish in a half hour, unless you're a better man than I am Gunga Din! Worth the download, definitely! (1/15/99) (1483K) Inf Solo Simon Blickert |
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Also by Ralph. Read Me; picture two guys getting supplies; beach balls, Mountain Dew, Pizza, Cheeseburgers, etc., to put this game together. Hooking up their computers 'cause this is supposed to be a two player scenario. And, there you have it. We suspect they had fun making this Map. (1/15/99) (87K) Inf Solo James Sheppard |
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Turns out The Lawton-Brronson is a school club for Marathon wherein tournaments are played and relationships with teachers can be strained. Eight members called into principals office. They want to start a petition addressing unfairness, particularly of one old bat, er, teacher. We suspect this scenario to be an early, very early, effort in map making. Three levels, probs on level one, Rage, with registering data chips in your inventory. Level two & three, Simulacrums & Volunteers respectively. Keep at it boys, we will wait on your College Years for more sophistication in Map Making. We very much appreciate your efforts. (1/15/99) (3532K) Inf Solo Gabe Haafke/Jason Hackney |
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Didn't find love’ but did find a decent net map here. Dan must be responsible. Large square with two sides devoted to sniper ledges or perhaps could work for KOTH. Many small squares of f the larger one for ammo, transport, hiding out. Elevator, 1x & 2x. Due to smallish size would probably be fast if opponents don’t disappear in all the rooms. (1/15/99) (8K) Inf Large |
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Originally a Map Contest entry (eons ago! We'll get back to you Chris!). Read Me uses term: 'Procrastination proliferating hooligans' aka Bungie. Wha? Bungie/Marathon (ab)users are procrastinators? Say What? Pretty good map, kids. Spectacularly large, complex, rectangle which could support as many as 8+ players, and also (definitely!) solo play. Would seem best suited for tag. Many, many, hidey holes, vast assortment of doors, passageways, stairways, hallways, you name it. 3x available, all ammo & every stripe alien working against you. Run through would be necessary unless you're just... well, run through is recommended. (1/15/99) (220K) Inf Large Chris Baumbach |
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Well, this one's fun. Your basic kill mission with all the troopers and other flavors of aliens exploding & flying through the air like your basic Bob's. Two levels, first one hard to get out of. General Mar is the AI, first time we've heard a General say "See Ya!". We suspect Mr. Gregg is fairly new to map making and, if so, he's got a good start. (1/15/99) (907K) Inf Solo Mark Gregg |
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(1/15/99) (462K) Inf Large Dan Preston |
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The Granddaddy of puzzle maps. This map won "best use of Forge" in the Bungie Mapmaking competition, and is a treasure-trove of super-cool tricks. Any serious scenario-maker should have this map in their arsenal of tools. (Yes, it's a tool.)
(1/15/99) (3532K) Inf Solo Jason Harper |
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Opening screen is the VidMaster's Challenge pict. But it's not particularly hard. A fairly straightforward Map with a few challenges, mostly switch sequences. Story lacks direction but this is said in the Read Me. Herr Kieselbach is in Berlin, ain't it grand to know Marthoners "are everywhere!" This Stonehenge not to be confused with the TI Net version. (1/15/99) (510K) Inf Solo Dominik Kieselbach |
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Very few baddies, lots of misaligned textures, pretty uniform lighting... but lots of ammo. (Too bad there isn't much to shoot...)
(1/15/99) (879K) Inf Solo Chris Valley |
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Entered for Bungie's Marathon Map Contest. Articulate story, three levels. Mission is somewhat unclear, but a decent layout. And all the guys are here; Tycho, Durandal, Blake. Some smearing and one area where aliens can't be decimated, be careful of getting stuck! All-in-all map maker should keep designing maps, getting better all the time, oh, one level is called "Octopus's Garden". (1/15/99) (630K) Inf Solo David Miller |
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A small, dark, seriously 5D map. I'm not kidding... the whole thing is repeated several times. Don't play this unless you're good at spinning around... folks will come from behind pillars on a regular basis. Carnage rates will be horrendously high, even with the invincibilities... there are fusion pistols everywhere.
(1/15/99) (21K) Inf Small Aaron Sommer |
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One level, Switch City! Pretty good layout, a lot of running around, decent puzzle here. Could stand better direction for the player, what final result are we looking for? But a good run for your money. (1/15/99) (190K) Inf Solo Jeff Model |
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Let's hear it for goofy! Your AI 'Roy' has his picture in the term; a plate featuring two fried eggs and a couple of curly bacon strips, looks happy to us! This scenario is funny! Opening music, 'Space Cowboy' by the worst Steve Miller impressionist you ever heard (ow!). And the Map is very good, interesting, convoluted to a certain extent, but Fun! A prison where they let the prisoners keep their weapons, oh yeah, that's a good idea! Describes the main bad guy, a Hunter, as looking like a "big Smurf on Crack". Two levels here. Highly recommended, lots to do. There are some problems with the baddies though. Activate too many and you may get stuck, or your weapons may poop out, at least some of them. Or you may have problems returning to a saved game so we recommend a "play thru" day. Even with the problems this scenario is very playable, just be aware. (1/15/99) (1629K) Inf Solo Tobias Merriman |
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So . . . how can such a simple little Map be so difficult!? Read Me is sans info so you're on your own. And those platforms, so annoying with their Up&Down maneuvers! A terminal that speaks of getting to the "Garden", huh? Try it. A puzzle for INF fanatics. (1/15/99) (595K) Inf Solo Gerald Helland |
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Two levels; requires Reeboks, fast trigger finger and outstanding action key agility. Pattern Buffer, also lots of ammo and a price on your head. (1/15/99) (178K) Inf Solo Terence Coe |
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(1/15/99) (24K) Inf Large |
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A big, wide-open arena with some cool tight passageways around the outside. Teleporters everywhere... you'll probably have to play it a few times to get the hang of what brings you where. Sizewise, would easily fit 6+, but weapons seem tight for 4 or 5.
(1/15/99) (30K) Inf Large Will Starck |
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A single-level solo map... decent layout, but too many blind and deaf baddies. Will give you 15 minutes of fun on Major Damage...
(1/15/99) (871K) Inf Solo M.G. Randall |
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A small, symmetrical arena with superfast flow and lots of weapons/ammo. The only forseeable problem with KOTH is that the map's so small that you have a shot on the hill from almost anywhere. (This might be good, though...)
(1/15/99) (18K) Inf Small Dunkster |
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(1/15/99) (15K) Inf Small Stephanie Schindler |
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(1/15/99) (19K) Inf Large Bachus |
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Three levels with numero uno a vacuum level. Can't find air rechargers, shield rechargers & the Pattern Buffer, while it saves (only) essentially doesn't work. Triangular elevators are the constant in first two levels with hidden doors to same, but then what. Level three AI says we got you out & then transports to game screen. Not fond of this effort by . . . Kevin? (1/15/99) (1241K) Inf Solo |
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(1/15/99) (36K) Inf Small Kurt Murray |
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(1/15/99) (68K) Inf Small Damon Holmes |
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(1/15/99) (545K) Inf Large Edward Easton |
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(1/15/99) (87K) Inf Large Andrew Bromell |
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This scenario doesn't say it's another version of Texus Stations (UPS), but it is. Think it may be a little easier, maybe by a nano byte. Three levels with a specific mission, and No Chips! Maybe one. Bob's are whacked and dangerous so keep moving. The UPS truck for transport is still a nifty idea. The spelling is horrible but we suspect it's an "English" thing. Will certainly keep your interest. (1/15/99) (1557K) Inf Solo Henrik Madsen |
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(1/15/99) (7K) Inf Small Krikor Daglian |
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A very good two level solo map. This is one of the maps that was submitted to Bungie for the Map Making Contest. A good story line and some very nice artwork. Some of the geometry is not the norm. But, it works. The author is asking for feedback so please take the time to let him know what you think.
(1/15/99) (966K) Inf Solo David Lecraw |
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A large arena speckled with "trees"... large platforms that provide a sniping canopy. Teleporters bring you up, and water cannons on the ground facilitate fast movement (escape or ambush). A few glitches (bouncing polys, solid transparent walls, that sort of thing), but nothing critical. Udate fixes most (all?) of the glitches. Still minimal sounds... more than there was, though.
(1/15/99) (258K) Inf Large Chris Grantham |
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A huge, sprawling level, one really big ring surrounding a smaller playing field. Needs a minimum of 4 or 5 to be any fun at all...
(1/15/99) (97K) Inf Large Peter Vanatta |
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BiG map here, Oval with upper ledges for sniper delight, offshoots decidedly cool! Author suggests a run-through to figure out switches, area. Off-site room, lava with a door across pool at the far end, no, don't get curious! This map would be too small for just two players, 8 would probably be just a bit too many. Set your timer on long as this is one heckava neat Net edition! (1/15/99) (59K) Inf Large Matthew Sheppard |
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Great Map making! Great dialog. Great story. Great mission. Great use of space & some smart ideas. A 7 level game plus two net levels. It ain't that easy either. But then, problems appear on the last of the solo levels, "Mother Can't Save You Now". What a shame. This reviewer couldn't make it work, definitely design glitches; aliens don't die, stuck between a wall & a persistent alien . . . that sort of thing. Maybe you can make it work. Might be worth a try (ahhhh the challenge). It was fun while it lasted! (1/15/99) (1545K) Inf Solo Simon Biickert and Chris Spicer |
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(1/15/99) (31K) Inf Large Rob Short |
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(1/15/99) (22K) Inf Small Rich Barker |
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(1/15/99) (61K) Inf Large Brett A. Barnes |
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One level but crammed full. A challenge if you have lead feet. Term info is somewhat ragged but one can follow. Explore and establish power links is primary mission. Aliens are very aggressive so watch out. AI is not identified but encourages you with "hurry" and like terms. A good little, or not so little, scenario for INF. (1/15/99) (1835K) Inf Solo Crispin Jones |
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There are possibilities with this Map Maker's scenario. Handsome opening screen, articulate term's (from Germany), great English. Layout is imaginative, especially if you like sewage, old mining facilities, prisons and a designated takeout target. Watch out for that leftover gravel crusher in case you forget to carry an exit chip! Advice in a term, 'wear your helmet". Believe it! (1/15/99) (752K) Inf Solo Steve Hunter |
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(1/15/99) (199K) Inf Netpaks Chris Pietrzykowski |
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(1/15/99) (39K) Inf Large Michael Weems |
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(1/15/99) (37K) Inf Large Rick Tuttle |
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Three levels, good story in the Read Me, clear mission, love the "Muerte Machine". A few musical notes from the "Good, Bad & the Ugly", sounds really Cool! Not sure what to say about this scenario. You might like it if you like to go 'round & 'round. Terms/Durandal are good. Intimidating Pfhor as well. Shoudn't be dismissed too quickly. (1/15/99) (1755K) Inf Solo jesse simko |
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(1/15/99) (88K) Inf Large goldragonne@earthlink.net |
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When you die in space there is no sound, not even that little 'ehhhhhh'. Mr. Kaufmann, a University of Michigan grad student along with help from fellow grad students (whose majors we suspect were math with an emphasis on physics) put this complex, challenging and nerve wracking scenario together. Three levels and . . . you're a Doctor! Level one moves slowly until you figure it out, pattern buffer is available on into the scene. Very articulate terms with words like helix and advice like "remember your Newtonian Physics". huh? Level two is where that 'what goes up must come down' comes into play. This level, oh my Aunt Fannie, good luck! Still, we were jazzed by this Map and looked forward to the end, however when you make it to level three, read the term, and follow directions, you crash. At least we did. Several times. That dead halt while trying to make a move. Tried to no avail, must be a nasty bug. BUT download and play 'til you crash 'cause this is almost a winner. Challenge with a capital "C". (1/15/99) (1026K) Inf Solo Andy Kaufmann |
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Bring up Map and title shows "Flip Da Switch", which is basically it. Articulate terms, 11 levels, fast transports. Chips are easy to find but this player may have forgotten one, not that it probably mattered. Level 6, "Fight the Power" ended up dead end. No way back, no way ahead. Da Door is closed. All following levels are Net Play. Basic good ideas here but don't you just hate those dead ends? Next level is Net so ok. We really tried but to no avail. Maybe you can beat it! No thrill in a solo scenario to transport to a Net level anyway. (1/15/99) (5788K) Inf Solo Matt Ramquist |
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Don't get killed! This is probably one of those guilty pleasure, very short, scenarios. Practice your side-stepping skills. Author says excuse the hokey storyline. Okay. First map effort, keep going and in the meantime we'll try to avoid those damn flame-blowing, grenade-rolling guys on wheels! (1/15/99) (65K) Inf Solo RedLight1@aol.com |
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Good Job! Short but Sweet, you'll use that Map Key quite a bit. Watch out for Kill Area, that damn ceiling you know. Overall this is pretty cool. When you finally reach AI's core and shut him down terminal ends with job well done, etc., and then says, "Sleep Well". No transport to game screen, but be satisfied, you're done. If you accidentally shoot one of the cores, well you'll see . . . the abundance of Bob's (kill 'em) sometimes freezes your screen. This scenario is a challenge in many ways but overall, we liked it! (1/15/99) (412K) Inf Solo Jesse and David Krebs |
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We don't have a contest for most difficult scenario ever! Had we, Mr. Thomas would win hands down, or at least get honorable mention. United Earth Military Complex Consortium is the AI/leader. Opening screen of actual Hubble space photos is impressive & beautiful. Can we get this as a desktop picture? Nonetheless, it's a maze, it's a labyrinth, it's going to take up some of your time. This is a well organized, architecturally interesting bit of map making but oh boy, it is a stinker! The term's are too articulate and full of directions for a poor dumb Marine like us to grasp all at once (as you're asked to do). Are we whimpering? Oh yeah! First level is informational "Lock & Load", second is "Fault Intolerant". We did pretty good; thought we had gotten almost home, just around the next bend, and then realized, there is no end in sight! If you succeed here, please send us an email & tell us what you think. We're always interested in feedback. (1/15/99) (3893K) Inf Solo Tim Thomas |
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(1/15/99) (80K) Inf Large John Airaksinen |
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(1/15/99) (29K) Inf Large Patrick Gray |
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Oh, this is good. A master map maker in the making with artistry (see classy Read Me, opening screens), imagination and good storytelling. While you transport several times it is, still and all, one level. Pier lives in Kansas & included his Driver's license photo in the Intro and . . . it's cool for him to do so! We liked it. We also like this scenario. Sure could use some expansion for a superduper rendition of an Infinity "not even stupid" game. Keep going Pier. Folks, take a look. (1/15/99) (1571K) Inf Solo PierSeven |
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(1/15/99) (316K) Inf Netpaks Gary Nash |
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What the . . . It's a Shower Room! Read Me states first Map that ever worked. Brian, keep going, Map Making is a life experience, ask the pros. (1/15/99) (10K) Inf Solo Brian Fedde |
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Another keeper. Large Arena with perimeter passageways for ammo, 1x & 2x, a couple of elevators, garden pathways. Supports KOTH, Ball, with a sniper outcrop to die for. Up to 8 players and is loaded with mean & nasty aliens for whiz bang solo play; includes a Jugger right there, in the middle of it all! Go ahead, fire your Launcher!. Remember, the Sph't are on your side. At some point lay back & watch everybody duke it out in middle of the Arena, too funny!
(1/15/99) (108K) Inf Large |
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(1/15/99) (26K) Inf Large Seth D. Kromholz |
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First map effort, a Marathon Contest Entry. Three levels. A few admitted bugs in this scenario. Map Maker should keep at it, has the right idea but not quite ready for Prime Time Players. (1/15/99) (513K) Inf Solo Chris Fuchs |
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A huge one level scenario. Variety here is tight access and then grand areas. Author says terminals are not worked out but they seemed fairly clear as to where to go, however mission itself is not clear. After exploring everywhere, winding down, following the jillion passageways & taking the myriad elevators one finds those fatal flaws so often seen when an author is inclined to make his Map the toughest ever; compilers that can't be killed or moved, troopers that can't be decimated - you've no choice but to quit and try again. Doesn't change the situation. This is a very worthy effort and a terrific puzzle. You could spend some time here! Complex map! (1/15/99) (1042K) Inf Solo John Luttropp |
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Comes with a bizarre readme that covers most of the other stuff this author has done, and gives one line to this map. The map itself is a pair of circular arenas, overlain in 5D space. They're different enough in looks that you shouldn't get too confused...
(1/15/99) (20K) Inf Large "Gairdt "Hans" Lundeen" |
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Sometimes you want to say things like: "this is another Rough & Tumble edition of the Marathon scenario", or perhaps "this Marathon Map really Rocks!", or maybe just give a bit of advice as in: Caps Lock Down/Control Key Depressed/Run Like Hell! Three hair-raising levels plus one Net. News squibs in terms are wry (those Quake people ick) but spelling in mission objectives could stand improvement. Plumb wore out this Marathoner. Try Fast Fast Fast; with a multitude of aliens . . . coming out your ears . . . they're everywhere! (1/15/99) (2231K) Inf Solo BaggBone |
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Nifty! This little scenario is nifty! Comes with a Physics model so please use then watch out for those Phfor Staffs, blammo! And Hunters that are firing missiles at you. Missiles? This is a terrific map by Steven and in the Read Me he states he's been working on bugs. We were devastated when towards the end we couldn't fit through a narrow opening, even with just our fists. Overall, we recommend as a great kill ëem exercise. You just may quit sooner than expected, or try another route. (1/15/99) (218K) Inf Solo Steven Mast |
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The opening screen is so cool! Good design by these bros. No, it's not Italian, keep going! First level a stinker, tuff. Three levels altogether. Very intelligent story, Durandel & Tycho at your tab request. Comes with Shapes & Sounds patches. Nice Map, good effort by the brothers Moore. (1/15/99) (2242K) Inf Solo Brannon & Corey Moore |
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A big square room, with lots and lots of explodabobs. If this sounds like fun, go for it.
(1/15/99) (4K) Inf Novelty Gus Sronce Jr |
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Eat right, exercise, stop smoking and you may understand Pine View. It's Hell. A little ragged in the scenery department. A kill or be killed edition for INF. (1/15/99) (213K) Inf Solo cattan mcclelland |
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A straight port of an M2 sniper arena.
(1/15/99) (14K) Inf Small Gabriel Gilder |
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This 2 level updated version also includes Bastard game play, although starting at level one in Bastard you're frozen on a smear. What can we say about the BC's Hell Hole versions that hasn't already been said? As is so often the case, the Read Me is the icing on this cake. So oil the guns, pack the grenades, don't forget to shave for wind shear and . . . off you go Marine! Hone your kill skills and get your ass trained for Battle! (1/15/99) (320K) Inf Solo Gary Simmons |
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(1/15/99) (46K) Inf Large Ed Schenk |
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(1/15/99) (57K) Inf Large Jeff Cedeno |
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David David David . . . How many invisible Compilers must one kill? Two levels, first one named Purgatory. Oh yeah. It's definitely Hell. More shooting gallery style. If you like to waste Compilers, invisible at that, this one's for you Marine! Blam Blam Blam (1/15/99) (43K) Inf Solo David Gargus |
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A Map Maker from Switzerland. A very kind and gentle map, well by some standards. Progresses well, you won't wear yourself out. Great clarity in the term directions. A few twists. A first effort by Mr. Boelsterli (I just wanted to spell that again!) wishing all of us a Happy New Year - oh, that's 1999. Almost makes you want to ring in the New with "Marathoners of the World, Unite!" (1/15/99) (768K) Inf Solo Ralph Boelsterli |
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Rarely does one see a Marathon Scenario so aptly named! Your Boss gave you an impossible deadline? Play this game! Your subordinates are whispering behind your back? Play this game! The copier broke down 25 times? Play this game! It's surprisingly satisfying, a short map, quick heal, takes care of the old office stress. As in KaPow KaPow KaPow (1/15/99) (102K) Inf Solo Michael W Simon |
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We have no Faith, at least not that we'd complete this scenario, but we're in a bad mood today. Read Me states "have fun heheheheheh". 'Round & 'round, get the chip, put it . . . . where the sun don't shine? Or, maybe try harder. (1/15/99) (954K) Inf Solo Chris Frederick |
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Circular water arena with back hallways, switches below water to close off areas for hiding, maybe. Slim ammo, some doesn't register. No rechargers. Looks like those switches might work when dealing with more than one opponent.
(1/15/99) (20K) Inf Small |
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(1/15/99) (21K) Inf Small Patrick Gray |
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(1/15/99) (7K) Inf Small Patrick Gray |
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(1/15/99) (11K) Inf Small Justin Wood |
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A kickass 12-level solo scenario (and one "net" level) from that master of martial humor, the BattleCat. Gameplay is superb, textures (from Borzz) are really well-done (and well-used), but what made this stand out (at least for me) was the tongue-in-cheek style. For example, Gary hates secrets, so secret doors have a "SECRET!" label if you check your map view. All in all, a blast to play. And only 4 megs! (And he didn't pay me 5 bux to write this...)Also available in floppy-sized chunks.(1/15/99) (4136K) Inf Scenario Gary Simmons |
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A solo level for your Infinity pleasure . . . what a terrific Map by Mr. Kells! This was FUN! Very handsome design, a lot of switches and the Pattern Buffer is hidden; best advice, tab away. Worthy of your attention, try it, you'll like it. (1/15/99) (223K) Inf Solo Jay Kells |
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(1/15/99) (8K) Inf Small Stephen Horowitz |
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Very clean-looking construction, beautiful attention to detail. KILLER monster placement... literally. (Getting to that first term buffer is a real bear.) The terms are, well... strrange. An adrenaline rush all the way through, though... definitely worth a look. (Don't give up if you die the first 20 or 30 times, though.)
(1/15/99) (499K) Inf Solo Naoya Takahashi |
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(1/15/99) (36K) Inf Large Patrick Gray |
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A newbie to map making is Mr. Turner & here has given us a maze-type layout with lengthy halls, water medium corridors and enough fisheye doohickies to last a lifetime. For a first map, not bad. Would appear to be best suited for tag. Lots of running around. Mucho Phfor for solo players. (1/15/99) (161K) Inf Large Mark Turner |
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No Read Me with this game, however, from the Term text we suspect English is not the first language. Pack your fusion pistol for this exercise in mucho water, sewage, wet wet wet. A 3 level scenario with transport from the second level, and thanks at that term, to a "little space ship", this player thinks this was the end. Basically a two level game. If you like fusion action & fruitless attempts to utilize your rocket launcher effectively, this one's for you. Not a bad design, just very wet! (1/15/99) (1348K) Inf Solo |
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Well, this baby will give you a run for your money! 10 Juggers at once? Please! Although this Map is only 104K it certainly seems much larger, crammed full of good play. Go with the Flow, literally means that. Watch your step. Circle back, figure it out. Terms give good info/instructions. All in all a very playable scenario for Infinity abusers. Count me in! (1/15/99) (1040K) Inf Solo Chris Wilson |
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(1/15/99) (94K) Inf Netpaks Jameson Fisher |
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A strange map... two hills, in areas not accessible from one another. Lots of organic-like curves, narrow passageways, multiple exits... needs a big group.
(1/15/99) (28K) Inf Large Mark Conahan |
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Interesting story here, in the Read Me and in the Terms. The story was superior to the scenario but still and all, a good little exercise. Two levels; pattern buffers and, a definite must, a Shapes patch. You meet a "self-thinking" Jugger who is "rampant" and contained in the ParaDome. ooooooooo! You might freeze when you fire a weapon other than your Rocket Launcher when in the ParaDome. (1/15/99) (1963K) Inf Solo David Candland |
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Nice little Map but . . . Good ammo, small challenge, nice layout, usual cast of aliens . . . then the wheels fall off. At the only Term. At what appears to be the end. It's the damnable ceiling, & then Mr. Mac gives you an error message. We think we finished. (1/15/99) (62K) Inf Solo |
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A very clever layout of concentric & not so concentric areas wherein you must make your way on assorted pathways and various levels in order to 'steal' a Time Machine. Has possibilities. Best you conserve ammo! (1/15/99) (218K) Inf Solo Paul Grone Meyer |
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If ever there was a straightforward, good old days Infinity Scenario laying about, Mr. Finley has captured it all. Durandal, that demanding sarcastic, grumpy AI. Clear directions, flows like fine wine. Ahhhhh the memories of following Durandal, Killing Phor, Using Pattern Buffers, Reuping your Launcher . . . here it is. And it's Free! (1/15/99) (1208K) Inf Solo Thomas Finley |
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Good Map, action key oriented on the first of three levels. Primarily a kill aliens & destroy facilities of the "slavers" who are using recycled dead soldiers, ugh! A Read Me and a Spoiler are included in this package courtesy of Mr. Gates, i.e., "created with Word Perfect". Terms are intelligent as is story. (1/15/99) (1354K) Inf Solo Argyrios Christos Saccopoulos |
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(1/15/99) (14K) Inf Small Marcus Spangenberg |
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(1/15/99) (14K) Inf Small T.W. Jackson |
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(1/15/99) (27K) Inf Large Peter M. Bukowinski |
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(1/15/99) (111K) Inf Large Chris Holm |
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(1/15/99) (19K) Inf Large Patrick Gray |
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Three levels with a minimal mission. The spelling & grammar are so bad it's awesome. Don't think it is an English thing but you never know. Good Opening Screen/Music with first term telling you "you will have to extinct the . . . . " Read Me says hard but fun. First level, do everything 5x's but term to transport out-of-order. Second level a prison & you may transport to level three wherein if you don't get the order of the switches right, dead end room/done. Pattern Buffers available and a great assortment of baddies to cream. (1/15/99) (1751K) Inf Solo Benjamin Blaser |
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(1/15/99) (87K) Inf Large John Viator |
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A simple, nice-moving level consisting of a lava pit surrounded by two tiers of hallways. Update is a major overhaul, doubling the size of the map. (There are now two rings on each level, instead of one.) Once you get a feel for the flow, this works very, very well. Latest update tweaks platforms and objects, moves the hill.
(1/15/99) (119K) Inf Small Jim Head |
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Look's easy, isn't. This is an exercise in running around but in a productive manner. Practice your timing for sure. And use your head. (1/15/99) (884K) Inf Solo Mike Lanzetta |
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(1/15/99) (61K) Inf Large Matthew Dalia |
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The bowl itself is pretty cool, but the pipes are pretty annoying, and don't even get me started on the filtration unit...
(1/15/99) (230K) Inf Large Samuel Baisden |
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We expected better things from a Cornell student who designed his map for net play on the campus game site (whatever). Very small area, says there's a Crusher for players who hide in rooms (one room), didn't experience although we tried, but really like the idea. Recommends up to 8 players. Not many places to hide, no sniper spots to speak of. Gee, must be a "Kill" map!
(1/15/99) (14K) Inf Small Seth D. Kromholz |
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A three level scenario whose first two levels are decent; playable, laid out fairly well. Watch out for deadends, suicide situations as in No Way Out. Mr. Emmott states in the Read Me that as he knows we appreciate some humor, he made a valiant attempt at same. Term's/AI's are kinda cute. The third level is "one of those". Scant ammo. So often in early map making efforts we find a multitude of ammo but not the appropriate weapon for it. Just that lil' ole .44 Here you face Hunters. And they're good, or really bad as the case may be. Twenty blows of your fists just to knock one down. Bap Bap Bap (1/15/99) (1128K) Inf Solo Andrew Emmott |
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TCAT/To Catch a Thief In the Read me we're referred to as Dudes & Dudettes, told this is cool fun. Not that there's anything wrong with that. In fact, the terms are quite intelligent with Durandal needing help with Boomer, tractor beam problems. This is quite a bit for a one level scenario but it moves along, good assortment of creatures, switches, etc. At the end you find yourself in the most horrendous tunnel/maze-like area you can imagine! You will certainly spend some time here! Early play is pretty good, but oh that last run through. We're wearing out our Map Key! (1/15/99) (1252K) Inf Solo C. Carlyle McCullough III |
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(1/15/99) (14K) Inf Small Dan Weintraub |
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(1/15/99) (862K) Inf Large Ryan Hylland |
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Odd. A whole series of levels where the object is to kill Bob... kill enough of 'em, you win. They don't seem to be linked in any way (except for a few pairs), so you're on your own, weaponwise. (That is to say, kill or be killed with your magnum and your fists.) Addictive, nonetheless...
(1/15/99) (201K) Inf Solo |
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(1/15/99) (124K) Inf Large r0b colonna |
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Four maps that support multiple players. RUBIK: Large Arena shaped like the cube, secret doors to get around, elevators, ambush rooms, water on perimeter, will support lots of people. HEY HOGG/Bonanza: Small, very high Hill, sniper ledges, great kill ratio & very fast. The 'lost in space' view is quite spectacular in inner circle. THE DOCTOR SAYS/Turn & Cough: Linear map with an abundance of teleporters getting you to sniper ledges. Center is water medium with ledge hopping for ammo. Somewhat confined but fast with high kill ratio. DIE: Symmetrical with big vistas, water medium, long kill distances, not many transports out of water. Launcher is essential.
(1/15/99) (49K) Inf Netpaks Bob Vandehey |
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(1/15/99) (23K) Inf Large Kurt Murray |
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(1/15/99) (83K) Inf Large goldragonne@earthlink.net |
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(1/15/99) (208K) Inf Large Johan Borg |
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Big, lots of baddies, minimal texture use and lighting.
(1/15/99) (21K) Inf Solo |
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A Fabulous Scenario! A Bronze Medalist! Gee, this one was fun! Read Me gives an apology in that author couldn't get text in and so terms generally don't work. Trust us on this, use caution on action key at center term. Pattern Buffers work. Even so, without terms, this is sooooo worth a download. So much crammed in here, an excellent effort by Sr. Garcia, we highly recommend! (1/15/99) (154K) Inf Solo Victor Garcia |
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(1/15/99) (31K) Inf Small sHaDi |
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One level, you go through it a couple of times. Be sure to save when you can, crashes are not uncommon. Mostly, it's just go through and kill everything... there's plenty of ammo, so don't worry about running out. Not a lot to say about it, unfortunately.
(1/15/99) (961K) Inf Solo Dante Suffredini |
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(1/15/99) (322K) Inf Large Bill Cameron |
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A three level game with complex switch placement & areas where, if you don't finish the task while there, you may get stuck. Ms. Clapp has given this scenario Rambo Weapons, yummy! Some interesting twists and turns here, not too easy to figure this puzzle but the prime target is "Big Bad Blue Bob". The Read Me's a gas, something about Men in White Coats . . . (1/15/99) (2209K) Inf Solo Susan Clapp |
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(1/15/99) (20K) Inf Small Tim Kolar |
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Big. Really big. Lots of hallways, some dark, some not... a few large rooms to blast people in. (Most of the hallways are big enough for blasting, so they're not completely necessary, but...) Doors and elevators are quite slow, so don't count on a fast escape if you run out of ammo...
(1/15/99) (66K) Inf Large Chris Pietrzykowski |
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An open arena with a ring around it. One buggy area (no textures, teleposting), and some physics changes. (Check out the SPNKR shots...) It's fun to go around blasting the potatoani... but beware your fellow players.
(1/15/99) (45K) Inf Small xraytad@sprynet.com |
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A three level solo map. Nicely done. Terms aren't too exciting, and monster placement needs quite a bit of work, but mapmaking is quite nice. Nice texture choices, nice construction, nice lighting... this one will keep you entertained for a while, at least.
(1/15/99) (405K) Inf Solo Chip Barber |
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(1/15/99) (181K) Inf Netpaks Patrick Gray |
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Large square arena-type play supporting up to five players. Most unique crusher use we've seen in awhile. 1x, 2x canisters; perimeter ledges for sniper spots, stairs up & down with some whacko Bobs in ambush mode. Some water medium but no sinking. Fast. (1/15/99) (26K) Inf Large Craig Harvieux |
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This is a great Map Maker and we would like to see him rework this terrific scenario of three levels, you will stay interested! Read Me admits to some bugs, evidently made on an old Mac. Believe this is author's first effort and what an effort! Playable, difficult, just bypass or go on re: bugs. Articulate, intelligent, humor, Durandal in the term's. Story very good. When your fists shoot cool blasts of fusion, who can say bugs are that bad! A twisty, full of things to do map with level two named Jingle Bells Prison Cells. Transport to three needs a little help. A winnah, coulda been a contender, close but maybe a piece of the cigar, not the whole thing. However, we highly recommend and commend . . . download for sure! (1/15/99) (411K) Inf Solo Ben Philip |
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(1/15/99) (62K) Inf Large Humberto Acevedo |
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A huge, sprawling level, much larger than its poly count would lead you to believe. Gameplay is pretty good (that is, it'll keep you on your toes)... the only problem is that the level's not finishable. You're required to insert 14 chips... but either that's too many for the Marathon engine, or the author did something wrong, because the chip insertion slots don't acknowledge a chip insertion... and several of them will take an infinite number of chips (which is bad because you onlly have the 14 you need).If you want an adrenaline rush, though, it's a pretty good map for it.
(1/15/99) (408K) Inf Large Jack Coyle |
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An updater to bring Forge up to v1.0.4.
(1/12/99) (1066K) Inf Tools Bungie Software |
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Just another mapmakers insight on the ins and outs of using Forge, etc....This was taken off of the alt.games.marathon news group. There were a couple of items that was news to me so I thought it might help other mapmakers out there...
(1/4/99) (17K) Info Chris Johnson |
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Backdates Anvil 1.0.3 to the last really stable, bugfree (mostly bugfree) version available. This one has all the enhancements that they wanted to put into 1.0.3, without the really nasty sequence bug that 1.0.3 has.
(12/13/98) (408K) Inf Tools Bungie |
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This one's huge... so huge that we'd really rather you got it in segmented chunks. A little rough around the edges, but very playable... worth a look!
(11/16/98) (18171K) Inf Scenario Nick Confalone |
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The Marathon Film Installer will allow you to extract, delete or change the films found in any Marathon application (M1, M2 and M00). New in this version: it supports Excalibur: Morgana's Revenge by the MMMG. It also bears a new cool icon, thanks to Sean Patten.
(11/15/98) (26K) Inf Tools Charles Lechasseur |
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The Marathon Shapes Juggler is the next generation of the Shapes Shuttle. It allows to transfer shapes collections to and from Shapes files, to store them in Shapes suitcases and to create Shuttles for easy installing. It also corrects a couple of bugs in the Shuttle code (notably the optimization bug). New in this version: As Micro$oft would say, this version includes "tens of thousands of bug fixes". Sounds scary? It should, but maybe not for this! :-) Anyway, a must-have version.
(11/15/98) (81K) Inf Tools Charles Lechasseur |
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The Switcher was made at the request of David Twist from the MMMG. This util is designed to help port M1 maps to Infinity. It can replace every instance of one texture with another, throughout a level. Although I'm not really planning on retouching it unless someone really wants me to, I thought I'd release it to the public.
(11/15/98) (31K) Inf Tools Charles Lechasseur |
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Again, at the request of David Twist from the MMMG. This util is designed to help port M1 maps to Infinity. It can take all the info about floor/ceiling/wall textures of one map, and copy it into another map. This is mainly useful if you want to nuke'n'pave a map without having to retexture everything. Although I'm not really planning on retouching it unless someone really wants me to, I thought I'd release it to the public.
(11/15/98) (11K) Inf Tools Charles Lechasseur |
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The Burning of Eden is a new 18 level scenario for the Marathon 1 engine . Along with 18 levels it has new shapes, a intricate plot line and much more. I found the story line in a way to be similar to what we have been through before, but at the same time it was interesting to say the least. The new shapes was a nice change, to a sometimes unused game. Check out the immediate alien action and be patient, the story line is there and it will take your through some, different...well, download this scenario and see for yourself.Also available in floppy-sized chunks.(10/14/98) (3666K) M1 Scenario Ed and Matt Schenk |
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A twelve-level solo scenario with an intricate plotline, revolving around a rather disturbed AI named Wanda. Level design is quite good, although some of the puzzles seem to be repeated on subsequent levels. There are some beautiful areas (neat mapmaking tricks) and I never had that "dang, who wrote this story, anyway?" sinking feeling when the writing reminds you that it's only a game... This is a really playable scenario, definitely worth the download. If you get stuck, there are hints available at the author's web page. (You can also find a more complete plot description there.) Be sure to have selected the Wanda Shapes file during play... a couple of times, Infinity reverted to the standard Shapes file during play, and I only found out about it when the game crashed. (This is entirely an Infinity problem, not a Wanda one, but this is the first scenario that caught me more than once...)Also available in floppy-sized chunks.(8/27/98) (7303K) Inf Scenario John Hancock |
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A beautiful, very large net map by one of the creators of Tempus Irae. This thing has some of the prettiest light sets, rooms and passageways that I have seen in a long time. Sniper posts, ledges, stairs, media, this thing has it all. Object placement is tight, so this map will take some strategy to play. It isn't a "run around and shoot at everything" type of level. Just a large net map that will need a large group. I played it on a performa and it did fine..but there are some rather large rooms in this thing. A great download!
(3/31/98) (213K) TI Large James Hastings Trew |
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Actually modifies your Marathon app to change your starting setup. You can add invincibility, weapons, ammo, health, oxygen... and you can add a save anywhere key (for both PPC and 68K!). Works on all marathon versions through Infinity 1.5. By the author of the various M2 film patchers.
(3/23/98) (133K) Inf Tools Naoki Yokoyama (nao) |
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Another two level net hopper from Rich. The first level is a small outdoor arena set with the Nardo alien texture set. The final level is a outdoor/indoor arena with some great design ideas. Another great one from Rich!
(3/20/98) (60K) TI Small Rich Dierkes |
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Another great level from Rich. This map has three levels, two that are new sporting the Nardo textures and the third, using the pfhor Nardo set is a port from Rich's Evil Map"Meat Hive". These levels really are visually stunning with these textures. I found myself just trying to steer clear of the "baddies" long enough to take in the texture choices. The flow is great and the "multi-split-level" idea is really challenging. This is a great map and will support any play you desire.
(3/11/98) (83K) TI Large Rich Dierkes |
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Another great level from Rich! This map is built with the Evil Lava texture set although you won't see the lava. It can support as many as 8 players and all the net modes. This thing has drones in it that are very deadly. So if you play it as a practice level, watch out. The purple pulse's that they shoot are very determental to your shields. Built in a oval layout, this thing has great flow, some very nice visual tricks and will provide for some overall great net play. I played it solo and you need good aim to shoot the "gnat" like drones.
(3/10/98) (75K) Evil Large Rich Dierkes |
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With this file you get three levels. Rich chooses some of the "best" textures to make his maps so visually impressive, and, at the same time keeps them designed so well that the flow never seems to stop. Some embedded physics in a couple of these that just adds that much more to some great net carnage. It is now coming to the point that if you see this authors name on a file, just download it! You won't be disappointed.
(3/7/98) (109K) Evil Large Rich Dierkes |
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A medium sized square arena. The ring provides access to the four levels that wrap up to the top elevated area. Built with the sewage texture set, this level has very good flow and if you are a mouse player, the aiming that this one requires will be right up your alley. Lots of aliens for practice and most net modes supported!
(3/6/98) (156K) Evil Small Rich Dierkes |
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Visually, one of the nicest maps that I have received in a while. Built with the water texture set, this level has various multi-levels that can be accessed rapidly and with ease. The ring around the map is somewhat inset in the level. Design is very well done and the choice of textures are very nice. Aliens included for practice and all net modes supported.
(3/6/98) (33K) Evil Small Rich Dierkes |
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A small to medium sized net level with two raised walkways along with two levels that make up this level. Total levels in this map equals three and the transitions are very fast and very smooth. Some great fast carnage games will be provided if you download this file. All modes supported, the hill is pictured in the screen shot. Grab this one, aliens are added for some practice.
(3/6/98) (27K) Evil Small Rich Dierkes |
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Out of all the Evil levels that Rich has made, I liked this one the best. There is a embedded physics model and once you play this level, I think you will understand why I liked it so much. It has just about everything in a net level along with some good suicide areas, some good basic weapons, open type arena but not completely wide open and some fast lower levels. Take a look!
(3/6/98) (29K) Evil Large Rich Dierkes |
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Seven levels, really just six with a starter level. This is a Evil net hopper with some very fine small to medium net maps. The aliens are included if you would just like to play it solo, net modes are supported. You get to do some spnkr hopping on a couple of levels and one was made with chisel. A really nice "oval" type arena.
(3/6/98) (338K) Evil Small Rich Dierkes |
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Another very good level, this one at times resembles a very large arena, but like his other maps it is once again, a "You call it". I had a lot of fun trying to stay alive in this one, and if your in need for some "Evil" carnage, this is the download for you!
(3/4/98) (69K) Evil Large Alan Greene |
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I have debated on what to say about this level. It is a very large, fast, loaded with baddies, tons of ammo, lots of weapons and really laid out well. A large net map, a practice level? You decide, but it is definitely worth your time and please send the author some email on what you think.
(3/4/98) (342K) Evil Large Alan Greene |
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A comprehensive tutorial concerning many of the "alternate methods" of travel in Marathon. Some of this is very good, and I strongly suggest you download it, if for no other reason then for the films. Some of these give you a detailed "visual account" of the methods the author is trying to explain.
(3/3/98) (383K) Info Todd Keating |
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A combination of The Chai'etra Saga, The Hammer of the Gods and Fallen Angel all put together and ported over for Infinity. The M.A.D.D. patch is vital to this game, (made by Quartz) and really makes these levels unique. A great download!Also available in floppy-sized chunks.(1/28/98) (4855K) Inf Solo Gareth Wood |
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The Nardo: Tempus Irae Spoiler Guide, compiled by Michael Neylon and members of the Nardo team. Having problems? Your answer's probably here... Also available online.
(1/21/98) (471K) Info Nardo |
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A large 5 level solo adventure that are quite large. All of the maps are large compared to most and they have enough sprites in them that they will keep you busy for some time. I got through on Normal, but it took some time. You will need to explore EVERY area, backtrack some of your steps and flip all the switches. These levels are hard, but not unplayable. The story line makes sense along with some good art work. These were made with Pfhorte and then merged with Forge. Worth the download and definitely worth your time. Some neat tricks and some great construction. Now updated. This update fixes a few bugs and adds a few monster triggers. Also cleans up a smear or two.
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A medium sized net level built more along the lines of a Fm map. (IMO) Although this is a Evil shapes patch, the level that comes with the patch is quite good. The patch gives the bObS SMG's. With Evil's great sounds, this patch turns out really well. The BobS are suppose to be totin' smg's, but I couldn't see it. A very good patch, a much better level and some cool sounds all come with this file. This is just a glimpse of a upcoming scenario.
(1/3/98) (3437K) Evil Large Nick von Beroldingen |
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This guide tells you everything you need to know to design and construct a Nardo level. The sounds are outlined, the textures are all described, and all the scenery and objects are listed. A very good guide laid out in DocMaker format. (Also includes a Forge updater, so your scenery objects are easier to set.)
(1/2/98) (1139K) TI Tools Borzz |
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A great new net map by the leader of the Nardo Team. This map, created and inspired by the great monument, Stonehenge, fits very well with the Tempus game. The textures fit very well and once you play it, I think you will agree. I really did enjoy the Tempus game, and this map is a "fresh" look for Marathon.
(12/30/97) (30K) TI Large Borzz |
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This is nothing more then a text file that I picked up on AGM. It was a response from James Hastings Trew to a post asking about the animation of scenery with Norton Disk Editor. I snagged it and decided that if anyone was interested they could grab it too.
(12/30/97) (2K) TI Info James Hastings-Trew |
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With its gorgeous textures, intricate plotline, superb artwork ,and flat-out fantastic gameplay, this total conversion has set itself upas the one to beat. Check it out! Has its own homepage at http://www.nardo.org/. Because of its nearly obscene size, try the digestible chunks page first.(10/31/97) (30319K) Inf Scenario Nardo Group |
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Visually a stunning map. Some very nice lighting and texturing in this level. It can be used for solo pratice, or as a net level. As a net level it is a large arena surrounded by some strange and neat effects. Worth the download....The wanted poster was a pretty neat trick.
(10/14/97) (40K) Evil Large Richard Dierkes |
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Based on the water texture set...ported over to the evil application. This map used chisel and he did a pretty job with it. Water chutes and fast currents make you plan you routes carefully and well in advance. Built in physics will help the nuke cannon.
(10/14/97) (199K) Evil Large Richard Dierkes |
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A very dark, large and sprawling net level. Evil has a default of a dark set when the game starts...combined with this level it is DARK! There are lights and this level would be great for the "sniper" type player. Some ideas with strategies in mind...
(10/14/97) (57K) Evil Large VacThok@aol.com |
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A very good KoTH map. A large square arena surrounded by three enclosed hallways. A large ring wraps around the whole map and is elevated and exposed. Some very nice lighting effects with this one and the chip will expose some much wanted ammo and shield recharges.
(10/14/97) (42K) Evil Large Dave Ptasnik |
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Here it is!! For all of you that has emailed me along with the posts on agm. This has been compiled by Josh, Chris and Hamish Sanderson. This file is put together in open doc format.
(9/30/97) (707K) Info |
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A very good solo evil map. This thing is the definition of "non-linear". I really enjoyed some of the level design. I have had this file for some time but have not posted due to a bug that is now fixed. The only drawback of this level is that you are on a remote outpost on a icy covered planet. Hence, you slide through this whole game. The "kick" of weapon fire take on a whole new meaning with this map. This is the first of a upcoming scenario that will be much bigger.....If you can take the sliding around, then get this map!
(9/29/97) (1108K) Evil Solo Mike Miazgowicz |
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A new scenario for the Infinity engine. 6 solo levels and 3 net levels are included in this pak. You will encounter some strange things with this map, but, after the author explained them to me they made complete sense. The story line is pretty good and the amount of baddies you have to face, at times, is incredible. Make sure to save often, you will need it. The readme's in ClarisWorks format-but here's a simpletext version. More info can be found at the authors homepage. (wasn't working when I checked)
(9/29/97) (1782K) Inf Scenario Adam Rose |
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A circular arena surrounded by a elevated ring. There is a small central hill that is enclosed by another ring that is acessed by jumping from the outer ring. This map sports some very good light sets along with some nice texturing. A fast, KotH map that will also support EmFH.
(9/29/97) (153K) Inf Small Jason Parsons |
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Two very large oval arenas that are connected with a enlcosed ring that wraps around the larger arena. At first, you would think that this is very close to Marathon , but the extra arena makes it a bit unique. Walking along the edge of the outdoor arena, I got some weird effects when I turned towards the wall....but it didn't hamper the game any. Supports most net modes along with co-op and even solo.
(9/29/97) (33K) Inf Large Christian Blomqvist |
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Many maps is the title of this pak and it describes it the best. There are 20 maps here and some of them, which I liked, are small enough for 2 to 3 players. Lots of levels here.....and some real nice ideas!
(9/29/97) (720K) Inf Netpaks Bob Vandehey |
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A very interesting level..I spend a hour just trying to figure out how to get to the elevated areas. I will admit I finally went into Forge and got my answer. A very big oblong arena divided into three areas. A great map for EmFH. There is a secret in this one..look at the screenshot for a clue.
(9/28/97) (50K) Inf Large Anti Fun League |
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A medium sized KotH net map best suited for 3-6 players. The hill is reached via teleporter that is in the water. A very tight level and should work great with small groups.
(9/28/97) (32K) Inf Large Anti Fun League |
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A fairly large net level built with the pfhor/alien texture set. Starting points are located in small, enclosed "bunkers" that open up to the map. Some 5-D with this one along with some pretty neat tricks..Light sets are pretty good and they are set to help some of the players if you are in the right spot at the right time. Most net modes supported....except KoTh. A couple of secrets worth finding and it will easily hold eight. More of the authors maps can be found at his web page.
(9/28/97) (81K) Inf Large Anti Fun League |
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Outdoor arenas in space is a good way to describe this level. This level is supposed to be similiar to the pre ride areas at Disney World in Florida. Just visiting there, I tried very hard to find the similiarties. Wasn't able to, but, some of the design ideas of this level are very good. The teleporter will take you to a pretty neat area...
(9/28/97) (59K) Inf Large Anti Fun League |
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A large so called "village" with buildings that are surrounded by streets. This level is wide open and you will find your self lonely unless you are in a big group. The buildings give you hiding areas, sniper perches and some secrets. Supports all net modes and comes in two versions. One at day and one at night.
(9/28/97) (113K) Inf Large Michael Spina |
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If you looking for some fast carnage with small to medium sized groups, then this map is for you. The author boasts of 284 kills with a 6 man group in less than 10 minutes with this map. A vertical, very linear two level tunnel built on the lava texture set. Fast paced fun with this one...
(9/22/97) (9K) Inf Small Darrel Plant |
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A set of PICT files for printing that contain all of the Marathon Infinity texture sets and corresponding scenery objects. A great reference tool...
(9/22/97) (851K) Info Jason Parsons |
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A updated set of net maps that was previously posted at the HA These have been tweaked and rebuilt in spots for speed and a few other bugs. A giant leap in comparison...10 levels are included in this pak....and they support many modes. Some of these I found interstingly built. Check this pak out! It is worth the download...
(9/22/97) (144K) Inf Netpaks Mike Srstka |
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A great KOtH map. Lava based level with a central hill that is accessible by running across some lava. Some sniper mini-hills around the main hill that provide for a hard task to stay on top. There are alot of directions to protect from in this one, so be prepared. Aliens are included for solo play. This level might be misnamed so be watching for a update.
(9/22/97) (27K) Inf Large Matt Dolan |
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The design on this map is probably one of the best from this author. The use of stairs was very unique. It is hard to describe in a short paragraph. A lot of sniper ledges..some narrow paths....very large..dark dungeons...and some secrets. This level with support KtMwTB, EmfH Co-Op and their are aliens for solo practice. For the large size that it is it was extremely fast. Check this level out.
(9/22/97) (68K) Inf Large Richard Bushey |
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A very, very large net map that is going to require a big group for it to be kept interesting. Some really good ideas in this level, big open connecting passageways that connect into a central open areana. The hill in the middle works well for KoTh. Due to it's design it works well with KtmWtB.. It would work great for this mode...
(9/19/97) (54K) Inf Large MCatha |
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A kill everything/practice level for the author of Amazoms and Robertas. This map works great with Amazons Deluxe or with the Bungie shapes. Some very tall, elevated platofrms inside of buildings. The buildings make up the different areas of the map and exploration is well worth your time..Not bad for a first endeavor...
(9/19/97) (90K) Inf Solo John Coffey |
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A small to mid size net level that is basically a wide open--open air arena. A couple of good sniper ledges acessed by teleporters along with some towers in the middle that serve as the hill for a good koTh map. The author is requesting feedback and filmes. so make sure to take a minute and let him know...
(9/19/97) (27K) Inf Large Allen Murray |
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A six level netpak for Evil. Some of these levels are very good and some have some "strange" ideas. Not bad, but different. Randal Shaw helped with some of the levels. (suggestions) and for the most part they are fairly well laid out. I enjoyed the "sunbathing level" the most. I found myself playing it way too long this evening. This pak is worth a look...and make sure to email the author. Check out Level 6, How Do I Get To Carnagie Hall? I only found one bug with a invisible wall....there should be a update soon. Now updated with two new maps and bug fixes
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The original map for Infinity now made for Evil...has a good hill for KoTH play, has enough pillars and gagets for protection for EmfH and is made small enough that it will support small groups. Still a good map and a very good download and now for Evil...the lava pits will bring some rewards and are equipped with transporters...
(9/18/97) (609K) Evil Large Richard Dierkes |
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I really like what this guy does with lights and light sets...These are not going to be your typical net maps. These are beginning to become a very good standard for map making and I really do enjoy going through this authors levels. This update adds another room and tweaks the physics a bit. This is the first level based on his Pfhor Mystics so we should see more in the future. These maps are not for Infinity so don't port them or even try. The author is very specific concerning this. The story line is for the player to capture the Pfhor Communication Node. In the process you must kill everything. Have fun and make sure to not miss anything...
(9/18/97) (113K) Evil Large Nick Mason |
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A new and improved edition of what we in Marathon have come accustomed to. This file along with a map and film will help you to "jump" to new heights. It is worth the download if you are one that has tried in vain to learn how to gernade hop without wiping yourself out!
(9/17/97) (36K) Info Todd Keating |
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A very, very large net level. This thing just keeps going and going. The author seems to like small, 4 to 5 sided rooms for weapons. Ammo is no problem, but, you will have to hunt for the weapons. Visually, a very good map. You will need a large group with this one. It will seem as if it goes on forever. Worth a look............supports EmfH.
(9/14/97) (77K) Evil Large Adam Zettlemoyer |
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A collection of very good netmaps that range from small to medium levels. These were put together for the authors group of 2-3 players. They would fit that size of group perfectly. All of them have at least 1 or 2 very good visual tricks and all of them are very fast with good flow. KoTh to EmfH supported by these levels.
(9/14/97) (356K) Inf Netpaks Cliff Wagster |
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This is a one level solo map that is "not" you usual solo level. The author first sent this in around the first of July. At that time it was a large, very large net level. We went through the map and suggested that he convert it to a solo level. To sum up, it is now a solo map. It came in the second version with a shapes patch. But, after trying many times, I could never get the patch to work. Now in this version, it is just basically the level. This thing is so big, that it will take you some time to get through it. Some nice lighting effets, some good use of texture choices and a great basic design. Flow gets choppy every once in a while due to the huge size. Don't waste your time trying to go at it from the front. You wil need to go up first. My apologies to the author, I have misplaced his readme...
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What a fun map this was....I really enjoyed this level..just playing it solo! You will need to download this, if for no other reason, just to release some stress. Supports almost all the modes. The ball is clearly labeled. There is a central elevated room that does give you acess to the outdoor pations. Just be patient and keep looking, if you stay alive that long. (My 5 year old son found it, after I had given up!) Only drawback of this level is the teleporter room.
(9/14/97) (54K) Evil Large Nick von B |
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A very good patcher for Marathon Evil. This file comes with a ResCompare patch that turns BoBs into Rocket totin' marines. You also get 4 levels that are familiar if you are a true Marathoner. Never should anyone again say they can't play net or Evil net games. This file will give you the ability to play net along with some pretty potent marines... New in this version: 3 new maps, and now the Marines shoot shotgun blasts when you are closer (becuase they used to suicide w/ rockets just to kill you).
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Just a small text file that explains how to make rain with Forge...You will need to know some basic mapmaking skills before trying this.
(9/14/97) (5K) Info Christian Blomqvist |
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Round 6...Now in a very good format. Icon folders helps you locate subjects now much faster.. Chris just keeps doing a excellent job and this file just keeps getting bigger and bigger. [note: these are in ClarisWorks format... difficult to read ifyou don't have a copy. Because of this, I've made a text-only version (952K) available. I hope the author doesn't mind...]
(9/14/97) (1378K) Info Chris Onslow |
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Probably one of the better uploads tonight without a doubt! This is another map from Nick Mason. (Mystic Series) A very large round open-air arena. Two different rings run around the arena, one exposed to the arena itself and another, that is higher and enclosed in the walls. The lower ring will eventually take you to the devlin cave. Can be played solo for carnage pratice, which I enjoyed very much. Acess to the upper ring is via elevators that travel at a very good speed. Entrance to the lower ring.......I won't spoil it.
(9/14/97) (56K) Evil Large Nick Mason |
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Eleven total net levels, some made by the author and a couple that will jog your memory of some of Bungies favorites. Most of these have very strong light sets along with equally strong flow. Lots of net modes supported in these maps and I only found a couple of bugs.
(9/14/97) (180K) Inf Netpaks Pfhrier |
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A medium sized net level that will absolutely drive you nuts trying to figure out the 5D space tricks. Built on the jjaro textures, this map would be ideal for 3 to 4 players. All modes are supported and try to remember that you are in space.\ Now ported for Evil...
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After many emails....I have decided to post this gem of a utility. Many have taken the ResCompare route for their shape patches....So here it is. If you need some useful info concerning this program....get it here.
(9/13/97) (261K) Inf Tools |
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Another large net level from Matt Dolan. This is a smaller lava level then the Lava Lord. It supports all modes of netplay, and has a couple of shield recharge's that whould be first come first server! Visually some very nice choices with textures.(36K), and, I found some of the polys with aliens trapped inside. (monster impassable)
(9/13/97) (77K) Inf Large Matt Dolan |
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A very large net level that at times reminded me of "Kill Your Television" form M-2. Some of the ideas in this map are very good, and along with the lava.....you should have alot of carnage with this one. Some very tight walkways along with some pretty neat tricks...
(9/13/97) (45K) Inf Large Matt Dolan |
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Visually a stunning map. The choice of textures along with the use of lava really makes this map stand out. A small KotH nete map that is ideal for 4 players. No weapons in this map, just your Pfhor staff. The central hill is surrounded by a deep lava pit. There is a way out of the lava....Four starting points, each with a pfhor staff. Thin, narrow elevated paths lead to the hill, but they do retract, so be fast when crossing. A good KoTh map and a great idea. Definitely worth you download.
(9/13/97) (27K) Evil Small Silbiz@aol.com |
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Hmmm...Let me see if I can describe this map fast. A large, winding, mini-arenas, liquid forcefields, tight hallways, fast elevators, lots of BoBs pissed off at each other, net level. Supports a few modes.... Is built to enhance net play. A few neat ideas, texture choices were wierd at times, but with the fast turns and short sight lines, it begins to make sense.
(9/13/97) (45K) Inf Large Stuart Glenn |
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A medium sized net level that will absolutely drive you nuts trying to figure out the 5D space tricks. Built on the jjaro textures, this map would be ideal for 3 to 4 players. All modes are supported and try to remember that you are in space.
(9/13/97) (11K) Inf Large Richard Dierkes |
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A large "Evil" net level with enough ammo and weapons to house any large group. Elevated ledges along the walls lead to some secrets/sniper perchs along with a outside corridor that is borders two of the arena walls. All of that surrounds a large open arean with so much ammo and biochips that it is almost over done. A few deadends, but overall a good arena for high carnage...
(9/13/97) (59K) Evil Large Bubba & Company |
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From the title you can get the gist of this level. One small middle arena area, surrounded by connecting hallways that take some wide turns to wrap around the map. Visually nice at times, Supports alll modes, and qutie fast.
(9/13/97) (77K) Inf Large Matt Dolan |
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Not much to say here! Another very fine level from Michael Coyle. This is a very large outdoor arena that is wrapped with a elevated walkway. Every possible angle seems to have been thought out with this one. The arena is flooded with water, (personally my one and only dislike), but, even with the media, you can tell that there has been some thought in this one. Very good flow, some very good light set and should support up to 4 players. Supports all modes and should be a great carnage shoot.
(9/13/97) (104K) Inf Large Michael Coyle |
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With this download you get two programs. Add Arbitrary Map Points and Create Spiral Staircase. The AMP utility will add arbitrary points to a unmerged Marathon 2 map, and, Infinity map. It is highly recommended that you read the readme before using the utility. Doing so, should help tremendously. A pretty neat little utility!
(9/13/97) (41K) Inf Tools Loren Petrich |
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While on IRC the other evening, some of the DoubleAught crew asked if they could send this to me. After spending some time going through some of the levels, I finally decided that I could describe it and post. (you'll understand when you get it) It wasn't until this evening that I had a chance to catch Randy and/or Greg on IRC again. ( I was trying to find the author) They gave me the info I needed and I present tonight this new collection of net levels, titled as is. 25 levels that have some of the most bizarre construction to some of the best construction I have seen. Some of these levels are double fisted magnums, blast away at BoBs and try to stay alive maps. The rest are some very good detailed net maps that can be used solo or net. If you ever get to the point that you have time to just "blast away", get this pak!! I really enjoyed playing these and they make for a good evening if you need some carnage.
(8/18/97) (876K) Inf Netpaks Joshua Lorr-aka DJ clown |
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A new update of a previously posted map at the HA. This solo map now consists of 4 levels. Make sure that your explore all areas of the thrid level, you will be able to teleport out before examing all the rooms. The fourth level was hard to understand, but, I would presume that the author speaks of it in the terminals. The story line is good along with the some good art, watch out for the troopers. There are a hord full of them...
(8/18/97) (255K) Inf Solo Mattias Holm |
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Another great Evil map from Fm! This map has been merged with a physics model, (like all evil maps) but, it would be a good idea to read the readme that comes with the map. When we played through it I had a hard time understanding why other marines were still alive after a nuke blast in their area. A ver good map that gives you dual fisted mortar's. This file comes with a film and you can get our film as well.
(8/16/97) (167K) Evil Large Randall Shaw |
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Another very good net map from Gary Iams. This one is fast and loaded with some goodies for all players. You can tell from the film that many times I was trying to snipe and ended up with air time from someone's spnkr. Lots of different angles that other marines can attack you from. Some different style arenas makes this one a great download.
(8/16/97) (71K) Evil Large Gary Iams |
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A very large, KoTH net map that has multiple rings along with multiple "psuedo" arenas. You will need to take some time with this one or you will miss some of the details. Very tight angles and entry's make this one a carnage blaster. Built with the lava texture set, flow is pretty good and object placement seems to work well.
(8/16/97) (93K) Inf Large Stuart Glenn |
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A completely large but centralized map that's great for KoTh. Some interesting secrets and floor plans, makes for some interesting play. Good midair shots are possible in this map.
(8/16/97) (74K) Evil Large Gary Iams |
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This evil map has five hills, but only one hill is accessible at a time. Each hill opens up and then closes up and floods with lava when the time is up for that hill. This one is really fun in net play and a film is included. Make sure you get our film also, it was a great level.
(8/16/97) (241K) Evil Large Randall Shaw |
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Visually exciting and lively, this map is very good. Done with the Jjaro texture set with some powerful lighting effects, this map was fun! Check out our film from our last fest! Supports all net modes but ball is not recommended due to some sewage rivers.
(8/16/97) (116K) Evil Large Dustin Haynes |
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A new map from Fm. The name came from a discussion on IRC. Supports 2-8 players. Object placement is done by direct points, not random, so you should be able to use some great strategies from where you are in the level. Best for EMfH, but will support all modes. A film comes with the map and you can get ours that we made at our last carn fest.
(8/16/97) (182K) Evil Large Randall Shaw |
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This is a wild ride in and around and at the bottom of a compact outpost on a mountain. Small and best for 2-4 players it can also be played solo. Has some wild lighting effects as well as some wierd floor plans. Worth a look.
(8/16/97) (42K) Evil Small Matt Denton |
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A medium sized water arena that is based on the water texture set. This level supports 2 to 8 players with all modes of net play supported. The speed of the media should help you keep alive in this small arena. There is a terminal that is explained via email to the author. Make sure to check all heights in the middle reservoir...
(8/15/97) (241K) Inf Small Richard Dierkes |
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John Coffey has once again updated his Amazons and Robertas. This patch now adds new Troopers and the MerDrones.....which have taken the place of, Drones! These patches IMO are really done well and now they sport a great shapes shuttle patch that is very stable. You will need the Amazons Deluxe Sounds sounds patch (924K). It just isn't the same without them. You will also want to get the Knossos/Stoneridge Maul Maps maps (369K). Stoneridge Maul-a map made in the tradition of a mall, watch out for the other shoppers. The Labyrinth of Knossos-made in honor of the Minoan "Palace" of Knossos, is a maze like level that really reminded me of the Labyrinth level in Pathways of Darkness. Two levels that are very well done and quite huge. Loren Petrich has made these levels and the new textures are quite good. John has adapted them for his patch and they do work very well together. Although some might not like this type of alien, it is still done in good taste and definitely worth a look.
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A update and a add on to a previously posted file. This is the RoboCop's file that now includes the men from the agency. Again, Richard has done a very good job. The death scenes for the ED-209's are quite good. The "men in suits" are doing very well. They fight the robots with their briefcases and Richard has added some lighting effects that are very good. Comes with the map, a physic's file, shapes patch and a sound patch. (very good btw) This one is worth your time.P>I patched both files with Anvil 1.0.2 and Anvil 1.0.3b4 So you shouldn't have any problems... The readme file with this patch is a Word document. If you don't have Word then I have put it in simple text form. You can get it here.
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A large net level built on the pfhor texture set. A large central arena with a lot of view points, some ground level and some elevated. This level can almost be played on the ground or on the elevated walk-ways. Some great tricks with the Trooper room and if you find it, the flame thrower. Will hold up to eight and net modes are supported. Good for solo or practice also.
(7/31/97) (59K) Inf Large Capt MTPosse |
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A large net level that has some great constuction for the "castle" concept. Great lighting and some very good detail. Lots and lots of sniper pill boxes, elevated platforms that are just perfect for holing up and picking off marines. The king's throne was pretty cool....supports most net modes. Lighting was very good on this one...
(7/31/97) (77K) Inf Large Capt MTPosse |
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Another twist of a map from Luke Heise! This package comes with a shapes patch that worked very well. (I got it to work with two different versions of Anvil-1.0.2 and 1.0.3b4) 2 Levels. The first a city with a road that could be used in many ways..cool idea. The second--a remake of Duality from the Infinity Game. Give this a look, this seems to be the ocming thing. Not just net maps but maps with texture changes and sprites. Liquid force fields along with some neat highway signs makes this one unique!
(7/30/97) (450K) Inf Netpaks Luke Heise |
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Another net map from Richard Dierkes! This one is not in this authors vien of netmaps. Elevated platforms are in the open area along with a few baddies. All modes are supported and this map has many secrets. This was the authors very first map, but, it is a pretty good "first map".
(7/30/97) (63K) Inf Large Richard Dierkes |
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This author continues to marvel all of us with just what is possible with basically a couple of textures. From the author of Marathon Earth comes a new saga in the continuing adventure-Marathon Mars. Yes, I will admit at times it does get confusing-but what drives me to keep looking for the end is boggling. I keep restarting this thing, bear in mind, IT IS HARD. But, the new alien along with the number of sprites, well, give it a try and don't forget to the let the author know what you think. File includes a shapes juggler patch. (thanks Charles!) (by the way--you are on Mars. Don't forget about the oxygen shortage!) Make sure you can sidestep and glance up and down...
(7/30/97) (1063K) Inf Scenarios Lyndon Lorenz |
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Butchered was a very nice map. I had no real complaints with it. It is large enough for 6-8 people however we had no difficulty playing with only two as it made good use of intersecting paths of travel. I found one secret which I liked. A good map with some great flow. (Review by Hal & Scott-from MacSource-Okc)
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Seven unique levels. Some of them large to very large. Net modes for KOth and EmfH. Most of these are really good. The author states there will be another edition soon, updating some of these and adding some more. This is a good pak for any group needing some levels for carnage.
(7/30/97) (675K) Inf Netpaks Gary Iams |
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A medium sized netmap for the Evil application. Most of this map is corridors and hallways with the majority of them submerged under media. Flow is interrupted by transporters, deadends and one way doors. It can hold 4 to 5 minimum, but due to basic construction, you can't effectivly kill marines, hence the media. Some pretty good scenes to watch between devlins and troopers and Bobs. I tired to find a way to make the media drain, (with Forge), but I was fruitless in that endeavor. Can be played solo, regeneration is fairly quick for the aliens. Weapons/Ammo placement is plentiful and well placed.
(7/25/97) (35K) Evil Large Mike Srstka |
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A two-level solo map that is a great adventure. The first level is informational only, with a pretty good design idea. The second level is the main battleground for the story. You end up on a listening post and you have to activate.....well, I won't spoil it for you. The last terminal had a few problems for me, but other than that, this is a good map! Very well designed and I was impressed with the stair construction. Flow is good and lights are done well. For the authors first attempt not bad at all. updated now to fix a bug, and the last terminal.
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A large net map with three large arenas connected by halls, corridors and water pools. Built along the lines of ZPC, this file comes with a patch that will turn the textures and baddies into Japanese Anime/Bushido cartoon look. Not a bad job. But, you will need Marathon 1.2 and Anvil 1.0.2. I used Anvil 1.0.3b4 and it crashed the first time. Read the readme and if you need help the author encourages email. Worth your time, a different type of Marathon. In addition to the main file, you'll need two additional files:
Also available in segmented chunks.(7/24/97) (3841K) Inf Scenario Will Starck |
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A medium sized net map with some unique construction. Four large rooms, with some of the polys assigned as slow moving platforms that recend lower than ground level that surround a middle "square" that acts as the hill. The whole map is visually open to itself. Meaning you are able to pick off marines in other rooms. Weapons are distributed with this in mind and the height of the walls match perfectly. Some good ideas and some great carnage counts with this one. Supports KotH, EmfH and KtMwTB. You can play this one solo as well.
(7/24/97) (27K) Inf Small Matt Dolan |
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When I posted the first set of Pseudonets, I apporached them from a completely different angle. Pseudonets II are a set of maps used for practice levels, network levels and I found some of them to be good tutorials for construction ideas. The use of 5D space is ingenious. I stopped many times and switched to map mode to try to figure out how they were constructed. Some very large levels and some neat tricks with 5D. Check out the physics model that comes with the file. This author takes 2 to 3 textures with a level and with the use of 5D and some good construction ideas, shows what is possible. Some great levels and some great ideas. Get this pak!
(7/24/97) (446K) Inf Netpaks Christopher Lund |
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A very large net map that basically is going to take a lot of players or it is going to be slow. Some good detail in the hallways and if you access the secrets in this map it really becomes BIG! A large central area surrounded by lava that rises and falls via triggers, that serves as the hill. All net modes supported plus co-op! Some good ideas and some good detail work. Be prepared, it is large.
(7/24/97) (342K) Inf Large Matt Dolan |
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Basically what you have here are 7 levels that describe, "visually" , what the different types of levels are in Forge. Everything from Extermination to Repair, Rescue, etc.. A couple of unsed modes are discussed and addressed in these levels. A great visual tool for those wanting to learn mapmaking. Thanks to this author for taking the time to help others.
(7/24/97) (23K) Inf Novelty Dispatcher |
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A update of a previously posted map at the HA. This is a large level with different rooms that have some obstacles that can be used for snipering or for protection. This update now has platforms that move much faster, (very good), and added KtmwTB and KoTH net modes.
(7/24/97) (23K) Inf Large Craig Harvieux |
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A new and classic Fm large net map. Made in the style of Fm's maps, this is best suited for KotH, but will be great for EmfH. There are a few secrets. Don't go into Forge to find them. Just try to remember his other maps and I believe you will find them. A great map, great flow, fast elevators and no dead ends. I stood on a small platform in green sludge trying to figure out why it emptied and filled? Hmmm...
(7/14/97) (55K) Evil Large Randall Shaw |
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From the website. This new version has 11 net maps, which are strictly for use with Marathon Infinity. This version fixed some tiny bugs in the maps that people reported, and that I have found myself. This pack also contains an Infinity version of "Damned if you do..." (a new EVIL net map also on these pages). I also thought I would throw in "Cringe Again" because many keyboarders loved that version since it's flat ("Cringe" is more for mousers). And finally I stuck in a Infinity version of "Pfhree Pfhor All", because some people wanted and still liked that level. Each level still contains a nice ammount of aliens, so if you wish to go solo and romp around carnaging to your hearts content, it will be much more satisfying because it contains aliens. If you don't like them during net play, then check them OFF in the gather net game dialog.
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From the very beginning you will get the impression of what the title of this map suggests. A very large room that has sub-rooms in the middle of it. The sub rooms are very tight and I mean tight! Teleporters take you from one room to the next but be careful, there is a ring of lava that surrounds the rooms. Large and wide corridors wrap the whole thing.
(7/10/97) (65K) Inf Large |
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This utility will allow you to save Marathon 2/Infinity films in Quicktime format. Requirements are a powermac and QT 2.0. Be warned that this will generate some very large files so it is recommended that you use a film editor to cut and paste so that you end up with the best parts
(7/10/97) (10K) Inf Tools Bo Lindbergh |
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A large 5 level solo map, that has so many sprites that I really didn't think the engine would handle it. The story line is that you are a security officer.....The story is pretty cool. Three large solo levels in this map and 2 net levels. This is a different map, one of the likes that I haven't seen before. You give it your opinion and make sure to email the author. Construction was pretty clean but some of the levels are very linear. Worth the download.
(7/10/97) (1518K) Inf Solo Tarmo Turunen |
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A good two level solo map. The first level is for ammo/weapons and information, but get all that you can. You will need it on the second level. Comes with a built in physics model that gives you two pistols? You will be able to yield superior fire power, but be forwarned, the kick from these new weapons will push you completely across the room. Good flow, pretty well laid out, story line is good and some of the baddies now die but, they will take you with them if your to close.
(7/10/97) (855K) Inf Solo Scot Bowlin |
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A medium sized arena that is visually great! Two rings wrap around the arena, one-that is at floor elevation and on the outside of the map. And the second one-that runs a world unit above the floor elevation that is exposed to the arean. Very good flow with this map. It is stunnily fast and it is very well thought out. The shield recharge will provide for extra shields if you are lucky enough not to get a spnkr in the back while charging up. Enough ammo and weapons to fit a large group. Comes with a physic model that is, well, give it a try...
(7/10/97) (41K) Inf Small Brian Wry |
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Two large courtyards separated by platforms and pillars. Great flow, very good lighting and enough ammo/weapons for any sized group. Very fast and loaded for carnage!
(7/10/97) (72K) Inf Large CAPT. MTPosse |
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When this solo scenario first came out in 1996, I played through the levels. I was impressed with some of the puzzles but I felt claustrophobic. After getting through this new port with all the new levels, I have gained a appreciation for this project. If you played the M2 version, don't EVEN try to compare. This is a great work and yes!, it does take some time to get through. But, it will be worth your time. Some very cool tricks, (I won't spoil here), two different endings and some intricate, thought provoking puzzles. Get This!! For floppy sized pieces, go here.
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A very large, and I mean LARGE, net map. This thing will take a bunch of marines to keep it interesting. A bunch of large rooms that are connected by some very large open corridors. The corridors lead to other large rooms or upper tiers for sniper posts. Enough ammo for a very big group, guns were hard to find at first, but they are there, keep looking. I found this to be a very good, very large net map. The problem with the water pools is that I only found one way out, gernade hopping, up and out. (which really takes a beating on your shields) There might be teleporters, but be prepared. Supports Koth, EMfH, KtMwTB and team play.
(7/9/97) (86K) Inf Large Matt Mogavero |
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The sound shrinker can take a sounds file from Marathon 2 or Infinity and delete all its 16-bit sounds. This will reduce it's size by a tremendous amount. A must for those with filled up HD's. This updates corrects a bug that was in 1.1.1 (7/7/97) (25K) Inf Tools Charles Lechasseur |
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Butchered was a very nice map. It is large enough for 6-8 people however we had no difficulty playing with only two as it made good use of intersecting paths of travel. I found one secret which I liked. A very fast map with great flow. Most net modes supported. review by Hal & Scott (MacSource)
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The same map pak as listed below, but, this is provided with Terminals. This is the Ultimate Hop Net Pak. You can hop levels with the terminals now. All 61 included.
(6/30/97) (2482K) Evil Netpaks |
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A packet of instructions for creating Marathon textures using Bryce 2 along with Bryce templates. Support files are here and a set of 12 example textures that are stored as pics.
(6/30/97) (703K) Info Tim Thomas |
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A update of a great mapmaking assistant. These levels give you the sounds that go along with the pull downs in Pfhorte and Forge. This update now adds platforms and ambient and random sounds.
(6/26/97) (51K) Inf Solo Dispatcher |
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A medium sized arena with a oblong ring that wraps around the outside. The ring is exposed to the arena but it is separated by elevated platforms that will require you to good aim. Better practice you up and down keys! Based on the lava texture set, some good texture choices along with some great light sets. Support EMfH.
(6/26/97) (24K) Inf Small CAPT MTPosse |
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A wonderful map that is a simple, basic and a visually stunning design. Great use of textures, great use of sounds and flow is generally very good. Object placement is thought out and this level will support large groups as well as small groups due to it's size. Check this one out and make sure to email the author and let him know what you think. Net modes supported-KoTH, EmFH.
(6/26/97) (33K) Inf Large Erik Adams |
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A very good construction idea! A large, very tall open air arena with bunkers sunken down in the bottom of pillars. Each bunker has weapons placed in them and some of the ammo is placed in the arena. In net play, these bunkers would be great for a "quasi-sniper" bunker. They are protected, IF, the other players don't have very good aim. If they do, watch out!! These sniper rooms can be turned into mortuaries. Worth the download...
(6/26/97) (36K) Inf Large Darrel Plant |
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A single level solo map with some interesting tricks. You might end up calling this, "Hit The Switches", but it's a pretty good adventure. This is the authors second map and he is steadily getting better. Your email helped him when I posted his first map in May, make sure you take the time again. Your aim needs to be good, just as the title suggests!
(6/26/97) (177K) Inf Solo shampoo@japan-net.or.jp |
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A level that in turn allows you to view the different objects that correspond with the pull downs in Forge. But, in turn it turned into a 3 level map that really is pretty good. Check this out and make sure to email the author to let him know that his efforts DO help. Especially if you are a beginning mapmaker.
(6/26/97) (24K) Inf Solo Dispatcher |
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A long central hallway built with the lava texture set. Many ports on both sides where Aliens continusely regenerate. At times there are so many of them that it is impossible to get good frame rates unless you are on a high end mac. This level was one of the reasons why my posting is so far behind. This map was really fun to play. Kill everything, kill all the Bobs and then get the chips! Have fun...
(6/26/97) (50K) Inf Large CAPT MTPosse |
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A beautiful map visually. A large central outdoor arena that also acts as a hill. Transporters provide you direct access to some of the best spots in the map. Try it, you'll see. Supports EMfH and KotH.
(6/26/97) (33K) Inf Large CAPT MTPosse |
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Straight from the Read Me-- A big yard full of toys. A great playground. Good for 2 to 8 players, Every Man For Himself. A fast paced massacre can be had here. Watch out for the tight corridors though. And during testing I noticed that once in a while one of the blue projectile fighters has a mad half hour. It's really cool, and I'm not sure why that happens but look out for that. Two versions here, one with aliens, one without, (in case it gets too heavy). Enough said...
(6/26/97) (38K) Inf Large CAPT MTPosse |
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A good King of the Hill level based on the Jjaro texture set? A big open arena with a elevated hill in the middle. Slow moving platforms on the edges of the hill provides access. Transporters on the ground floor take you to the sniper ledges and to the recharger. Should provide for some great carnage and also supports EmFH.
(6/26/97) (30K) Inf Large CAPT MTPosse |
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The top shot is either great wall detail or it is the layout of the monorail track. Such great ideas in this map, just a little much for a net map, but, still one that needs to be experienced first hand to get all of the benefits. The lights on the wall shows you which part of the track is lit and/or dark. Switches in the main room control these lights. There is a sewage trench that acts as the monorail. Entry and exit is very easy and the four gun rooms turn you into a "duck" at a shooting arcade as you go around the track. Teleporters take you from one gun room to the other and to the command room. There is also a tunnel section to be explored. Some great ideas here, maybe too much for a net map since you will have to have a large group to keep this one interesting, but, definitely a place for it since it shows the creativity and possibilities with Forge. Some great moments here........worth your time. Make sure to email the author. (address is in the terminal.
(6/26/97) (137K) Inf Novelty beh+@andrew.cmu.edu |
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The sequel to Devil in a Blue Dress, and a complete overhaul using the Marathon 1 engine. Chase Morgana through time as she attempts to take over the universe! Fight with dinosaurs, joust with knights, duck rockets from starship troopers. Thirty solo levels, 20 network levels, more fun than you can shake a stick at! If you're using the version of M1 that comes with the Marathon Trilogy, you'll need the 1.4.1 patcher (36K).Also available in segmented chunks.(6/23/97) (12344K) M1 Scenario Marathon Map Makers Guild |
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A beautiful example of what is possible with Chisel. A very large circular arena enclosed by a ring. The ring has a upper level where all the weapons are located. The bottom arena and outside ring has the ammo. A very good large net map. Visually one of the best I have seen.
(6/22/97) (43K) Inf Large Bo Lindbergh |
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Exactly what the title suggests. A editor utility to use with Infinity that allows you to take a saved game and change the parameters. More ammo, more health, etc.
(6/22/97) (21K) Inf Tools Bo Lindbergh |
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A map that shows possibly the funniest bug ever found in Marathon. I found this map at Bo Lindbergs site and asked permission to post it. This map is nothing more that a visual display of what the bug is in Marathon. I personally have never seen it before. Pretty interesting and very observant to even find it!
(6/22/97) (9K) Inf Novelty Bo Lindbergh |
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A very large water based net level that is visually stunning to look at. Some very nice texture choices here along with some light sets that make it as stunning as it is. You will need large groups for this map. It is BIG. Supports EMfH or could be played solo or co-op with the aliens provided. Give it a try and let the author know what you think. Previously on the archive as a M-2 map, now ported over to Infinity.
(6/22/97) (111K) Inf Large Richard Bushey |
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It's hard to address this level. A very large map that can be played solo or co-op. The very best thing I can say about this submission is the light sets are very well done. In the large rooms that surround the inner "quasi" arena, are some of the best realistic light sets that I have seen yet. It actually looks like light that gradually goes from bright to dark all in one viewing distance. A very good job!
(6/22/97) (68K) Inf Solo Tarmen Turunen |
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Two different maps, basically the same level. 4 Man Carnage is a large net level designed for 4 players. IMO due to the shear size of this thing you will need more than 4. It is possible with 4 with 4 very tall pillars that have slow moving platforms to give you access to the top. The pillars are in a very tall and large room, (arena) with one small room off to the side. Ammo is light but it does regenerate at a fast rate. The second: A very good water based arena map. I will quote from the read me. "This map is for the gladiators out there. There's nowhere to hide, sight always available. Yellow life machine for the brave. Lots of ammo. Good movement and agility is necessary if you want to win. Good for two players, and crazy for any more. Unlike lots of my other maps, the only aliens here are a couple of Ticks."
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A very large, water based net map. This level is fast and furious. Four medium sized arenas with a small water corridor in the middle. Wrapped with a ring, that is elevated and exposed to the rings via sniper ledges in the walls. Access to the ring is by teleporters in the floors of the arenas. Supports EmFh and KtMwtB. Homogeneous textures makes it a little confusing at times but overall a good large net level.
(6/22/97) (26K) Inf Large Bill Duffy/John Dasher |
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A experimental map made with no doors, no arenas and no corridors. Should be a very fun map for a large group. Give this thing a look. It obviously could support tag and could be very fun! A ingenious idea!!
(6/22/97) (34K) Inf Large Bo Lindbergh |
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Visually this is a beautiful map! It is designed for a large group that supports EmFH and KOTh. But, to be honest, visually and construction wise, this map is really nice. I jumped in to the ceremony in progress and started firing. There was so much carnage that the engine couldn't handle the number of aliens. Designed as a alien cemetery for 2 to 8 players, this thing was great. Play wise you will need to have a large group.
(6/22/97) (272K) Inf Large Capt MTPosse |
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A very large square arena with a few tricks thrown into the square. The arena is wrapped by a a single hallway that wraps completely around the square. A water pool along with some elevated platforms that activate at different speeds. Large groups intended here. Enough ammo and weapons for all and will support EmFH and KoTH.
(6/22/97) (26K) Inf Large Capt MTPosse |
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A small arena style map with some platforms that will give you the experience of "mini-tramps" as you run across them. Author states in the read me that it is large and needs to be played with a large group. I couldn't find enough ammo for more than two or three. You can be the judge. Visually, a beautiful map!
(6/19/97) (43K) Inf Small Luke Heise |
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The whole game!! With this download you get three levels of some of the best puzzles since Infinity, Megiddo and Evil. This author is not all that new of a mapmaker, but, in a very short time he has established what is now possible. I won't elaborate too much, but with the map you get a shapes patch, (rescompare). You'll enjoy the new textures, and the new scenary. I only found a couple of bugs and have notified the author. Check out the first elevator ride, the message is a new trick that I think now, will be a new marathon standard!..Get this one!!
(6/19/97) (3375K) Inf Solo Elk Rooke |
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We had part one, then part two and now part three. The time that this author puts in on a map, well, it should give you some insight on just how dedicated he is to his work. AND It has paid off!! With this installment you get 8 levels. Typical of this author is that you rarely see a standard door or corner or even a wall! Detail is everywhere and you get a appreciation for it after just the first level. Puzzles are good and bugs, well, I couldn't find any. There are secrets and secret terminals. So, make sure to take your time. Great artwork and some that was very familiar to Roger Dean and his Yes years. You have to use Quartz' Madd Shapes Patch for this game to work. Don't worry, it comes with the package. Always save and backtrack to see if something has changed since your last visit. Another great solo scenario. Get this one too!!
(6/19/97) (2193K) Inf Solo Gareth Wood |
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6 of Herman Ulltins best network levels. Most of these are large and can be played KotH, EmFH or KtmWtB. Some of these levels have been released already here at the archive, but most of them have been reworked. Some very good large net levels here for your next carnage fest.
(6/19/97) (145K) Inf Netpaks Herman Ulltin |
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A very well constructed two level solo map that will have you retracing your steps many times. No terminals, not a whole lot of detail but some great ideas along with some very good construction. This author has come a long way since his first map and make sure you take the time to send him some email. I was stuck forever on this thing before I finally found my way. It is possible to finish so keep trying and make sure that you explore EVERYWHERE. The second level is really just the end so once you get through the first, you are practically done.
(6/16/97) (252K) Inf Solo Jonas Bjarnehall |
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A unique and quite spectacular map, if you like oddities. This map has some unique tricks that are not just "run of the mill" Marathon tricks. I won't spoil it by posting all of them. But you have one of three choices with platform switches. Hit the right one and come out on top. Hit one of the other two, you will get lights and/or a juggernaut. Great ideas on a different type of map. Take a look...
(6/13/97) (60K) Inf Large Stephen Johnson |
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A great level to use if one needs to learn about light sets and their states. This level is a small network map that gives the player the chance, "to follow bread crumbs" to get to the other marines. The "bread crumbs", are light sets that come on and go off as you enter and leave the areas of the map. Very good idea, and well needed. I know personally that I have been experimenting with light sets, and this map was a good guide. Supports Emfh and KtMwTB.
(6/13/97) (60K) Inf Small Stephen Johnson |
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A small network map that supports EMfH, KtMwTB and KoTH. Flow is good and the platforms, etc. are fairly fast. Texture choices were good and there are some great hiding places to perch out and wait to pick off you fellow marines.
(6/13/97) (17K) Inf Small Herman Ulltin |
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A very unique and different type of solo map. From the maker of the Bob heads shapes patch comes a, at times, very funny solo adventure. Five levels, each with a different theme as you go throughout your mission to stay clear and find Luke. Many times he intercepts you and does some funny things, like make you .2 world units tall, etc., etc. There are some things that I personally didn't care for, like the mini player, but, this is a excellent example of what is possible with the Infinity editors that are available. The man taking and singing in the shower was probably the best and funniest thing I have seen with Marathon in a very long time. He even drops his soap and stops his singing and says, "uh-oh". LOL!!!!!!! This is great!! You can even walk up to a mirror and see the reflection of the guy in the shower. The work that went into this has paid off. A worthwhile download and the best thing about all of this is, it is patched with Anvil 1.0.3!!!!!!!! And it Works!!!!!!! There were toilets, water rides and some very good public voice notices. "A civilian is loose, kill him!" "Welcome, etc..."A great map, full of fun and baddies and a lot of cool tricks along the way. Some misaligned textures and some other minor problems, but well worth the download.
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A king of the Hill map with a hill that supports the Marine on the hill. Many times in KotH maps, the marine on the hill has to defend his place, with this map, you have tricks and other ways to help you to stay on the hill. Set with the Pfhor texture this map is visually nice, along with some pretty good flow for trying to be the first Marine on the hill. A good idea along with some great barriers...
(6/13/97) (77K) Inf Large Stephen Johnson |
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A large net level that is best played KotH. A very tall and large hill in the middle of a medium sized arena. Access to the hill is via teleporter in one of the enclosed hallways that has ammo/weapons located in it. Will support KotH, EmfH and KtMWtB. If you leave the aliens on, be careful, "they're everywhere"!
(6/12/97) (17K) Inf Large Herman Ulltin |
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10 original suicide levels by Butch Massoni. Some of these are visually nice as well as loaded for kills and carnage. Some pretty cool ideas for this style of map. Give these a try and have some all out carnage...
(6/12/97) (151K) Inf Netpaks Butch Massoni |
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16 levels that are remakes of partial Infinity maps. These are loaded with ammo, weapons, in typical suicide style. These are done pretty well and should provide you with a high amount of kills and carnage.
(6/12/97) (238K) Inf Netpaks Butch Massoni |
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A unique set of levels. Two maps that give you the titles that are associated with sounds. The best way to use this map is as a guide when using Forge. It will allow you to always know what sounds goes with their names. It took some time to put this together so make sure to Email the author and thank him for his help. These will work with Marathon 2, Marathon Infinity and Evil: Cursed.
(6/12/97) (51K) Inf Novelty Dispatcher |
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A update of a previous map posted at Midwest. This version updates a couple of light sets.
(6/12/97) (51K) Inf Large John Dasher |
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Download this map!! Four levels make up this adventure and probably the best part about it, it is designed for co-op play. You can also play it solo. I can't say enough good things about this map. I first played this when it was only for Marathon 2 back last November. The third level really intrigued me, at least to the point of going into Forge to figure out how he did the tricks. There are multiple paths to the end, some easier than others. Save terminals for the solo players. No Dead Ends!!!!!!! and with this Infinity update it basically improves overall game play. A very good map, definitely worth your time and the download. This like his other post tonight are updates, I wonder when he is coming out with some new maps???????
(6/12/97) (1054K) Inf Solo Borzz |
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A update of a previous posted map. This update adds some passageways and adds a 1x recharge. A very good large net map with a pretty cool trick in the middle. It is not a hill! So don't think that the sewage will give you time. This map is best for EmfH and it is designed for it. Some nice visual moments along with some pretty cool tricks.
(6/12/97) (17K) Inf Large Craig Harvleux |
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Two levels, two different styles of play. The first level has normal physics and no aliens. (It does have those Explodobobs). The second level has the "alien weapon physics model" and a different strategy. A very tall, vertical, in terms of world units, map. Can be played EmFh, or KotH. The hill being the lighted poly on the ground floor. Three different main platforms, 2 in the tower and one across the arena. Access is by long staired, weaving hallways. Some of the bob tricks are pretty funny. AND make sure you power up!
(6/12/97) (85K) Inf Large Andrew Mellinger |
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A medium sized net map that has great flow along with some very interesting switches. These switches will open up a small room that is a teleporter that takes you straight to the 2x shield recharge. Two rings wrap around this medium sized arena that is 1.5 world units or so lower. Accessible by stairs the arena itself isn't very large and you will also find a couple of pillars to aide in your dodging. A very fast map with good flow. EmFh supported and should add to some high carnage rates.
(6/9/97) (17K) Inf Small Herman Ulltin |
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A very large net map that, for it's size, still has great flow. The whole map was designed for flow and this author has come very, very close. A large open area in the middle that has elevators and doors to elevated areas or the one of the other arenas. Some of this reminded me of "A Converted Church" level out of Infinity-anyway about it, this thing has some great construction details. Some maze-like halls get's you from one place to the next, don't get caught in a hall, there's no place to hide. You will need a very large group for this map. Any less than six and you will wander by yourself!
(6/9/97) (60K) Inf Large Todd Keating |
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A wild and somewhat large experiment into 5D space. One very wide and long hallway with no ammo/weapons, wrapped about by a mini maze, (walls do not go entirely to the ceiling, so it is still very open) where all of the ammo and weapons are located. Your aim needs to be very good along with your side stepping skills. Basic textures, basic lighting, a medium sized level designed for carnage. EmFH supported...check the film.
(6/9/97) (43K) Inf Small James Pillar |
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A large net map with such great detail that I was truly trying to find out how it was still as fast as it is. Another great level from Carl Lineberry. This thing is so fast that you will miss things if you don't take the time to go through it before a net game. Some beautiful visual designs and great object placement. As you can tell I really liked this one. Supports EmFH and KotH. Some very good and cool ideas here...check out the authors web page for more maps.
(6/9/97) (68K) Inf Large Carl Lineberry |
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A large net map that is made up of three medium sized arena's tied together with some passageways. These halls could be represented as rings. A very fast map, some great construction ideas and enough ammo and guns for eight. Will support EmfH, KotH and KtmWtB. A great large net map, this author has gotten better with every map. The spankr is present, but due to the tightness of the passageways, etc., your aim needs to be taken in care.
(6/9/97) (17K) Inf Large Herman Ulltin |
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Six levels of a upcoming scenario that has proven to have a place in the Marathon community. At first, if you try to compare it to all of the other scenarios coming out right now, you will think this as a "cartoon" type of Marathon game. Don't be mistaken, this game has a very unique standard that it is representing and it is enjoyable to play. Don't go on your first impression.....btw-make sure to use Anvil 1.0.2 and not 1.0.3 For more instructions read the readme or go here. You should also grab the necessary CLUT folder.
(6/6/97) (733K) Inf Scenario Christian Blomqvist |
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A small net level that is tight at times but visually a nice map. The flow is never interrupted and you will need to keep a eye out for your backside on this one. Up and down aiming will help so make sure that you aren't just gunning for the Marine in front of you. EmfH, KoTh and KtmwTb supported.
(6/6/97) (51K) Inf Small Richard Dierkes |
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Another great map form Richard Dierkes. This one though gives you much, much more room to fight other marines. This was a different style for this author IMO and I personally liked it. Three modes supported and a few visual tricks.
(6/6/97) (51K) Inf Large Richard Dierkes |
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You must try this patch!!!!!! A very, very good effort was put into this patch and I highly recommend it. These robots are the ED-209 Robots out of the Robo Cop movie. The patch replaces the troopers and they are deadly. There is a physics file that comes in the folder but the shapes are outstanding. The sounds file is a must. You can't get the full effect of these guys without it. Their armor makes them pretty stout, so watch out. The voices they come with are pretty cool!!!!! Great job!!!!
(6/6/97) (306K) Inf Shapes Richard Mikat |
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The style of this author is unmatched by any map that I have seen since December of 95! This author can take basic polygonal shapes and expand on them to the point that you loose track of the fact that you are in the same geometry most of the time. A three level solo map that is designed to remind you of some earth type adventures. Level 1-Roswell-posted earlier on the hyperarchive, Level 2-Redwood Forest-some cool textures here. Level 3-Hometown USA-(dreamscape)-a complete revamp of Infinity texture sets. Some of these textures are really great!! The third level completely gets away from the poly shapes of the first two-maybe a branching out by the author? A great download and make sure you take the time to email the author with your comments. I still like his quasi-wrap around terminal idea!! A first.
(6/6/97) (1245K) Inf Solo Lyndon Lorenz |
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This map is a large, rectangular net level that is a representation of a actual event that happened to the author. When you read the read me it should provide you with the information that explains the map. Kind of gave me a chill to be honest! A multilayered net level that is visually, again, up to this authors standard. Three net modes supported and three physics models included.
(6/6/97) (43K) Inf Large Richard Dierkes |
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A three level solo map, (really two-the first is informational), that has been ported over to Infinity. Definitely Eric Hill style-short, sharp turns, visually stunning and some pretty vicious bad guys. It took me forever to get going through the beginning of the second level. Ammo is tight and there are enough bad guys to last forever. I had to fist a lot of the second level. What this author does with a normal texture set at times is quite remarkable!! The docking ring (landing) was neat along with a couple of other texture tricks. Worth the download-save often-you will find yourself retracing your steps. As always, with Eric's maps-some really nice graphics!
(6/6/97) (2791K) Inf Scenario Eric Hill |
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A classic in the realms of 5D space. This map is very well done and there is enough space for some good carnage. Visually another good map from this author...he seems to be opening up a bit as far as giving space for the players. Three net modes supported->KtmWtB, KotH and EmfH. A couple of cool tricks...the author has included his three different physics models with the map...
(6/6/97) (43K) Inf Large Richard Dierkes |
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The author says in the read me that this is a dumb map. I disagree! This is a 2 player small net level that is a mock up of a boxing ring. No ammo, no weapons and a host of fans in the audience. (hunters, security bob, regular bobs). Some very nice detail in the walls of the outside of the ring. The ring is only about 4 to 8 polys large and you must use your fists against your opponents. This is a great vid-master practice level. Maybe a novelty map, but, IMHO, this is a small net map that you can use to hone your skills.
(6/2/97) (26K) Inf Novelty Alberto Bisaccia |
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A very large open air arena that is very close to a Bungie remake. Very fast and very open. I only got one smear and I believe that it was because of LOS errors. The flame thrower and all of the canisters are the only connection with the title.
(6/2/97) (17K) Inf Large Herman Ulltin |
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A large net level built using the Jjarro texture set. This map has been posted previously at the archive, but, for some reason for the life of me I couldn't find it. So, here it is again. One of Richard's better maps, comes complete with a sewage chute that can be used to your advantage if you go (run) through it just right. Some beautiful visual designs and one of the fastest net maps posted tonight. Supports multiple net modes and enough ammo for 6 or more. I have misplaced the read me that goes with this map, but, make sure you email the author and he would probably send it to you. Hence, a update will probably come soon, due to my disorganization. A very good map with some good use of ambient...worth the download.
(6/2/97) (26K) Inf Large Richard Dierkes |
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A multi level large KOtH map. A square hill surrounded by a small arena with a few pillars that can get in the way if you use the spnkr a lot. A enclosed ring wraps around the arena with elevators to a upper ring that wraps the whole map. A enclosed passageway from the upper ring takes you directly to the hill. The elevators are set at a great speed and their is enough ammo/weapons for 6 to 8. Few sounds to speak of, but, this one is optimized for speed and flow. Even on the longest line of sight I got very good results. A few misaligned textures and some sharp angles, but a fast map with good flow. The author says in the read me a small net map?? It will support a few other modes of net play.
(6/2/97) (17K) Inf Large Herman Ulltin |
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nother good map from Richard Dierkes. This is a large net level, but if you looked at it as it is laid out, it is really three levels that run perpendicular to the others. Richard has made some very good maps that have been posted here at the archive, this one seems to have every detail idea he had thrown into one map. At times, I felt very claustrophobic, but, once you get the lay out down...there are some really cool tricks with this one. Be careful while you recharge, this author has NEVER made a safe recharge poly, and this time you will be caught by surprise if another net player has any idea of the functions of the switches. (cool trick-not new, but I personally haven't seen it in a net map). The flow on the lowest level is pretty good, and on the other levels I personally just tried to get a feel for where I was. This will support a few net modes, rather fast for the amount of detail, and some pretty neat choices of textures at times. So take the time to check out the detail with this one and please email the author, he would really like to hear your comments.
(6/2/97) (34K) Inf Large Richard Dierkes |
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A very good net pak with a new classification. Pseudonets-the start of a new Marathon slang, possibly?? 10 very good levels that range from medium to large. I personally enjoyed most of these and when you use the enclosed physics model, well, watch out because the Bobs mean business and they will.........I don't want to give all of this away. Another good pak-most of the levels have very good flow and this is another good collection for your carnage fests. Worth the download...
(6/2/97) (383K) Inf Netpaks Christopher Lund |
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Eight of the Evil:Curse net levels now available for Marathon Infinity. brymen has taken these net levels and released them in this pak for the general public. All eight levels are very good and anything I could say here would just get in the way. Download these for your next net carnage fest and, if you want more information-check out his web page.
(6/2/97) (264K) Inf Netpaks Brymen |
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A very good large net map with some very cool water tricks. Just like the name suggests, this map has a central hill, or water chute that will take you up to the top where you can pick one of five chutes to be shot out of. The end of this roller coaster takes you to one of the sniper perches located at the top of the walls that enclose the arena. Will support several net modes but best suited for KotH. A very good download, just for the water tricks if for no other reason.
(6/2/97) (26K) Inf Large Andrew Mellinger |
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A large outdoor arena map with a hill, well, a quasi hill placed towards the middle. Almost a outdoor version of the Stay Alive map, this one is fast too, but, the elevators are at different heights when they zip you up to the ring. Thus, flow is severely disrupted while you wait to take another ride. Some very sharp angles on some of the polys could have been avoided. Same texture choices as the map listed earlier, but overall, a pretty good effort. Will support KoTH and EMFH. A previously released map at the archive. This update now fixes some elevators and a few other tweaks.
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A very large open arena net level built using the Jjarro texture set. Very reminiscent of a M2 Bungie net level. Multiple levels make up the outside ring that runs around the arena and another "inside" ring at 1 W.U. lower. A few elevators here and there but their speed is set fast enough for good flow. Very fast and very big. Would be slow with less than 4 players. Supports KoftH, EmfH and KtmwTb.
(6/2/97) (21K) Inf Large Herman Ulltin |
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A net map that really is made up of some very large rooms. Based on the water texture/pfhor sets, this map is loaded for all out carnage and some good KoftH play. It was made by 4 young men that are students of Richard Dierkes. They would really like some feedback so please take the time to email them and let them know. Designed for KoftH, the light texture poly in the middle fits well with the construction idea. Of course, this is their first map and for fourth graders--not too bad. Download it and give it a look.
(6/2/97) (17K) Inf Large "Manny Castillo, Albert DeLeon, Edgar Retana, Humberto Reza" |
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A very large open air arena with a pretty big hill located in the middle. The arena that surrounds the hill is 2 W.U. lower and filled with chest high sewage. There is a outside ring that wraps around the arena that is elevated above the whole arena. It seems that this is another redo of two other maps submitted today, but, this is the better one of the three. Comes with baddies which will allow you to practice staying alive. There's a lot of them.
(6/2/97) (17K) Inf Large Herman Ulltin |
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This really isn't the name for this map but, I decided to call it this since you do get so much with this download. You get 1) High School Tool-a large net map with probably some of the best texture sets to be produced. Borzz was one of the first to experiment when Anvil came out and now he has updated the map. 2) Tooled By Aliens 1.1-->The same map but solo or carnage style. I tried very hard to stay alive at the Major Damage setting. Give this one a try for some cool carnage kills. 3) Borzz Outdoor Textures---> The texture patch that will change the Jjarro set to the outdoor settings. Very well done!! You must use Anvil 1.0.2, if you haven't figured out by now, 1.0.3 has some problems with the shapes but works well with the sounds. So don't even try it with 1.0.3!! 4) You get the list of what the changes are with the textures patch. This is helpful for all of you out there that are getting ready to make scenarios. Lists such as this is always a must. 5) Of course the read me! Great pak-get it, download it, net carnage with it and just get some great ideas. The net mode supports KotH, KtmwtB and EmfH.
(6/2/97) (425K) Inf Large Borzz |
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A large arena net level based on the lava texture set. A embedded physics model gives some of your weapons changes that matches the lava set. At first, I thought this map would be more of a novelty than a net map. The level starts with the arena being completely filled with lava about ankle deep. It eventually recedes and then fills again. Many sniper perches located in the arena walls are hooked together via stairs. Flow is really good with this one in spite of what I first thought. Textures are placed well and enough ammo for 6 to 8. Just don't fall off of the skinny bridges. Designed for KotH, but will support KtmwTB and EmfH. It can hold up to 8, has that many starting positions, but the author suggests 6.
(6/2/97) (43K) Inf Large Andrew Mellinger |
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This is supposed to be the authors first map and he states in the read me that he was learning Forge as he went along. Well, if this is how he learned I can only imagine what is to come from him in the future. A very good 1 level solo map that has some very good tricks and puzzles in it. I found myself going back to reread the terminals, as I thought I had done everything the level had called for. You will need to take this one slow so that you don't miss anything. There are rooms with enough bad guys to fill a normal level just by itself, but he gives you enough ammo and weapons to clear them out. I finally got exasperated and grenade hopped to finish the level, and that route didn't work. Good flow, some incredible detail and some fantastic lighting texture effects. The author eludes to a upcoming scenario that this level is a part of.....we can only wait. Check the lava facets, not a new trick but one with a different twist.
(5/26/97) (1394K) Inf Solo Tim Armstrong |
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A small two level solo map, well, the first level is informational only, but the second level is medium sized. The authors first map, and for a first timer not bad at all. Some common textures throughout, but some very good work with platforms and elevators. Flow isn't really great, but it is good enough to keep you playing. Just the right amount of baddies in comparison to ammo/weapons. So, for the most part this guy is on the right track. He is requesting email so please take the time to let him know. New mapmakers are always encouraged and it is good to see some new folks making maps. Two versions-1 in Japanese and 1 in English.
(5/26/97) (162K) Inf Solo K Sugiura |
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This is the latest editor update released by Bungie. Although Anvil will still give you problems when patching files, the sounds portion of this file has been fixed now. You will still have problems with shape files, unless there is a fix that I am not aware of. Anvil 1.0.2 is still posted for those that have files or download files that were made with this version. As of this date I have had problems opening files created with the 1.0.2.
(5/26/97) (901K) Inf Tools Bungie |
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Another update of a previously posted map. This one falls right in line with flow, lighting, visual design and construction. A very good large net map that is now updated. Minor tweaks in this one, a definite addition for every ones net map library.
(5/26/97) (19K) Inf Large Jimmy Mitchell |
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Two maps from Jimmy Mitchell. Llamas are Larger Than Frogs v1.7, and Harmonia v1.2. These maps, which are posted elsewhere on the archive, are now patched for use with the Evil: Cursed application. Just as fast and as good as before, but now with the evil weapons and sounds. You get both maps in this download and the author is asking for films, along with the hyperarchive.
(5/26/97) (92K) Evil Netpaks Jimmy Mitchell |
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Another update of one of the best medium sized net levels. This one has been reworked in some areas, lights for example. It does seem to be faster and it is just as fun now as it was before. If you don't have this one yet, get it...a very well thought out map. Check out the authors web page for more info and films...
(5/26/97) (23K) Inf Large Jimmy Mitchell |
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A very large arena level that is just basically a carnage map. Ammo and weapons are few and there are a couple of aliens for those that like practice. Line of sight is so long that you get some textures smears. Assignment is incorrect in one area. Good to see a Marathon 1 map again!
(5/23/97) (17K) M1 Large Christian Blomqvist |
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A medium pseudo arena level, that has some very nice visual touches to it. A fast map in spite of the line of sight this level holds. Three elevated errors separated by a sunken arena. Some pretty good ideas here with some good construction techniques. Simple, but good. Sounds are ok, and flow is pretty good.
(5/23/97) (17K) Inf Large Herman Ulltin |
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A two level solo map that is really not that bad considering what the author put into it. Some basic retrieve the chip ideas but the idea of the ammo and weapons given makes this really worth your time. Magnums are the name of the game and even though there is some linear layouts, stay alive!! Some haphazard construction problems-stairs that are so tight-that you will think the player doesn't fit. Keep trying you can get through. I personally don't like floor and ceiling heights that move together on stairs. Flow is pretty good and worth the download. Check out the authors web page for more maps.
(5/23/97) (102K) Inf Solo Christian Blomqvist |
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A rework of Land of the Yeti. This update now has a built in bad guys that are more of a challenge than before. The gray s'pht was a challenge and the map seems to be faster now? The author explains in the read me concerning the parts of this creation. Now supports KoTh and multi carnage.
(5/23/97) (94K) Inf Large Nathan Wiens |
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A very, very good solo map. 2 levels that has you chasing down a missing officer and a prototype ship that the pfhor has taken. Some incredible detail with this map and some tricks that are worth seeing if for no other reason. The ship in the space landscape that lands is pretty cool. Some pretty strong bad guys and you will have to take your time. Check out the transporters.......(any more and I will spoil the map) Get this!!
(5/23/97) (799K) Inf Solo Grag |
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Cool name, huh?? A large square arena with hallways that wrap around the middle square. A good sized elevated hill is located in the middle that is accessed by the corners of the hallways or a couple of straight passageways. Some 5D space with this one. Tons of ammo and weapons. Will support at least three net modes and is fast. Texture choices get a little noisy, but overall a good carnage map.
(5/16/97) (15K) Inf Large Rugger |
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Probably the best from this author on todays page. Similar to There Can Be Only One, but a little bigger and different texture sets. Will support KtMwtB and EmfH.
(5/16/97) (14K) Inf Large Herman Ulltin |
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Construction with this author just keeps getting better and better. No more of the single line walls, no more slow elevators. A large net level set with the pfhor textures. Some of the textures really tend to bleed but after a while I got used to it. Some pretty big arenas connected by stairs and or passageways. Good construction on the stairs, some strange ambient with this one. Pfhor set and I heard some bird sounds?????
(5/16/97) (15K) Inf Large Herman Ulltin |
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A very large, square, open arena level. The arena has a medium sized square hill that is accessible via grenade hop from one of the rings. I haven't checked for teleporters yet. Two rings wrap around the arena that are both elevated. The very top ring will give you access to the hill and the middle ring is where the ammo/weapons were located. Made for KtMwTB, KoTH and EMFh. Less than 5 it will be slow so make sure you have a big group. Some good light sets and the third ring is constructed with inverted corners. (my description) I only found one dead end, send this author some feedback. He is putting levels out faster than I can post.
(5/12/97) (15K) Inf Large Herman Ulltin |
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Should have been called, check your aim. A small square net level that has elevators to a semi-ring. The ring will take you to a couple of rooms that lead off of it. The rooms are very tight with access by some very tight stairs. BE CAREFUL HERE! I suppose the name comes from the shield recharge. A great place to get nailed in the back as you try to recharge. Some interesting design ideas here. Would be best for EMfH.
(5/12/97) (12K) Inf Small Herman Ulltin |
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A little tough to describe this one. A kill everything level?? A incredibly large net level with a lot of pools and water?? Whatever you want to call this map, there is one distinction that it holds. This author has learned how to use media, and in some places he has learned it very well. Some of the rooms, (areas), have great design techniques. Some misaligned textures, some smearing in a few of the water pools, and a bunch of sprites. (some regenerate immediately). But as you explore all of the different rooms, outdoor areas, you get a appreciation for what the construction ideas compass. Some of these areas are impressive, and some of them need a little more tweaking. Download this one just to kill some bad guys when you need the practice. It does have a hill and it is supplied with a ball. So, it will also support some net games. The author is asking for email, so please take the time to let him know what you think.
(5/12/97) (90K) Inf Large Chirs Sartoris |
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A very large open air arena built on the lava texture set. Reminded me of a combination of Route 66, and Thunderdome. Due to the size and a couple of other parameters, this one ran slow at times. Still a good KoTH map. The hill is loaded with weapons and a recharge. Will support EMfH as well.
(5/12/97) (15K) Inf Large Alberto Bisaccia |
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This level is probably one of the neatest design's I have seen in a while. I took my time going through it, and finally decided that it was the 5D that made it so different. And, a 5D that is brilliantly disguised. A small hill that is surrounded by elevated lava pools. Access to the hill is via elevators. (this hill is tiny so be careful when firing the spnkr) Surrounded by 3 rings, one that surrounds the whole map which is bounded by landscape. The second one that is enclosed via windows to the hill. Some stairs and elevators give you a variety on this ring. The third, that runs enclosed just inside of the first one mentioned, that is at ground level. THEN, you have the outside arena (5D) that has a light textured hill. Some great ideas in this one. KOtH or EMfH are supported. The readme says it is a small net map. I would hate to see what he calls a large netmap. A great download.
(5/12/97) (60K) Inf Large Alberto Bisaccia |
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A interesting large net level that at times is very tight. From the authors readme: "In this net level the hill is the lowest, middle polygon in the "bunker" ,which can be seen from outside from either of the two small arenas, and reached by the two, light textured hallways. This is also where the ball is located."
(5/12/97) (40K) Inf Large Linton von Beroldingen |
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A small net level built with the pfhor texture set. A hill surrounded by a lower ring. There are rings that elevate as they wrap around the middle square arena. Two transporters takes you to the hill. Sniper perches are accessible via elevators. A fairly well constructed small map, some good texture choices and some great ideas. Only one bug in one of the sniper areas, the elevator height is set too high. Expect an update soon.
(5/12/97) (14K) Inf Pfhor Alberto Bisaccia |
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Previously posted on the HyperArchive, but was lost due to the crash in April. This level is best described just by the title. There is no ball and there is no hill. Best for EMfH, or for practice against the aliens. You will need to practice your up/down aiming. (due to the elevators) Less that 5/6 players, might be slow.
(5/12/97) (24K) Inf Large Linton von Beroldingen |
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A square arena with a partially enclosed ring that wraps around 2/3rd's of the square. Some transparent walls that lead to some secrets. Most of the ammo is located around the square with the weapons located in the arena. A water chute and a few other extras seem to slow down the flow, but a pretty good KOtH map. Only access to the hill is via a transport that is not too easy to find. Would work with a couple of other net modes but built for what the title suggests.
(5/9/97) (26K) Inf Small Sebastian Brytting |
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A large net level that is designed for KOtH. The title tells you what comes along with the arena, a small system of catacombs..that has a lot of 5D to it. Stairs lead down to the catacombs and the way down is quite crammed. (ceiling moving down along with stairs) Will support EMfH...
(5/9/97) (17K) Inf Large Sebastian Brytting |
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A basic 2 to 3 texture KOtH level. A square arena surrounded by a elevated ring. Access to the ring is via very fast elevators. Weapons are basically shotguns and should provide you with fast carnage. Read me states that it will support up to 8, you will end up with fists if you play with 5 or more.
(5/9/97) (17K) Inf Small Sebastian Brytting |
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A update of a previously posted map on the HA. This level now supports KOtH and KtmwTB. Still one of my favorites. Force fields that bounce you half-way across the map....and some other great effects...
(5/9/97) (238K) Inf Large D Andrew Schutz |
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A small net level that is crammed full of just about every construction idea possible. Stairs that go to transporters, doors that open to U shaped hallways, a very dark water room, a small hill with a small arena room that surrounds it, etc, etc. Don't even think about picking up the spnkr, unless you are going up to one of the sniper perches. Best set up for EMFH but will work with KOtH. Flow is constricted at times, but one that will provide for a lot of carnage. A bunch of polys , so be prepared.
(5/7/97) (17K) Inf Small Herman Ulltin |
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Today's best upload and the reason why there were no posts yesterday. A single level solo map that has some very good visual and construction details. You will be flippin' a bunch of switches but the flow and methodology behind it is very well laid out. The story line is good and the color touches on the aliens are done in very good taste. I won't spoil this for you, but make sure you can grenade hop. It is essential to the completion of this level. Definitely worth your time. Still couldn't figure out why the spnkr', possibly for another level in the future.
(5/7/97) (876K) Inf Solo Brian Forsberg |
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A very large water arena net level. In the area of flow, this one is the authors best yet. Way too many sharp angles that give you the bouncing feature. Some stairs, etc., not accesible in some areas which really slows down the game. Platforms, elevators and doors are very fast and really aide in the flow oif the level. A good bunch of good characteristics here mixed with some other ones that are not so good. Should provide large groups with some good carnage. EMfH fits the best.
(5/7/97) (26K) Inf Large Herman Ulltin |
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A small network map with some interesting designs. Flow is slow to medium due to the dead ends and transporters. (your new location puts you facing a wall) A few texture alignment spots and some weird angles on some of the polys. Speed of this one could be faster with some polys shaved off. General idea is pretty good, check out the stair construction. Designed for EMFH, 4 is the max according to the author. I agree.
(5/5/97) (17K) Inf Small Herman Ulltin |
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A mixture of different sized rooms connected with some very fast elevators, transporters and/or stairs. The main room has some cool look-outs/sniper pill boxes that run around the top edge. To what is becoming commonplace with this author, some great hiding places and I believe some of the best stair design I have seen. The time that it must take to make these stairs. Again, a few texture misalignments, few sounds and few light sets. But, some very fast carnage in spite of it's size. You need a large group for this one.
(5/5/97) (26K) Inf Large Herman Ulltin |
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I almost put this one in the small net map group, but it does have 8 starting points. Some very good detail put in to the design of this level. A medium sized net map that is probably best suited for EMFH. A exposed shield recharge, and some great tunnel passageways that reminded me of A Converted Church. Should provide for some fast and great carnage. Sounds were placed sparingly and the light sets were used in some really good places. Once you get the feel of the map the flow was pretty good. Visually a good effort. Try the authors physics model to go along with the map-Wiley Boom Boom
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If you need a description of this product, you haven't been around the Marathon community very long. This is the first real InfinityTotal Conversion released as freeware... this one is commercial quality, and the eminent playability of the new weapons, baddies, and textures has spawned an entire category of Marathon maps. If you want to play any of the maps labeled as Evil maps, you'll need this first. If you have trouble getting it here, you can always try the Evil Official Website.Because of its extreme size, try the digestible chunks page first.(5/5/97) (27507K) Inf Scenario The Evil Group |
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Exactly like it sounds, a medium sized net map with a exposed hill that has access by one side to a half enclosed ring and accessed by the other side by some fast elevators. Fast map KoTH supported the best. Will support a few other net modes.
(5/5/97) (17K) Inf Large Herman Ulltin |
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A very large net level that has some pretty good construction and design to it. Flow is good except in just a couple of small areas. Designed for EMFH, you will have to have at least 3 to 4 to keep it interesting. Very slow frame rates due to the line of sight, polys and sprites. (if you play it solo). Even on low res and 256 colors it gave low rates. Faster machines will help in this area to a degree. Visual effects are very good in some places, sounds are limited and the light sets were few but well placed. Again, a well constructed, linear, lay out, well worth the look.
(5/5/97) (60K) Inf Large Jean-Francois Picard |
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A very unique large domed type arena. The effects in this one are not a first but, they are extended to a point that it will make you feel like your having a flashback. The embedded physics model gives you a float key in lieu of your run key. Some very nice visual effects with this map and some unique texture choices. Visually, worth the download...
(5/1/97) (29K) Inf Novelty Draquo |
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This is the latest update for the Infinity engine. This update includes the ability to use sprokets for various add-ons.
(5/1/97) (629K) Inf Tools Bungie |
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The path to getting this map was quite different, but well worth it. A 5 level solo map that really is quite nice. Through the use of Anvil, you get the best of all three Marathon's. The buffers, switches, etc...are a combination of Marathon 1 thru Infinity. Almost all of the levels have good flow and there are interesting tricks on each level. Puzzles aren't too hard to figure out, and visually some really nice moments. Physics models help out on some of the levels with some ammo and weapon enhancements and at times you'll have memories of Marathon 2. (which I appreciated) Well worth your time...make sure to play it on Major Damage or above.
(5/1/97) (1471K) Inf Solo JTL12@aol.com |
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A medium size net level with some good detail. Two rings wrap around this small arena, one that is on the outside of the map and the other that is elevated. The hill is elevated and is not completely open to the lower small arena or upper ring. Access to the upper ring is via stairs from the arena or some fast, small stairs for the outside ring. A great KOtH map, but will also play very good EMFH. You will have to have some good aiming skills, this is not a wide open map. This level was very fast and should be fun with 3 or 6. The author is requestion some feedback so make sure to email him.
(4/30/97) (17K) Inf Large David Ptasnik |
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A unique level with a unique name. Two authors collaborated on this level and if you are used to playing any of Rich's levels, you will be able to tell. Some texture choices were quite different, but overall a fast map. The usual good detail with this one, plus a couple of surprises. Two arenas that aren't very large, connected by twisting stairways and/or hallways. LOTS of ammo to be had and will support up to 8.
(4/30/97) (26K) Inf Large Rich Dierkes/Dave Ptasnik |
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Four small to medium net maps. Very fast, very plain, high carnage rates. Some very good 5D ideas on these, along with some other cool tricks. Besos Revueltos-missiles and 5D. Betadine Barbie-missiles again. B Pump Barbie-some really neat physics built in, especially the sounds. Chicken Pops & Expresso-physics again along with a two level arena carnage fest. Some real good ideas here, visually great in some areas.
(4/30/97) (102K) Inf Netpaks Rich Dierkes |
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A very large net level, that is brilliantly built. Some very good light sets, construction ideas and flow. But, it is just too much of a good thing. This map is so large that unless you have 8, it will be slow. I found one water pool that had no exit, other than that, a pretty solid map. Many secret passageways that lead you to small arenas. Will work with both M2 and Infinity, it also includes a physics model. now updated-fixes the pool and tweaks a few other items...
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A great utility that allows you to draw circles and ovals easily on your map, it removes any unused lights, media and sound and, it now allows third party effects with the permission from the author. It still is able to move the entire level along the x, y and z axis. Update adds the effects folders. More info is available from his web page.
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Two net levels. Island of YoYo, a small arena that has a elevated hill in the middle. Exposed elevators gives you access to the hill and two outside rooms. All the platforms move at the same time and are too slow. So, you will be prime carnage practice if you're not careful. No Time for Loosers-one that has some good areas but like the first one, transporters really disrupts the flow. Flow is interrupted on both levels with transports to areas outside the main maps. All in all a good effort with some good ideas.
(4/26/97) (26K) Inf Netpaks Joe Allen |
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Seven very good net levels that range from small to huge. These are set up for basic KOTH or EMFH. All of these are very fast and very good. All platforms and elevators move very fast and secret areas reward you with ammo and shields. Construction on most of these are of high quality. If there are any drawbacks, it would be in ammo placement and amount of weapons/ammo. Good basic net maps that should provide for some great carnage.
(4/26/97) (111K) Inf Netpaks Herman Ulltin |
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A very unique solo map. This level tries to be similiar to the New Mexico desert near Roswell. The author gets pretty close, taking in the limitations of the engine. Two large main areas, the first being the desert area, the second a water area. Construction is impressive, especially on the water ride, (water area), but I lost fps in the water area due to the platforms and line of sight. The map is a repair level with terminals that aren't finished yet. A new idea with terminals that wrap around, worth the download...
(4/26/97) (77K) Inf Solo Lyndon F Lorenz |
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A good solo map that has some really good light sets and some innovative use of pattern buffers. Some of this map was very good and some of it needed some more tweaks here and there. The common "sand" texture is a little overdone but the authors light sets really helps with the textures. Some more could be put into the story line-where to put chips and why you are doing it. Transporters are essential, but they will take you a bit to find, they are not the usual textures. Be fast with the terminals, aliens regenerate pretty fast, and I'm not talking about pfhor, but juggernauts and troopers. (special thanks to Quartz for help with this map)
(4/24/97) (1326K) Inf Solo Dispatcher |
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A single level solo map that has many dead ends in it. Construction and design is really quite good, but the flow keeps getting interrupted by transporters or dead ends. Design is definitely not the problem with this map, just flow. Terminals didn't work so don't think it's you. Maybe a update will fix them.
(4/24/97) (60K) Inf Solo Josh Gregory |
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Another large net map from the maker of Llamas. Again, a very fast net map with some open area's that can serve as arena's. Some "back doors" that lead to some great places to sneak up on your net friends. This map is detailed but at the same time is very fast. Just a couple of items disrupt flow. And these items where either on purpose or for the sake of the geometry of the map. Will support 4 net modes, a very good download. Check out the authors web page for more.
(4/24/97) (85K) Inf Large Jimmy Mitchell |
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A single level solo map with a built in physics model. The bobs are changed and you better make sure that you stock up before you do battle with them. The story line is pretty good and it makes sense with the bobs being so radical. Construction is good but the homogeneous texture choices really gets to be a little too much. Flow is ok, but you will need to find the chip insertion places. I found it no problem to find where the chips where, it was just where to place them. Worth you download for sure, take your time and watch out!!
(4/24/97) (196K) Inf Solo Mattias Holm |
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A pretty good shapes patch for weapons. This patch will give both of your fists a grenade in each hand. The only sequences that looked a little strange was the grenades in the hands sequence. These grenades bounce just like the cyborg mines and if you are too close, watch out. You will sustain some damage. Comes with a physic model that is needed. And of course you will need Anvil 1.0.2 Good for net games to throw the grenades down a passageway...
(4/24/97) (34K) Inf Shapes Mike Miazgowicz |
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A very large net level that is quite fast in spite of the sight of line areas. Some very tall and large arenas with maze like hallways that connect them. Some water pools and transporters come with this one. EMFH would be best, but this level is flat and very huge, so make sure you have 5 or more.
(4/24/97) (17K) Inf Large |
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A three level solo adventrure, well, really just one. The first one is a introdutory level and the third one is a bonus net level. This map is hard just because of the regeneration rates. Don't try to kill everything, they will just keep coming back. Texture alignment problems along with flow being obsturcted but some ideas I haven't seen before. I ran by one door to a upper level at least 8 times before I saw it. (map mode, duh!)
(4/24/97) (1777K) Inf Solo AC Spring |
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A update of a previously posted map. A small square net level that supports KOTH very well. Four enclosed small rooms are hooked together by a exposed ring that runs around the arena. The rooms provide access to the hyperspace area, ammo and transporters can be found there but you will also encounter the Guardian. So make sure to be careful. This update makes access to hyperspace easier, a 5D effect.
(4/24/97) (50K) Inf Small Malaclypse |
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A large net level that is the best castle w/moat that I have seen yet. The texture patch that comes with this map fits the concept very well. Some really good architectural design here. Flow isn't too good in some spots and I got stuck inside a un-textured elevator, ( I have enclosed a film) but to be honest I was overtaken so much by the design that I overlooked it. Download this one just to see the castle with these textures. I am not raving over the texture patch as much as the design. Check out the catacombs (screen shot) while your at it. The author has a game page that is worth a look.... Now updated with the bug removed and the moat now wraps around the entire castle...
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3-level solo scenario, designed to be played cooperatively. The level design could be a little more interesting, but it'll keep you busy.
(4/21/97) (228K) M2 Solo John Scott |
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A single level solo map. This map, in a different sort of way, could be played and reviewed as a mapmakers beginner type of map. Grant it, some of the texture choices aren't the best in the world, but, the construction of the water area and the stairs was very good. Sounds were at a minimum, not a whole lot of different light sets, but still a playable map. It is hard to get through due to object placement, but you get just enough ammo and just the right amount of space to maneuver in. This one took some time just on normal, although it is a short episode. Not a bad first map...
(4/21/97) (51K) Inf Solo Johan Lindgren |
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Bob surfing, speed and air time all is available with this map. Updated now with elevated platforms (mounds) for aiming practice and wider passageways. The mosh in the middle now transports to a high sniper ledge, but don't stay there too long. Now supports EMFH and KOTH. Oh, and the famous readme cheat codes have been updated...(at least since I last saw them). Update now includes flims...
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Another large net map from the mapmaker that puts these things out faster than I can get them up. A center hill area, (sort of), where the hill is the second floor. The third floor allows access to the ring, that kind of goes around the hill. This, IMO, is the fastest net map the author has make yet. Some pretty cool light sets and his construction design is NEVER along the normal arena, wrap around ring concept. Some lower hallways that are perfect for those that like to hang out and wait for other Marines to blow away. All types of net modes supported and will hold up to 8.
(4/21/97) (26K) Inf Large Richard Dierkes |
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A well designed net level. Four outer pools surround this semi-oval map. Except for the media and some outer slow elevators to the outer ring, a fairly fast map with good flow. The hill is centered with a 4 sided pillar that acts as transporters. A very small ring wraps around that exposes itself at the corners. Then wrapping around that are the pools and landings in between. Geometry at times is very good and the long stairways from opposite ends of the map are well thought out for speed and fast access to the hill. Enough ammo and weapons for large groups, KOTH, EMFH and KTMWTB fit this one very well.
(4/18/97) (51K) Inf Large Benjamin Fitts |
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A very good practice map that is used by the author to test all the physic models he receives for the physics model archive. This thing is not very big but you will have to keep moving and firing to stay alive. You could play it with aliens off for small net.....EMFH would probably be the best call with this one.
(4/18/97) (17K) Inf Small Dan Rudolph |
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A large net map designed for speed. When you first enter this map you can tell right off that it is not made to win accolades for texture choices or detail. Very large square arena with a hill , with some very large halls that are at different elevations that connect via the arena. A small wrapping, enclosed hallway wraps around the whole map. Speed was the issue here, email the author info so he can expand on his concept. You also get a screen saver level, pretty cool idea..where expload-da-bobs do a never ending suicide trick.
(4/18/97) (1224K) Inf Large Dispatcher |
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A large one level net map that shows some very good attention to detail. Light sets, speed of the elevators and heights are all thought out in this map. EMFH seems to work best with this one. Definitely learn the map beforehand, lots of hiding places and corners, etc... Very good in construction and design...check out the authors Marathon page for more info.
(4/18/97) (26K) Inf Large Daniel Loebl |
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A single level solo map that will make a grenade hopper out of you if your not already. I had to go through this one many times before I finally found the end. Search every corner on this map, the author has put in some rewards if you search hard enough. A interesting story line where you are a general that has been sent to a planet to investigate why a scientist has disappeared. Flow is interrupted with transporters and terminal transporting. This was the biggest obstacle I found with this map. It really takes you through some great ideas and then you flip a switch and transport. Monster placement was good and some very good terminal artwork!!
(4/17/97) (1012K) Inf Solo Brian Forsberg |
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A very large solo map that has some pretty cool tricks in it. Your job is to release the BoB's that are being held captive. Great detail with light sets, construction and with flow. The way the BoB's finally get released is cool. For more info go here to the authors website.
(4/17/97) (391K) Inf Solo Jojo Falk |
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This author is continuing to make large net maps that are designed well, good construction and very good attention to detail. At first I really had a hard time describing this one. A castle like hill in the so-called middle of the map, with some outer areas that contain ammo/weapons. KOTH, EMFH and KTMWTB works best, and you can find the ball on top of the castle. You better have 5 or this one is going to be slow...........Good design again. Pump this author some email, I believe he might start making solo levels. He definitely has some great ideas for maps.
(4/17/97) (34K) Inf Large Richard Dierkes |
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This is a runner up qualifier in the Marathon Map Making Competition for the Best Single Player category. The story line pick's up from the Robert Blake time line from M-2. You are on a trek to retrieve a chip and repair. Most of the time I personally have problems with small, thin, passage ways. But, with this map, you don't seem to notice it. Some very good flow along with some unique design. This is a tweaked version that is different than the one at the ftp site at Bungie. Some really cool lava pools that will make you "tip-toe" around them. The puzzles are one step ahead of you most of the time. A well thought out map with many secrets, so take your time.
(4/17/97) (1037K) Inf Solo Mark Gelotte |
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It's hard to tell from my screenshot, but this texture patch gives you textures that are psuedo 1960's. At least that is how they looked to me. The best set of textures in the bunch seemed to be the pfhor group. Alot of Peter Max looking swirls and neons combine to give you a completely different world of Marathon. Worth the download if for no other reason than to just check out another authors perspective.
(4/16/97) (434K) Inf Shapes Bernd Schneider |
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A two room map that is based on a previously posted map (Little Room). This version has a new texture set, new light sets and now has NO hiding places...
(4/15/97) (9K) Inf Small Dave Smolin |
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Very small arena type map, with some pretty cool light sets. This level has plenty of ammo for 2 to 3 players but it also has a embedded physics model, null g, that kind of made me swimmy headed. Construction is good, the idea of a open arena with a dome ceiling and lighted walls is not bad.
(4/15/97) (17K) Inf Small Dave Smolin |
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A solo map with a brand new idea along with some intriguing puzzles. Some very good construction on some of the levels. Basically you enter on a central area core shaft that will take you to the various levels (floors) on this map. (that you must repair) You must reach the goal of each floor and then access to the next floor will open. Some of the levels have long and sprawling hallways, but, they are done with some real taste at times. The level with the transport puzzle is the only one I didn't care for. (personal taste here) This map should challenge you and at the same time give you a appreciation of layers. Worth the download.
(4/13/97) (952K) Inf Solo Jeff Melrose |
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Another great map made by Michael Coyle. This one is pretty large but built on a big round oval style. (I think, I was so busy dodging the bobs that I rarely got a chance to check the map mode) Whatever you do, don't leave the aliens on. I was trying to do a walkthru and was nailed in the back by the bobs. The title should give you a hint...you can witness the event the map is based on if you leave aliens on. A good download and some really nice landscape visuals.
(4/13/97) (187K) Inf Large Michael Coyle |
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A small net map with only magnums and fusion pistols. The name is the basic description of the map. One secret....pack 'em in and you should have lots of carnage.
(4/13/97) (17K) Inf Small silbiz@aol.com |
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10 net levels that range from medium to large. Some very good design ideas along with some tricks. Fill 'ER UP was on of the best IMO. KOTH, EMFH work best with most of these maps.
(4/13/97) (298K) Inf Netpaks Peter M Bukowinski |
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A large to giant net map that has some very good details and design techniques. The overall flow is slow at times due to the dead ends that are at the different areas of the map. But, these notches in the wall, etc, are great hiding spots to pick off other marines as they come by. A isolated ammo room, has everything you need in the way of shield recharge and ammo, that is only accessed by teleport; along with some water pools, that have some pretty good rewards at the bottom, provide enough ammo for a large group. You will need 5-8 for this one. Send the author some email requesting him to make some solo maps, he definitely has some ideas. Also comes with a physics model that enhances your weapons with ammo and sound. The double fisted magnums are pretty cool.
(4/13/97) (77K) Inf Large Mark T |
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From the same author of Well of Souls. This net level is a large square arena with a elevated exposed ring that runs around the edge. Another outer ring surrounds the whole map with some small notches and rooms along the way. Best suited for EMFH, KOTH and TAG...you also get a real good physics model..."Watch Out Phatboy"..Design is basically good with some neat details along the way, flow is much better on this one...
(4/13/97) (51K) Inf Large Mark T |
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A update to a previous released scenario. Winner of the Bungie Mapmaking Contest, this is a brand new game. Almost makes you wonder where the ZPC folks got their ideas from?? Great game--get this one too!!!!!!! This version adds some landscape textures and includes the Shapes Juggler shuttle app. If you want to get it in chunks then go here.
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From the same author, 29 levels and these are pretty well done too. Should provide you with some all out carnage.
(4/6/97) (468K) Inf Netpaks Butch Massoni |
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A remake of a bungie classic with some added tricks. The PM will give you all kinds of weapon delights, but, the aliens have been reworked as well!! So, beware. The spnk'r should be fired in a well open place the first time....so you can see what the new model does. Kind of fun, if this is your type of Marathon.
(4/6/97) (34K) Inf Bungie MORPHicide |
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If you think it was great the first time around, well with the Infinity rework, it is even better. I won't describe this, we all know how great it is. This comes with some films of the net levels and the Infinity net level pak. Great Download!! If you want to get it in chunks then go here.
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A shapes patch that will turn your bobs into the author. Or, at least that who I think it is supposed to be. For the most part the sequences are pretty clean. But, for some reason the death sprites revert back to the regular bobs. This only happens when the bobs are in the process of being torn apart by a marine. When the bob is dead laying on the ground there are a few sprites that revert back again to the big head. Big Head-it looks a little out of proportion with the oversized head on the bob running around, but the title itself tells you what to expect here. Other than a few of the death sequences, a pretty clean patch. Comes with a sound patch that fits the big head, if you know what I mean. Not a bad job and the first in what a lot of us expected would maybe be the norm with Anvil. (Marathoners placing their own face on jugs and bobs)
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A pretty good shapes patch for the assault rifle. It looks to be the authors own rendition and seeing the other work he has done, this one falls right in line. Really, the only difference here between the patch and the assault rifle is the graphics.
(4/4/97) (60K) Inf Shapes Luke Heise |
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A very good small circular arena with a lighted hill in the middle. It is enclosed but accessible by small, narrow doors from a outside circular ring. The outside ring is fairly wide, it will give you enough room for wide open carnage. 4 doors along the outside wall leads to ammo, a lowered enclosed ring, (this one is really tight vertically and horizontally), and a switch that releases a horde of hunters. A very good map and fast. The homogeneous type textures fits very well with this one. Will support EMFH and KOTH.
(4/4/97) (60K) Inf Small Dave Bailey |
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A 4 level solo map, really 2 levels that describe where you are and what your mission is, the other two are pretty large. The author went to some detail on the read me's so don't fly past them. A couple of smears on elevators and some neat puzzles to figure out. Visually, pretty well done. This guy likes drones and he also puts jugger's in places that you wouldn't expect. (check the screenshot out)
(4/2/97) (213K) Inf Solo Malaclypse |
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A small rectangular net level with a few small rooms that are connected to the main hall. Ammo and weapons can be found in the smaller rooms. Four pillars in the large room gives you something to hide behind but due to the size of this one, it would probably only hold 3 to 4. Ammo is tight so conserve. This author likes holes in the floor so be careful with your steps or you will get fried with lava. This is his first level and he is asking for feedback so take the time to email him.
(4/2/97) (34K) Inf Small Christian Blomqvist |
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A large net level with some very interesting texture choices. The author used pattern buffers, etc. to texture some short walls and in some other key places. Again, some pretty neat 5D here, but done in good taste. (not too much) A few details gets in the way of flow, but still pretty fast. Check out this one in high res. Net modes supported, EMFH and a few others. A neat trick with invisible walls in the main arena.
(4/2/97) (43K) Inf Large Richard Dierkes |
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A large net map that is just right for playing teams. Two castles spaced apart by a moat. Ammo and weapons are placed about inside each castle, with a 2x shield recharge on the top level. Some enhancements that will allow you to practice your missile jumping and if you need some work on spnkr firing, then try this one solo! You have jug's to fire at through the small openings from each castle. Great spnkr practice here. One of only two maps I have seen that work great with teams. Construction is good, hallways are tight so be prepared. Check out other maps by this author at his web page.
(4/2/97) (162K) Inf Large Dave Bailey |
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A very good solo level that will try your patience. From the very first puzzle you can tell that this thing is going to take strategy to get through. A vacuum level on a ship, you fish your way through fusion bobs (these guys are pretty deadly), compliers and not to mention sewage and the constant need for air. Run back and forth, seems to be the case here, but I sure didn't get bored and didn't mind running. A good download with some great ideas and construction efforts. The beginning central shaft is worth the download.
(4/2/97) (689K) Inf Solo Thomas Westberg |
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A three level solo adventure that IMO is much better than the authors other maps. This map still needs construction detail and sound detail, but he is getting better. A basic repair map but with some varieties. A few of the elevators were too slow, but overall a much improved effort. This guy is definitely getting better...
(3/30/97) (187K) Inf Solo Christian Blomqvist |
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A update of a previously released map. A solo level that IMO is pretty good. The author is asking for email concerning the level before committing to more. Comes with a physics model that affects some of baddies, i.e. what guns will have effect on them. Also includes two net maps, Hoover and Cartography 101. A good download and worth your time....
(3/30/97) (859K) Inf Solo Mike Miazgovicz |
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A combination of 8 Infinity net levels that range from medium size to big. Two of these had bugs in them, so there will be a update soon. The other six are laid out for KOTH, but will support EMFH.
(3/30/97) (85K) Inf Netpaks David Ptasnik |
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Like the author says, "If you like dark, carmped and twisty levels than this map is for you." I personally have trouble with hallways that turn so fast that you end up with not really having a hallway. This thing does have a central area "arena" but it's not to big. Again, a triple shield recharge BUT at the end of a very long hallway. Just right for getting a missile in your back. One of those levels where you meet in a hallway and blast until one drops.
(3/29/97) (32K) Inf Small Richard Dierkes |
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I know I have said this before but just when I thought I had seen big, here comes another one. The author states that it is for 3 an optimized for 5?? Well, with three it is going to be slow, if you use to a high kpm. You will find the weapons on the outside rings and the ammo in the inside. There is a inner ring that is enclosed around the inside, with some great sniper bunkers. The marine in the bunker is able to open and close viewports and one of these bunkers has a elevator to another area and shield recharge. Some neat visual tricks and for a big group it should handle at least 4 modes of play. The authors have a web page with a open doc readme with pics.
(3/29/97) (26K) Inf Large Ross Reyman/Tom Baird |
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A very tall pentagonal large net level. You get 4 versions of this map designed for you style of net play. The last two versions comes with a embedded physics model that will give you some flying time. Designed for KOTH or EMFH..flow is very good and there are a couple of secrets..there are at least 3 rings that wrap around the small arena. Access to the very top is by transport or by gernade hop off of the hill. Lots of ammo and weapons but the bigger ones are only found higher up. The higher you go the more you will be rewarded!! update fixes a bug
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8 levels ranging from medium to large to very large. Shangri-La Rotunda-a remake of the classic M2 but it is round, very good work here. Sky High-in the vien of Tuncer's YAFNM, it will take 6 to 8 to keep it moving. Over and Under-great idea here for a netmap, a little jerky at times. Crossed Circuit-More like two levels here. Four Square-a little tight. Trefoil 1 and 2-1 is for smaller groups and 2 for the larger. The House of the Sun-I liked this one the best.....check these out, they should provide for some net carnage and all modes can be used...
(3/29/97) (296K) Inf Netpaks Steve Lane |
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A large circular arena surrounded by a very tall wall on the outside. 4 openings in the wall leads to the outer ring with transporters that zip you to the upper ring that is at the top of the wall. The hill is the raised platform in the middle and the ball is also on this platform. 1 secret and worth your time. A very fast map with very good flow. Not a lot of detail, just flat out carnage....worth the download. Ammo might be tight with 8...
(3/29/97) (43K) Inf Large Kevin Johnstone |
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Basically a run around and exterminate everything you can find solo level. I couldn't find a real story line....except kill the bad guys. I suppose the readme is the terminals.
(3/29/97) (153K) Inf Solo Christian Blomqvist |
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Well......to sum it up. I went down one hallway and thought, this is a cool idea and then I was stopped by dead ends right around the corner and then I thought, did the same person make this whole map. Maybe the start of more things to come. A M2/Infinity 2 level solo map that gives you some good carnage practice. Story, well, find out for yourself. The two juggers at the end can be killed with the spnkr', but you will probably fry first!!
(3/29/97) (128K) Inf Solo Christian Blomqvist |
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A 2 level solo map. The first level, was orginally released by itself a couple of months back, Hunter Chase. You are supposed to do exactly what the title states, run from Hunters. The second level, Chips Ahoy has pretty good construction, and because of the design the flow is decent. It is basically a get the chip and insert type level (repair). This guy loves compliers, it seemed eveytime I turned around, one was aiming for me.
(3/29/97) (187K) Inf Solo Daniel Gaskill |
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A very tall and circular large net level. Enough ammo for 6 or more....and enough sniper ledges in the walls of the arena for 8. Two rectangular rooms off of the arena with transporters to the different ledges and if you play it solo, there are so many sprites that they will appear and disappear as you walk right thru them.
(3/29/97) (17K) Inf Large James Pillar Jr |
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A round open air large arena net level with a altar in the middle that acts as the hill. While a very close resemblence to Route 66, it holds ammo maybe for 4 to 5. All types of net modes supported.
(3/29/97) (17K) Inf Large Draquo |
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A very good sound patch for Marathon Infinity. Anvil 1.0.2 is needed and the replacements that this guy has made are, again, pretty good. Most of the sounds are drones and sustaines, but, I still enjoyed them. Here is the tester map that was left out of the folder.
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A quasi arena map so-to-speak with some very good hill detail in the middle. The hill is a square, multi-leveled passageways. The ring that wraps around is fully exposed to the arena. The author gives you a triple shield recharge, but, as we have seen with his other maps, it is in prime position...
(3/27/97) (26K) Inf Large Richard Dierkes |
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A previous 3 level solo map. Now updated with the jugger flashes out. (Towards the end of the 2nd level there were flashes from juggers dying, they were in fact so bright that it was almost impossible to see. Honestly, I played with my sunglasses on) The net levels are now gone and some lighting effects have been added. Personally I liked some of the ideas with this map, the author stretches sight lines to the max, so in some cases it might get a little jerky, but I played through in low res...
(3/27/97) (621K) Inf Solo Christopher Lund |
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A update of a previously posted map. NedKid is a small Netmap, designed for playing KOTH by 2-4 players. New in version 1.1 : much faster platforms,more ammo and a second teleporter to make the game faster
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You get two large net maps with this package and both of them are constructed very well. The Red Room 1.4 is large so make sure you have a big group. It has a hallway that is a series of crushers, (it is a deadend btw), that are controlled by players at either ends with switches. It can be played KOH with a lock that will lock you in or EMFH. Use the ambients to your advantage on this one. Behind the Sun is the second map in this pak. A large arena with very fast waterways that allow some pretty fast access to some good areas. This is the first level that I have seen that can be completely changed. Switches will change the floor of the arena and turn alot of the polys into very, very deep holes. We played this one, (check the film), and my group really liked it, especially Josh. I had a very weird sync problem that I have heard about but never experienced. (My movement controls went 90 degrees off) I heard about this but have never seen it happen. So I finally just gave up and had a Dr Pepper and the other 4 played and really gave a good rating with this one. Check out the added physics model...
(3/27/97) (60K) Inf Netpaks Rob Griffith |
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A very confusing level if you are used to using your map mode. Three identical levels stacked on top of each other reached by elevators. Pretty much common texturing used here, based on the World Wide Web map. You would need a lot of players to keep this map interesting, my group tried to play this but even with 5 we were pretty lonely. The turbo chips were pretty cool, but with all the trip powerups, it took a bit to kill the other Marines. We also found ourselves with a lack of weapons. So, conserve and the flamethrower is the weapon to get first...
(3/26/97) (179K) Inf Large sart1739@splava.cc.plattsburgh.edu |
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A very large two tiered net level. A very thin walkway that runs the perimemter of this square like arena map. You have another sidewalk type map on the lower level with water as part of the arena. It will take at least 6 if not more to keep this one moving. 2 to 3 net modes possible here...
(3/23/97) (43K) M2 Large Thomas Jansson |
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A short one level solo map with some good construction. It is media heavy but some different texture choices...the author requests emails so please help the author in that area.. A LOT of baddies and some of them don't appear as hostile as they have been in the past.
(3/23/97) (128K) M2 Solo |
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A solo level that is based on the lava texture set. Some very good lighting effects along with some pretty neat tricks. Aliens are triggered weird at times, maybe a few tags need to be changed. Be careful, the first platform you start in doesn't have a ledge.
(3/23/97) (60K) M2 Solo Thomas Jansson |
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A 8 level solo map that has some very good lighting effects. There are some texture alignment problems and a lot of bad guys to kill. You will need all that ammo the author gives you to finish this thing. Some of the aliens needs to be retagged, I was able to run right by them. If you are on a 68K machine you might need the IZD.
(3/23/97) (706K) M2 Solo Thomas Jansson |
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A three-level demo of a gothic masterpiece... it'll make you rethink the way you play Marathon. The art is great (this scenario won Runner Up as Best Use of Anvil in Bungie's map contest), the play is tough, the mood is overpowering. (The download is huge.)Available in segmented chunks as well.(3/22/97) (8558K) Inf Scenario Søren Bech Jensen |
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A neat large infinity net level. You will need Anvil 1.0.2. The shapes and sounds patch makes it worth your time. You are placed in the middle of a happening hang out area where you have access to facilities like the movie theater and a hair salon. The Forrest Gump movie poster is really pretty funny......go here to see the screenshot in full view.
(3/22/97) (366K) Inf Large Luke Heise |
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A medium sized arena map with wrapping hallways that have many obstacles. Very similiar to Marathon 2 net level-"Shangrila"...but with a lot of corners and bends. The small arena in the middle has a 2x recharge, (sound familiar), and two chip insertion slots. The chips will open some very slow doors with ammo caches. The spankr is there, but again you will pay dearly for it if your not careful. IMO don't even try the bigger weapons or you will be in "suicide heaven"...
(3/21/97) (26K) Inf Small Rich Dierkes |
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A very big net map with a lot of polys. It was still pretty fast in high-res. Again from the author of The Hunger Which Summons, another very large net map that will require 8. (you might get by with six). 3 courtyards that surround a center arena with a water pump in the middle. There is a hide-out here so in essence, KOTH could be played. The spankr is located in a isolated room but the rewards in this area will come with some baddies. Some very nice detail work again. This guy just keeps getting better and better...
(3/21/97) (43K) Inf Large Rich Dierkes |
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Still the same as before but now with different textures and differnet lighting. Two small ovals connected together that will provide a very high carnage rate...
(3/21/97) (9K) Inf Small Draquo/Dave Smolin |
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A somewhat medium sized net level with a built in physics model. Weapons are different in this level, since you are born with a spankr and some of the other ones require some baddies when you get them. The missle paks are located along two walkways-but don't go too slow along them, you will find that these are prime areas to get picked off... update now takes the physics model out..
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A small net map with alot of "5D". A built in physics model will give one of the weapons some added punch. A long rectangle net map with some 5D hallways in the middle. Really confused me at first.
(3/21/97) (17K) Inf Small Rich Dierkes |
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A small, very detailed sunken arena with two outer rings that wrap around it. The rings are constructed at two different elevations that are open to the arena. This map is very fast and has great flow, except in the pit. Exit out of the pit is via teleporters, or by a elevator in the middle that leads to a 2x shield recharger atop a raised hill. But, as noted in the past with this author, don't get to greedy for the shields, you are exposed to most areas from the rings.
(3/20/97) (17K) Inf Small Rich Dierkes |
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A large, (this puppy is big), net level that will take 6 to 8 to keep it interesting. Some very good detail work here but this thing goes on and on. Jjaro textures along with vacuum enviroment, will keep you moving through this thing at a pretty good clip. A couple of dead ends and a teleporter to another area off the main map, aliens are pretty vicious there, but other than that a very good map. Small passages and wide open rooms will make you take a while to get your bearings. "controlled action and stalking should dominate". (authors read me) Sounds like a good strategy. EMFH or KTMWTB would be best, IMO.
(3/20/97) (34K) Inf Large Rich Dierkes |
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A very big round net level with a sunken lighted area in the middle that can act as the hill. There is enough ammo in the hill but the weapons are located throughout the arena. There are sniper perches inside the surrounding walls, (access is tricky at times), with great views of the arena. The ball (skull) is located inside one of the perches. Probably best for KOTH but will support EMFH and KTMWTB. A few weapon placements are odd, spankr half in a wall and half in the arena, but other than that a pretty good arena map.
(3/20/97) (17K) Inf Large Draquo |
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A solo level that is laid out with teleporters. Four different areas that you must explore and then when finished you teleport back to the original room to teleport to the next area. You are urged to help contain a virus on board the enterprise. A pretty fast one level solo adventure, nothing really detailed here but some good target practice with the BoBs.
(3/19/97) (51K) Inf Solo |
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A very large net level that has sub arenas around a smaller arena. Leveled walkways around the edge of the map gives access to higher sniper vantage positions. The lava pits on the outside down below will reward with some goodies..Flow is still pretty good in spite of some detailed constructions.
(3/19/97) (26K) Inf Large Richard Dierkes |
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A very large net level with the lava texture set. A large middle arena with a good lava chute that is full of ammo/weapons. Smaller rooms that are attached have some ammo cache rooms. One large ring that wraps around the arena with windows and some delicate aiming perches. Very good detail in this map. In spite of the authors attention to the detail, it still runs quite fast. Some 5D tunneling that is great for those that like to sit and wait to pick their friends off. Enough ammo and weapons to last until the floor is covered with carnage. This one will take a large group, but well worth the download.
(3/19/97) (43K) Inf Large Richard Dierkes |
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From the author of the Rocket Marines patch comes a pretty good patch that turns your regular bobs into Marines totin' two magnums. They can get pretty deadly if there are more than a couple of them. I found this patch to be pretty clean and for once, a Anvil patch didn't crash my machine. The author has included a physics model to make for better BoB behavior, etc...
(3/19/97) (145K) Inf Shapes Nils Nybonde |
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A very large round net level with a large raised tower in the middle. The outside ring is consistent with platforms that raise and lower you to the different heights of the outside wall of the map. Many doors on the upper levels take you to under ground sewage passage ways and transporters to other ledges on the outside ring..Due to the shear number of polys this thing is built on, it ran a little jerky at times, but enough ammo and space for 8. KOTH or EMFH net modes fit s this one very well.
(3/18/97) (41K) Inf Large Bill Duffy |
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A large net level that consists of three square/rectangular rooms. Many sniper perches that are accessed by player controlled switches. Triple powerups are located three times in this level, but don't stay there too long... One secret where the aliens will win eventually. The read me gives a suggested strategy.
(3/18/97) (19K) Inf Large Rich Dierkes |
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Text document that will help you out if you are stuck in any level of Marathon 1 or Marathon 2. An online version, slightly newer (3.1, from August 97), can be found here.
(3/17/97) (148K) Info Michael Neylon |
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A single level solo map that is quite linear at times, or at least it felt that way. This author is off to a good start here, some very large rooms with alot of space for more detail maybe in the future. (hint) Check everything at the very beginning, there is a way out. Some monsters needed different tags, they were great target practice though.
(3/16/97) (578K) Inf Solo Dennis Travaglia |
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A very good large pfhor net map. A center hub that acts as the hill and 4 spokes that connect to it. The spokes connect to a outer ring that is on a lower level surrounding the hub. 4 pits of lava are inbetween the ring and hub and the platforms that elevate to the spokes can provide for some tricky shots or alot of sucides. Our group really had fun with this one. The outside ring was NOT the place to be....you can tell by the film.
(3/16/97) (17K) Inf Pfhor Erwin Haa |
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A very large net level that is very well constructed with some nice detail work and great flow. The flow of this map never stops so it is impossible to come to complete stops unless you are on a dedicated path. Some great water tricks and some very good light sets. This thing at times was "jerky" and in places slow. We all finally decided that it had to be due to the extremely long line of site lines along with some fantastic light sets. We played it KOTH and EMFH. KOTH was pretty fun since you could access it from all sorts of ways. Update tweaks the long hallway on the bottom level and also changes the player start positions.
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Everybody Samba!!! consists of two medium sized arenas with a couple of smaller side rooms. One of the arenas contains a raised tower as the hill. Ammo was initially tight, but in the previous update it was more evenly distributed - it's still fun trying to get to the heavy stuff in the Exploda-BoB room while watching your back for other players. This version changes the level to the Jjarro texture set and adds sounds.
(3/13/97) (66K) Inf Small Tobias Merriman |
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A small solo level that one should not play if you have a headache. The author suggest's this in the readme and he is telling the truth. The entire level is made up of platforms that are constantly moving and you goal is to try to stay alive against the BoBs. BoB's is not what they seem thanks to the physics model that comes with this level. I doubt if this could be a net level, thus the solo tag. Two versions, one with a lower ceiling and a different hill, if that's what you want to call it.
(3/12/97) (60K) Inf Solo Christopher Lund |
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A medium sized rectangular level that despite the polygon effects is still pretty fast. A raised walkway around the edge and across the middle of the lowered carnage area provides for some high carnage totals. Again the author suggest using the DASH sounds patch along with the game.
(3/12/97) (119K) Inf Large D Andrew Schutz |
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A good idea that seems to be the thing to do right now. A small arena complete with a audience (aliens) in the bleachers and with 2 blue s'pht as ticket takers. Sounds interesting, huh?? Those Potatoanus' are the balls and you job is to blast it into the opposing goal. You start in the locker area right next to the showers, then you progress by the concession stand and then into the arena. Pretty fun if this is your type of Marathon.
(3/12/97) (111K) Inf Novelty D Andrew Schutz |
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A very good sound patch that was made by the author to fit a dance type of net level. It also has some other techno sounds added to it.
(3/12/97) (876K) Inf Shapes D Andrew Schutz |
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Net levels of Marathon that you can play by yourself along with other net players. Well kind of?? A physics model and map comes with this file that will turn the bobs into "Psycho Killers". They are sheilded so be warned.
(3/12/97) (187K) M1 Netpaks Ian Kelleigh |
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A medium sized net level with some very good detail work. Four elevated towers (platforms) are your reward for going down into the well. EMFH would be best for this one. Some nice visual ideas. Check out the textures on the stairs.
(3/12/97) (17K) Inf Small Jason Smith |
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A very large net level that has some neat tricks to it. A couple of water chutes (cannons), a couple of transporters and some very deep and big water areas. Just like the title suggests. No Flechette, the author did this on purpose so the level would play in Marathon 2 as well. You will have to go swimming to get the guns you need, and ammo.
(3/12/97) (145K) Inf Large D Andrew Schutz |
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This is a cool map. A very big large net level that has a opening splash screen of "Let's Dance". From this point on you will be really inspired to start making maps. The visual design of this map is excellent and you will really feel like you are in a techno-club. You can try this one solo but even with eight it is going to take some patience. Along with the theme of the map the sounds patch fits right in, and it fits very well. The whole map is built on a techno-rave dance club theme and the extras that you get are great. The music that is loaded in along with some pretty cool transport, and other sounds makes this map one you will want to play more than once. I know this is Marathon but to be honest I completely forgot about that and just kept listening. What a cool idea!!!!!!!!!!
(3/12/97) (247K) Inf Large D Andrew Schutz |
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A pretty good three level solo scenario. The first level will tax you and don't feel alone if you find yourself standing in the beginning room scratching your head. We've been there too. The second level has some good tricks in it. This update fixes a major smear when the "flood" happens. The third level is lava based. Save everywhere you can, you'll need it. Some tightness at times and some homogeneous textures in some areas, but not bad when you consider the tricks that are added into the second level. The pfhor fighters come in a different color-worth the download. this update adds text to levels 2 &3, changes the flow on the 2 level and tweaks a few other objects
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Just what the title suggests. It's been a while since I went to the map mode this many times while going through a net map. Secrets with this one that has some pretty good rewards. But, again would only support a few net modes and so large that it would be slow with small groups. With 7 or 8 it would probably be fast due to the sheer size of this thing. Some of the textures lend themselves to be confusing at times. No sounds to speak of.
(3/10/97) (43K) Inf Large Chris Eplett |
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A very good port of the Bungie level Carnage Palace Deee-Luxe. The texture set gives it just the right touch. Fast carnage or hide out to blast away.
(3/10/97) (94K) Inf Bungie Winston Hendrickson |
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Probably best designed for KOTH, tag or KTMWTB. A very large net map with enough nooks and crannies that less than 5, would make it real slow. Some 5D with this one that made for some cool visual effects. The Hill is accessible through levels or ledges. No sounds to speak of.
(3/10/97) (43K) Inf Large Chris Eplett |
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More of a non participatory map. You open up rooms that connected off of a main arena, and watch a bunch of baddies go at it. Some of the read me sounded awful familiar.....kind of fun if this is your type of game
(3/9/97) (26K) Inf Solo Writer |
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A very large net map that is very well constructed IMO. This arena is BIG, and the ring that wraps around gives the effect that it is a long way until you get to the next door (also the width of them will provide for some easy spnkr kills). 4 doors open into the ring (north south east west) with a lava pit in the middle for the hill. A map that I really liked, since I dig tons of room to play net games in.
(3/9/97) (26K) Inf Large Erwin Haag |
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A good update of a very good bob patch. As you can probably tell this turns your regular bobs, not the fusion bobs, into a totin Marine with a SPNKR'. He's pretty deadly and with the new update you now get a marine in the violet mode. Or at least I did. Comes with the patch, (you will need Anvil 1.0.2) and a physics model that has been improved also.
(3/9/97) (136K) Inf Shapes Nils Nybonde |
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A really different type of net maps. The read me alone was quite different and I must say enjoyable. Not since the HellHole read me has one been so detailed. These maps will hold from 2 to 8 players. They are titled Double The Luck, Space Crap, Stop, The Complex, The Gutter andThe Lavawood Bowl. Some of these were very well constructed. Take a look and see for yourself. I liked The Gutter the best--great idea here!! Check out the authors web page...
(3/9/97) (192K) Inf Netpaks Emilio Gonzelez |
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A port of the Marathon 2, "Everyones Mortal But Me". This port adds a ring around the arena from the standard transport perches with some ammo and a couple of secrets. I really thought the sounds was the biggest improvement. The secret rooms has enough sounds attached to the polys that they are really too much at times, but I enjoyed them!! Some new light sets with this port also...
(3/9/97) (26K) Inf Bungie Tim McLaughlin |
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A update of a previously submitted map. This is the first map submitted that adds the Frigid Combo/Texture trick since I posted the file, (or since it was discussed on the news group), thanks to Randall Shaw for this trick. It also adds two more secret rooms. There is a film of our group going through another version of this map, but this one comes with a film showing you where to find the goodies..
(3/8/97) (26K) Inf Large Erwin Hagg |
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12 net levels that, at best, are visually stunning. These levels are dominated by media, not all but most of them. Some great visual effects but at times, we felt a little too tight. There are a total of 12 levels but the Marathon engine will only let you access 10 unless you gather a net game. We played through SkyWay. A good net map but with 5 of us the random replenishing of ammo and weapons, was a little slow and few and far in between. Some really good maps in this pact that allow themselves to be played in various modes.
(3/6/97) (408K) Inf Netpaks Kendall J Redburn |
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Another very good net map submitted today. We didn't have the time to get to it tonight but, you can tell just by the visual design of this thing that it is meant for high carnage. No sniper levels, no secrets, a great outside ring, so to speak and some great battles on the crosswalk. This is a update of a earlier map.
(3/6/97) (43K) Inf Large Tom Phillips |
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A well designed large net level. Some wide open fast paced carnage with this one....Will support at least 3 types of net play.
(3/6/97) (34K) Inf Large DN Israel |
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A unique, in design, net map. The homogeneous type textures presented problems at times for my group. We found that it was real easy to spend a lot of time inside the middle of the level. The outside "ring" or "rectangular hallways", presented itself for some real "back-kills". The middle was really tight at times and the object placement was really few. With five of us it was still pretty slow, so this should tell you how big this thing is. BTW-check out the design in map mode...
(3/6/97) (34K) Inf Large DN Israel |
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Again, the latest update. I am not for sure what this fixes. I will take the time to find out and post the information.
(3/5/97) (442K) Inf Tools |
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This is the latest update of the Forge map editor from Bungie. This should fix some problems with the run time errors. I personally use 1.0.2, so I am not familiar with the errors at this time.
(3/5/97) (1071K) Inf Tools |
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A new trick with the Marathon engine! Will support 3 to 4 types of net modes, but the whole concept and idea behind this design is really cool. If you get your self on top of the ship you will feel like you are on a real ship ridin' the waves. Really neat effect. Almost makes you swimmy headed watch the texture on the walls go up and down, but this one is built with the Jjaro textures, sewage instead of water?? This is for a large net game, 2 to 3 would be real slow. Check the effect out if for no other reason...
(3/4/97) (60K) Inf Large W.Rosenauer |
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Two net levels that are really hard to explain. If you try them out solo there are so many crazy bobs and bad guys that it is almost impossible to stay alive. (Maybe a good pratice level for all those vid-heads out there) , but if you played this in a net game, it would probably be tag or KTMWTB. You will need 6 to 8 to keep it interesting...rather strange hearing the bird type ambients when your under water.. There were a few bugs with some invisible walls that would appear and reappear.
(3/4/97) (111K) Inf Netpaks Nik |
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This is a ingeniously designed patch that replaces the S'pht with these drones that are called Nomads. They are taken from the Star Trek episoded bearing the same name... Updated now -with Shapes Juggler Patch-This should help with your shapes files.
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Six very, very good net levels ranging from giant to huge. I won't reiterate the read me but; 1) Are you Afraid Of The Dark-check out the spiral staircase and the weapon placement. Very well constructed and very fast. 2)Clay Pigeons-Great Idea here!! 3)Everyones Mortal But Me II-remake of Bungie all time great with a couple of twists. 4)Free Fallin'-giant, all that I can say. 5)Infinite Loop-reminded me of a ride I was rode that I got sick on. Again very good design and construction, something for everyone on this map. 6)King of the Pit-see if you can find the lava switch. Great Map Design and great ideas. This guy can make maps, hands down! Check out his web page for more...
(3/3/97) (196K) Inf Netpaks Dave Bailey |
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All types of sports are included in this map pak. You can play soccer again, pool, pinball and even bowling. The bowling and the pinball maps were the most amuzing and interesting. Some old tricks and some new ones. Seven levels in all.
(3/3/97) (68K) Inf Novelty Scott Wilson/Kent Murdock |
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A pretty fun novelty type net map. This one gives you the weapons but not the ammo. The ammo is given to you when the aliens die....A strange but different type of map. Give it a try...
(3/3/97) (51K) Inf Novelty |
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A very well designed net level that is in the design of a oval. (well sort of) Access is by a differnt type of design in the usual ring area. A fast and well built map.
(3/3/97) (17K) Inf Small Draquo |
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Well, like it sounds. A small round type arena that has multiple level passageways that wrap around it. With, you guessed it, all types of Hunters in this one...
(3/3/97) (26K) Inf Small Draquo |
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Check this out, a really good madds patch....if you don't know the history behind these, either email the author or check out the infinity patch for madds
(3/2/97) (119K) M1 Shapes Quartz |
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The new net maps from Double Aught. Carnage Soccer is one of many in this group. Only one is mentioned since I have received e-mail concerning the Soccer map.
(3/2/97) (633K) Inf Netpaks Double Aught |
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4 Levels that are tagged with some pretty cool names. Like the folks at Northwest I liked the third one best. Kind of reminded me of My Own Private Thermo...from M-2. I labeled them like this Water, Sewage, Water, Alien. A lot of media here again...The first was really fast, especially with the water rivers that were more like chutes. There are a couple of secrets here, if you have time to find them. (check the films) 2nd Level...well, download and email the author on this one..4 level..."Transport City" (my label on this level) ...flow gets interruped with transporters, which are good in places..but you will transport to another transporter to another transporter to.... and just keep transporting..(hmm., have I used the word transport alot???) I think you get the idea. We felt crammed into this one, but the SPKR was just a little too much for the small area. The first one will support some big group play, the middle two would be crowded with 4 or more. update with some new sounds and new textures/sounds for Everybody Samba
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Exactly what it sounds like. A medium sized square arena with a enclosed ring around three sides. The ring gives access to the arena via windows. Pretty fast carnage but some deadends that will disrupt flow.
(3/2/97) (17K) Inf Small Tim |
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This is Frigid's guide to make the combination textures in Forge that used to be possible when we all used Pfhorte. Some say it will crash the Marathon engine. I say, take it from the man that is the leader in Map Making... (This information is now available online at Hastur's Workshop.)
(2/28/97) (315K) Info Randall Shaw |
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A very large oval (round) shaped arena with some great construction and design ideas. You might think this one is just another net arena, but one look and you can tell that some time has been put into it. Some great sniper ledges.....Will support EMFH and a couple of other modes, and is designed for a minimum of 4 IMO.
(2/26/97) (33K) Inf Large David Smolin |
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A very small, tight net level OR a very small, tight, kill them all type of level. Pixel smear is a problem at times against some of the walls. A good stress burner. Comes with two versions one with a merged physics model and one without. The outdoor part is pretty well constructed, just a little too small for net gaming. Try it solo!
(2/26/97) (71K) Inf Solo Daniel Vice |
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A large net level with some very good construction ideas. A round large arena that is wrapped by a spiral staircase around the edge. There are a couple of rooms on the outside of the ring, and some very ingenious object placements. The overall design is pretty good but your going to have to stretch for the ammo. Once you download it you'll know what I mean. (can be played solo, with some interesting kills)
(2/26/97) (25K) Inf Large Andy Spring |
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A very good solo map!!! Three levels that is crammed with just about all of the coolest tricks available with the Marathon engine at this time. You are on a pfhor ship trying to kill the bad guys while they are pretty intent on defending it. You have a choice of multiple endings and a great trick on the third level. (I don't want to give it away) The detail in this one is quite unique. Switches, chip insertion slots, etc....do not appear as they normally do. You will have to listen to the sounds that you get when you walk over a trigger poly, that are very well designed by the way, or when you see a texture that is placed on a wall that might just look a little out of place. Detail.............Enough said, this is starting to be the norm and some of the ideas, like the ones in this map will really challenge you of what the detail is there for. Construction is great and the colors(choice of textures), even in low res. are very well laid out. If there was anything negative about this one it would be that you will have enough ammo, but, there are baddies that will require all that you keep picking up. Force fields, train dodging, lava swims, this one has in all packed into three levels. Some very, very good ideas here and worth your time.
(2/26/97) (883K) Inf Solo Kendall Redburn |
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A representation of the authors residence. Well, it's a good thing that your not given the spankr with this map. IT IS VERY TIGHT. Fists might be really good in this one, although there is plenty of weapons/ammo. Some cool construction with the different rooms. A small net map that is slow due to all of the doors, but you know that goin in.
(2/23/97) (50K) Inf Small Draquo |
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Ripcord is a very intense map, that's beautifully constructed, very realistically shaded, and packed full of ammo and weapons. I was amazed there wasn't too much detail for the engine to handle! Very meticulously created, Ripcord supports all modes of play-albeit a little spread out, while covering a small area. Corridors and recessed walls hold all sorts of surprises. The more players the better in this masterpiece.
(2/17/97) (78K) Inf Large Noble Atkins |
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A large net level that has a "warehouse" type feel to it. Very tall ceilings lend themselves to what I thought would be some slow arena play, but the basic design is what keeps it fast. The illusion that this is bigger than it is, is quite good. This map, again, from the author that brought us Mirage, has some pretty cool novelty tricks built in. If you like spankrs' than this one is for you.
(2/17/97) (74K) Inf Large Chris Johnson |
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A new shapes patch that will turn your Marathon 1 jugger's into a new shape. Now the missiles fires right out of the eyes and when it dies it will drop, well, check it out an you'll find out.
(2/17/97) (69K) M1 Shapes Michael Shuster |
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Remember the defense drones that flew around in Marathon 1? The ones that were on your side? Well here they are and ready for Infinity..slightly modified but a great job to say the least. Comes with a Anvil patch, physics model that you will need to use to incorporate these into your maps, plus a solo map (based on the Lost Network Packets) containing the normal ones...not the berserk ones in Marathon 1. These guys are really, really deadly so be careful!!!!!!! This update fixes a few bugs and improves general behavior, and also tweaks up the map a bit. Updates can always be found at the authors web page. This update cleans up the map a bit and also takes away the screen art..
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Pie In The Sky is not a new map, but it's a very good map. KOTH is where's it's at here. Ammo is placed around the outer edges of the map while the hill is located in the middle. It's not a safe hill-sniper perches leave you a very vulnerable target. Some nice lighting allows you to hide in the shadows to elude enemy fire, but the low ceiling can cause cuncussions that will make your ears ring. How long can you stay on the hill before restocking your ammo? Teleporters are uniquely placed, as is the flame thrower. A extrememly balanced map that should provide hours of fun.
(2/16/97) (51K) Inf Large Michael Coyle |
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ou know it is really a shame when you have a very good solo map that has designs so innovative, and the guy running the HyperArchive takes a screen shot of a dumb alien. My apologies to the author. Here is a three level solo adventure that will take you through some of the most imaginative tricks available with the Marathon engine. I was able to beta test this thing about a month ago and tried to get the author to submit it then. He was diligent to keep working and you will see why....Honestly some of the coolest tricks I've seen yet.....Flow is superb, lights and design are great and this one uses sounds really well. In fact, if you have the time check out the sound sets and assignments with Forge, we could all learn for the first time or relearn them again...(if you visit double aught much)
(2/13/97) (1499K) Inf Solo Michael Coyle |
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A small arena type map with steps that go down to the hill. A high carnage type map that would be absolutely great for KOTH. Textures are well selected, lights are placed well and the flow is very fast due to the size of the arena. In low res, this one still looked great and in high res, the colors with the choice of textures was absolutely great. Author says the map will support eight...It really doesn't matter how many though, this one will be fast and if you choose the cyborgs, well, give it a try and find out...
(2/13/97) (71K) Inf Small Chris Johnson |
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A large net level that has just about some of the best design and light sets I have seen yet. This one is based on shotguns and it is best played with KOTH net mode. You will need at least 3 or 4 at the minimum for this one, but I promise you won't be disappointed. Enough ammo for eight
(2/13/97) (34K) Inf Large Paul Bertone Jr |
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The third level from The Attack. This has been reworked for a net level and a large one I might add....Don't attempt this unless your group is 4 or 5 at a minimum. It has been reworked to help with flow but, it is large and it would be slow with just a couple. Same great parameters as the solo adventure.
(2/13/97) (68K) Inf Large Michael Coyle |
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A single level net map with some Bob who get serious with you. The author want's you to kill 100 bobs before the terminal will allow you to have success, but trust me, unless you are a vidmaster you won't live that long anyway. Great design with some neat design tricks, lights and textures are well chosen and the flow is fast, except for the bobs that are just about everywhere!
(2/13/97) (84K) Inf Solo Paul Bertone Jr |
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A four level scenario that has some great construction ideas. The ammo placement is great, but beware!! Like all of Bungie games, conserve, conserve and conserve. The first two levels were better IMO that the last. I played this one all day and was stuck on the second level forever!! I finally came off of TC (which I forgot I was set on) and made it through. Great monster placement, some dead ends and some crafty puzzles that you will have to figure out to get through this set. A couple of the levels were giant and at times seemed to just ramble, but every time I felt this way, here came the baddies again. Worth the download, could of used more sounds, some great light sets. Updated 12-18, fixed some smears and suicide rooms. Now updated with some new details.....this now flows right along with Hammer of the Gods.
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A rework of Bungies Reverof Nohtaram BUT, with some pretty incredible twists. If you have ever wanted to play a net game but have been unable to, get this. The shapes patch (included) is a must. The sounds will simulate the sounds that marines make when you are in a net game plus give a couple of your weapons some cool sounds. The physics model will give the marines (net players) the motivation to kill you, and by the way, they are worked to have double your shield strength, so watch out. The drones now take on a missile barrage at everyone in the game if everything else wasn't enough. The whole package is called "Let's Have Fun". So, as you can tell the map is just the beginning. Get this package and it will provide you with some fun carnage events. now updated to give you Bobs with no grenades -except they are marines again. Troopers are changed into Marines with SMG's. Hunters are changed to Marines with (watch out) SPNKRS and Drones have a flying grenade launcher!!!!!
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Great flow, great lights, very good construction and some very good object placement. To be honest when I first opened it, I said well ok, another media level. (and I really don't care for media levels) ...BUT, don't be so fast to judge......This one has some great design to it and for the size of it, it is quite fast........ Get It!!!!!! Enough said........(as you can tell I thought this one was pretty good!!!!) (Another one for a HOF, if I had it) BTW-once you start to play it you will understand why it is called Dusk till Dawn...
(2/13/97) (49K) Inf Large Mike Holder |
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The screen shot doesn't do it justice.....The author has now broken the boundaries of what is possible with Anvil. When looked at from a view of original ideas, Chris, in the last 2 days, has come up with some great ones. In the map you are fighting against "ghosts" that are of course the Pfhor, etc.... It is a large net map with tons of ammo and some incredible ideas. (Have I mentioned the great ideas this author has come up with) Download this map to see what the next generation of Marathon engine possibilites are going to be....Made with the least number of polys possible, this one is fast!!!!!! This might just be the beginning of things to come.
(2/11/97) (83K) Inf Large Chris Johnson |
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From the author of Rebel Base, this is a continuing three level adventure of The Last Interceptor. At first I was too crowded with this thing, but a second time through, I found it a little bit more open and after slowing down a bit, you begin to appreciate the work that went into this. On the second level there is a incredible light hallway that was really designed well. I tried hard to get a shot of it, but I kept getting fried every time I slowed down at that point. If there was one thing I can say about these maps it is that no space goes undone. The author uses every available wall, platform and poly possible. Ammo is there, just not in the usual places. A few smears on the second level, but other than that the flow at times is pretty good. Good use of sounds and lights along with some unusual platform tricks. Some very sharp angles at times but with some deligence you can get around them. Download this one just to see what platform ideas this guy has.
(2/11/97) (5496K) Inf Solo Eric Hill |
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A large net level that has the illusion that you are on a open air station. Bob Hell is what the author calls it and he, if anything, is understating it! The bobs are all nuts in this one and they shoot and explode and etc, etc........Designed best for KOTH. The illusion of open areas to the landscape texture almost worked here. Will support a few net modes and big enough to give you places to hide and at the same time room to maneuver...You can also play this one solo but it's pretty bizarre. Some great tricks with this one.
(2/9/97) (78K) Inf Novelty Chris Johnson |
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A single level solo map that is once again from the same author that designed Amaze Me. This level is a basic retrieve and repair level, BUT, it will actually require you to backtrack your steps many times. Don't always expect the expected with this one. Although the story line instructs you to retrieve some chips, the process that you go through has a couple of twists. Excellent design, great lighting and some fantastic object placement. Sounds could be a bit stronger but to be honest, I am really being picky here. Get this one, all kinds of great design ideas. We are all beginning to see that details are certainly starting to be a standard with mapmaking...
(2/9/97) (620K) Inf Solo Mark Hudon |
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A five level solo adventure that to date is the authors best yet!! A follow up to the Chai'etra Saga Part 1, you are asked to perform many deeds with this one and the tricks with this saga will take you some time. Great story, great ideas and some very good details. I have played through all levels of this one many times and when I received the entire package, I found myself "ammo-less" many times. Be conservative and always go back to check where you have been. The construction and design ideas here are light years ahead of part 1... Yes, the level designs are huge again, at times, but this time, you have to become a strategy type of marine. Good luck and let the author know what you think.
(2/9/97) (1595K) Inf Solo Gareth Wood |
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You are on a exposed station in space. Your goal is to avoid the missiles that are shot at you in slow motion. (And some strange missiles they are!) Some of the baddies are invisible and if you add that in to all of the mines flying through the air you get a whole new way of playing Marathon. The free floating mines, so to speak, will take some rather nifty manuvering or you will find yourself blown up in the air....This is if you choose to play it solo. A letter X design for a net game and could probably be pretty fast...there is a built in physics model and you could use the X for KOTH. Some good ideas here with what is possible with Anvil...
(2/9/97) (54K) Inf Novelty Chris Johnson |
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A single level solo adventure that ranks up there with some of the best maps made since the editors were released. This map, the authors first, contains just about a little bit of everything. When I first saw the Pfhor texture set, I thought "here's another one". But, to begin with, the story line is great, the design is great and the lighting was really well done. If you are familiar with PID's "Evil Undead Phantasams Must Die" then you will see some familiarity with the pillar room in this level. Like we all learned in playing PID, the best thing to do is to conserve, converse and conserve. You will run out of ammo real fast if you're not careful. I was on Major Damage and finally ended up fighting cyborgs with my fists. A very, very good solo adventure...Some Frigidman tricks in this one and some very good object placements...
(2/8/97) (681K) Inf Solo Mark Hudon |
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These are brick, grass and some other slate type textures that have been made for the authors maps. The author made them to go along with his maps Roca Gloriosa and Magtopia. They are available for other maps and thus, they are posted here. The brick and grass textures are the best out of the lot and the author even gives you a choice of three different patches, Low Res, High Res, and a Alt patch. You will need Anvil 1.0.2 and make sure you save your patched shapes BEFORE you hit quit in Anvil. We have found that your machine will crash if you go to quit before you have saved the new patch...
(2/8/97) (180K) Inf Shapes Bernie Wieser |
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This is a name that I came up with for this file...It was originally coined from the author when it was sent. This is a patch that turns your bobs into Net Marines totin' some mighty strong firepower. If you have never been able to play in a net game with other players, then, to date, this is the closest thing I have seen. And it doesn't stop there...With the bob patch you also get a sounds patch that mimics the marines sounds when they die, and it also will give a couple of your weapons some pretty cool sounds. Along with the shapes and sound patches you also get a map that is a Bungie Remake and a physics model that I can't even begin to tell you how to pronounce it. But, the model will give the drones some"different" type of ammo and will also give the net marines in the map twice your shield strength. So, to sum it up.......Have fun and BE CAREFUL. The marines will only take 1 shot to get them mad, after that start running.
(2/8/97) (287K) Inf Shapes Patte Edberg |
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A medium sized arena map that has some very impressive lighting details. The center of the arena is similar to Route 66, but the ring that wraps around the arena is quite different. You will need to be fairly fast if you are a keyboard player or, this map will certainly improve your mouse skills. (OR make you become a mouse player) I first tried to fire from the outer hallway and wiped myself out due to the tightness of the hallway. Be careful and remember when firing a spankr where your aim point is!! A good fast map that should provide for some great carnage.......good design, great light sets, and due to the design it is quite fast.
(2/7/97) (10K) Inf Small Darius Gilder/Carnage Inc |
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A small arena map with 4 starting rooms. The hill in the center of the arena is gradually raised to the top. As the author states this provides some very interesting lift effects while running across. Very simple design that should provide you with some wide open carnage... Great for KOTH and a few other net modes. Check the authors web page for more creations.
(2/7/97) (10K) Inf Small Darius Gilder/Carnage Inc |
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An update of a previously released level...this update adds the texture patterns for the shapes patch. New textures adds grass, bricks and some slate textures....You will need the shapes patch to work with the map, Anvil 1.02 is also required and there are three different shape patches. One for Hi-Res, Low-Res or a Alt-Res, which will work for both settings-but not as good.
(2/7/97) (84K) Inf Large Bernie Wieser |
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Well, for the authors first map, not to bad. If you download this map PLEASE take a moment to email the author. This is his first map and some of his construction ideas are pretty good. There are misaligned textures, lights suspended from the floor, enough sprites that the engine can barely load the game, and I mean with all memory allocated to the game. So, some typical first time mistakes just like we have all had. (well at least with Pfhorte in the old days) A basic lock and load and blast away level...
(2/3/97) (139K) Inf Solo Manny Peters |
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A small lava based level that at times was too cramped. Some good design and construction ideas here, but, just too many sharp corners to allow the flow to be smooth enough. Physics model again and would probably be best for EMFH. If you end up in a lava pit you might get lucky enough for some rechargers at the bottom. No sounds to speak of...
(2/2/97) (26K) Inf Small Richard Bushey |
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The read me says, Arena Map for 2-8 that has been updated from it's M-1 version. I don't see how 8 would fit, but I will give it a try with six. A small lava based level with ledges, dark tunnels a couple of transporters and some secrets. Watch the lava pits, a couple of them will take a gernade hop to get out off. Really a overkill on detail, there is so much that this author did that it is "claustrophobic" at times....This one would be best with KTMWTB.
(2/2/97) (43K) Inf Small Richard Bushey |
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A very good map for KTMWTB. I found this one confusing at first, but then after some play time, this thing was great. There are so many places to sit and hide for other marines, that I finally fiqured out how ingenious this one was constructed. (I know I'm slow). Some elevated areas that believe it or not has fast flow to get up there. Some transporters that will aide in your play and a trick with some lava that I am still trying to figure out. To be honest, I first thought this level was too tight, but was I ever wrong..download this one to see and have some good ideas for elevated net play. Comes with a extensive read me and a "tour guide", just in case you are slow like myself.
(2/2/97) (45K) Inf Large Carl A. Lineberry |
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Marathon Infinity map only &endash; uses the SMG in place of the Assault Rife. A small net level with a small partially covered arena. One ring that runs around the arena in a elevated mode that is accesible by platforms and teleporters. Each player starts in ordinance room that opens into the the main arena. There is only one spankr', and be patient when you acquire it. Flow is great on this one..I couldn't find a deadend at all. Sounds are few but some light sets and some fast carnage.
(2/2/97) (34K) Inf Small Richard Bushey |
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A large octagional arena map built with the Jjaro textures. Really quite fast even when you need to get out of the sewage. Two rings that surround it one exposed to the middle media area and one that is covered. Pillars stand in the media, but all have transporters built into the their bases. Enough rechargers to keep the carnage moving along fairly fast and weapons/ammo seems to be placed very well. Flow is great, no sounds to speak of and lighting is done pretty well, even on low res. This one should provide for some fast carnage and some extended play, just keep alive for a good stockpile of ammo.
(2/2/97) (34K) Inf Large Richard Bushey |
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From the same author again, a small net level with a small partially covered arena. One ring that runs around the arena in a elevated mode that is accesible by platforms and teleporters. Each player starts in a ordinance room that opens into the the main arena. Their is only one spankr', and be patient when you acquire it. Flow is great on this one..I couldn't find a deadend at all. Sounds are few but some light sets and some fast carnage.
(2/2/97) (26K) Inf Small Richard Bushey |
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Cool name for a map, huh?? A large square arena with a 5D type of hill. You will have to hunt for the spankr', and this should be a fast map. Small, good flow and lighting is done well...
(2/2/97) (17K) Inf Small Richard Bushey |
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Well, once you play through it a bit, it will make a little more sense. Flow is o.k., but at first I really had some trouble with this one. Found a couple of weird things, in fact I have never seen them before. One, a yellow cannister floats inside a textured wall, depending on which angle you look at, and second, the pillars in one of the 4 rooms bounces you around quite a bit. A very small hill, in the middle of media, surrounded by a ring with some rooms at the points. Lots of rechargers here so it should provide for some extended carnage. Like all of these by this author, a built in physics model is present.
(2/2/97) (34K) Inf Small Richard Bushey |
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Plenty is saying it mildly. This is a large net map with enough places to go that it would be slow and probably boring with 2 or 3. A square arena with elevated platforms, a lot of multiple levels and enough transporters to make you dizzy. Embedded physics again, low gravity and I must say that it was pretty good on this one...
(2/2/97) (34K) Inf Large Richard Bushey |
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6 Levels-a couple of them have the best light sets I have seen yet. When these first came to me they were in a different order.....so I will try to get the order right in the descriptions: 1) Anythings Possible-Media level with water cannons, various net play possible. 2) ArchiTorture-(I hope this is right) a space arena with a cool trick....some obstacles slow the flow down-rectangluar in design 3) EgneHenotS: the best light sets I have seen to date. Get this just to look at these lights. (study the name a minute and see if you can figure out what the construction is based on) 4)The Pain Years-circular arena with wrapping stairs-if I have the right one, the stairs are on 3 teirs, pretty cool!! 5)Agony-KOH, KTMWTB-water level underneath with some more incredible lights. 6)Everyones Imortal but I-Bungie rehash--except a few tricks with the elevators...
(1/28/97) (298K) Inf Netpaks Paul Bertone Jr |
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Finally!!!!!!! I have missed these guys. AND from some of the news groups and mailing lists other folks have too. The author is already working on a update..and if you watch the action of the hulks close enough, you'll see a few imperfections....but, you have to look close. I noticed they might be a little skinnier than they used to be, but all in all a great patch! This file comes with a shapes patch, sounds patch, (really cool, I had forgot about the sounds), a physics model, (very important-read the read me), and a map. I had alot of fun with this patch..I finally changed the regeneration rate just so I could see more of 'em..A great download. btw-there is a fee with this patch-you have to visit the authors web page!! Pretty cheap for such a fun patch.
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I have had this patch for about a month now. It was sent to me and for some reason I never got it up. To the author I apologize. This is probably one of the cleanest jobs I have seen yet. The bobs that usually run around with a magnum, now run around with spnkr's. AND, they are pretty deadly!! It took four restarts on the game so that I could just get a good screen shot. (And it's not really what I wanted) These guys are have one priority and you can probably guess which marine they're gunnin' for. This comes with a great read me, the patch, a test map and a physics model, which makes the bobs go after you.. A great job and a fun patch!!! Be careful with this one!!!!
(1/27/97) (102K) Inf Shapes Hamish Sanderson |
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A well designed large net level. Designed in the outline of a shamrock, this map was constructed very well. Flow is good, the lighting is bright and the overall design is well open for those that like some room to maneuver. KOH and KTMWTB would work very well with this one and with 2 to 3 it would be pretty slow. Two exposed, well elevated switches that control the secrets and media. Other than that, wide open, fast and ready for carnage. Sounds are limited and textures are well selected. I found a couple of unstable polys but I had to really hunt for them..other than that, mostly error free.
(1/27/97) (80K) Inf Large Eric Lupon |
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As you can tell from the shot....this is a patch that you can really have some fun with. Although the patch really is not all the good until the Ranger is bothered, it is still not all that bad. When the ranger (drone) fires or is bothered by other stray fire....the patch really does look quite good. The patch tries to be what the drone is, squashed and small. But when you fire at it, it turns into a pretty large Power Ranger...
(1/25/97) (77K) M1 Shapes Michael Shuster |
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These are the updated tutorials that comes with the Anvil/Forge 1.0.2 update. I know I didn't include them in the file that is uploaded at MidWest and I haven't seen them anywhere except at Bungie's server. These go along with the 1.0.2 updates that came out not too long ago.
(1/23/97) (17K) Info Bungie |
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There seems to be a run on female shape patches lately and now this one takes the cake. No harm intended here, this is really a fine job and the author has spent some time with even the colors. This is a patch that turns your Infinity cyborgs into Female Cyborgs. The "landmine" it now shoots at you, or bounces your way is colored and it has a bit of a twist to it. As you can tell in the screen shot, the whole cyborg has been patched. Worth the download just to see what a incredible job this is....also you must have Anvil 1.02 update for the patch to work.
(1/23/97) (230K) Inf Shapes Ken Hodgman |
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Okay folks, here is another one...but I must say this has been done very, very well. This patch comes with a sound patch, shapes patch and a map. This patch will turn those innocent civilian bobs into BabS! The graphics are rendered very, very well in all views and have been painstakingly rendered for our enjoyment. I must say, these just keep getting better and better. The deluxe file comes with everything mentioned above and is right at 2.5 megs! If you would like to download them separately than click on the segments below. You must get the sound patch along with the shapes patch. DO NOT be tempted to just download the shapes patch. The sound patch, although we can still only work with 8 bit, will add a tremendous amount to these babs! It is large but well worth the download. You will need to have clean files and Anvil 1.02 update. Check the authors web page for more info........ Please note---you will have to get the map from below if you download the deluxe pack!!!!!! The map is not included in that folder...... Babs Deluxe-2.5 megs
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From the authors web page... Roberta, the female bob, is now ARMED AND DANGEROUS!! Sometimes she fights with you and sometimes she fights against you. Amazon Fighters are now ported into Infinity. Destroy them all!!!!!! Well, if you have gotten bored with just the Amazons...now you have pistol packin Robertas to help you out, or so you might think.. John Coffey has done another great job and with all of these patches you might just end up with a brand new way of playing Marathon!! (now didn't I say that in a nice way?????) Check these out, and, again you will need the Anvil 1.0.2 update.
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A small arena/pit surrounded by two rings, with only one having window access to the arena. Some of the best detail work with this texture set yet! There are two ammo rooms off of the upper ring that should lead to lots of carnage. The upper ring and rooms are accessible by transporters and thank you Mike Holder, for making a way out of the pit. Many of the pit arena maps I have seen lately does not provide you a way out of the pit, this transporter should provide for some high carnage and some extra life. Check out the dynamics with this one, it is worth the download. Should work well with many modes of net play!! There is a physics model that gives some radical speed and also will give you a two fisted KMG.
(1/22/97) (78K) Inf Small Mike Holder |
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For as large as this level is, it really was impressive on how fast it still was. This thing just about maxes out the limit on sight lines with the marathon engine. In one way, this could be a water arena with the ring that runs down at a lower level around it. Or, it could be a good king of the hill with the use of the teleporters and the splendid hill that has the great view in the screen shot! This map has it all, I will not spoil it by describing everything it contains. It comes with a film and is merged with a physic model that affects the bobs. I will try this out with our net heads next week. Download this one, there is some great design and construction here. Don't feel bad if you have this incredible sense of "lostness". I really spent some time with it and was lost the first 4 times. Large groups only on this one OR play it with the aliens on...
(1/22/97) (87K) Inf Large Carl A Lineberry |
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Gets around a bug in M2 that causes the wrong ID to be recorded in a film or saved game. Ever returned to a saved game, and have it jump to the corresponding Bungie level when you advanced? This program will fix that problem!
(1/20/97) (11K) M2 Tools Naoki Yokoyama (nao) |
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What a beautifully designed net level. The colors in this one caught my attention right from the start. Using the new Infinity textures in unlikely places is what make this one different. Alot of corners and zigs and zags that slows the flow down, but all in all still a well designed level. There are some secrets here and the light tricks in some spots are strategically placed. A good map for KTMWTB as will as other modes of net play.
(1/19/97) (46K) Inf Large Will Craig |
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As you can tell from the screenshot, this is yet another good net map from still the only author really using Anvil to some of it's capabilities. A medium sized net map that fits EMFH and KTMWTB. With this map you also get a shapes patch that gives you some great outdoor type textures along with the Infinity textures. You get grass, dirt, bricks, blocks, school type lockers and the list goes on....... I only found two secrets with this one, flow is great, a great RR type crossing in the middle, should provide for some fast carnage. Download this one if for no other reason then to just find out what is possible. (I know I have said that before, but I am still in awe of some of this guy and his imagination!)
(1/19/97) (335K) Inf Small Borzz |
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Level 3 of the Codename Genesis Trilogy. This by far is the authors best yet. His first two maps Codename Genesis and Postcard from Valhalla should be played before this one. The story line continues and is one of the best yet, but, you need the first two installments for all of it to piece together. The map, well you must first play Codename to understand how this author makes maps. His attention to detail and unusual tricks will make you stop and rethink your moves. Ammo is logically placed, detail is great and every detail is there for a reason. STRATEGY is a must at all times with this guy!! Unlike his first two creations, this one is more open and gives you some fighting room. But, the visual aspects are on the lines of Tony Smith and Frigid. I tested the Postcard level before it was finished and I must say that this one is at least twice as good. The term art again is great, and the inside remarks are a nice change of pace. This map comes with a physics model that MUST be used to make it effective. Make sure to save your game as often as possible. The end of the game is, well........ Email this guy and let him know what you think
(1/19/97) (755K) M2 Solo Chris Sena |
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A brilliant solo effort!!!! I have played this one all day trying to get to the end of it. I am just about there but I decided to stop and get it posted for everyone else. A two level, (well the first one is informational) solo map with some very creative and very good artwork. I really don't care if it is just a symbol, it is very refreshing to see something in a terminal other than the Bungie picts. This map is full of unexpected surprises, built on the tradition of the M2 levels, it will take you a while before you finally figure out what is shootin' at you. EVERYTIME I thought I was finally making it through something else would show up and tozt my butt!! Some very thoughtful work went into this one and a pretty cool story line to boot. One time I thought I was just about there and then my wife ask me why I was yelling DAMN so loud at the computer screen. This was right about the time a explodabob came out of nowhere. You get the idea?? Make sure you save your game often, you'll need it. Some great visual effects and some great puzzles to figure out. At times very dark, but it can help you just as much as it can help the baddies! As you can tell, one that would make my hall of fame if I had one.
(1/19/97) (484K) Inf Solo Darrell Olson |
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This is a update of a previously posted map. But, somehow it never really got posted. I recently came back across it on a zip disk and the author (a old friend from my aol days), emailed me and brought it to my attention. A small level that has now been updated to include a bit more ammo. Flow is good in the main area of the rectangular hall, but there are some doors that you will have to manuver through. Some great sniper posts in this one. Texture choices will make you keep a sharp eye out for "net heads"
(1/19/97) (22K) Inf Small Cindy Hoffa |
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Two maps come with this one. One for solo play and one for net play. A well designed circular type level with a large rectangular area on a lower floor. (The Pod Bay) And wait until you see the floor in the bay area!!! A few good tricks here with lighting, etc. The upper area is a large hall with a outer ring that wraps around it. Some slow doors, but they can be used to your advantage. The textures on the walls in the ring that surrounds the main hall really work well with the lighting sets. At times it looked like they actually took on different colors. (light sets) Really a nice map, good sounds, flow is good and enough goodies to give you some great ideas concerning map making. High res. will give you the richness that I am speaking about, I didn't check it on low res. I strongly recommend this one!! Make sure to read the readme.
(1/19/97) (328K) Inf Large Devon Belcher |
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This is a shapes patch that will give you some new textures to work with. You will still have the Infinity textures plus some great outdoor ones to work with. The read me's that comes with the shapes patch explains what all of the new textures along with a detailed procedure on how to patch your Infinity shapes file. THANK YOU, BORZZ. If for no other reason than just to learn how this process is supposed to work, this file is worth the download. BUT, It is really worth the download just to make some outdoor type maps. Try this one, you won't be disappointed. There are some strict guidelines from the author concerning these textures so make sure you read BOTH of the read me's.
(1/19/97) (318K) Inf Shapes Borzz |
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I first saw this map at Northwest a few months back...I do think it was for M-2 then. A very well designed arena style net level. A hill in the middle that is accessible from the above sniper ledges. Some cool tricks inside the hill and this one should give you a very fast paced net game. Only for groups of 3 or more.....it would get slow with any less. Great lighting, very good design and some great construction ideas.
(1/16/97) (28K) Inf Large Will Craig |
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A vacuum level. A large square arena with four large rooms on the corner. The arena though is not open. It is culmination of many hallways that evidently lead down to the middle of the map. Some texture problems when you get down there. A super fast physics model is built in that allows you to go turbo speed along with the fish-eye vision. Got me so swimmy headed I had to wait until it timed out. A minimum of 6 to 8 is needed for this one or you will walk around by yourself for a long time...
(1/16/97) (13K) Inf Large Tim |
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A very tall large square arena that is set in a outdoor enviornment. Texture choices are at a minimum and it really gets hard to maneuver at times. A lava pit in the middle of the map has a neat trick to it that I haven't seen before, maybe some have... Worth the download here just to figure the trick out.
(1/16/97) (12K) Inf Large Tim |
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6 net levels: Courtyards, Decaffeinated, I'm Not Afraid of the Spotlight, King of the Damn Hill, Pfharade and Subterranean Heaven. The first one crashed my machine at least 3 times. The incredible amount of objects and sprites on this level was almost ridiculous. If you download this to test it---turn the aliens off, by all means!!!!!! Aliens were in the air, water, walls, rechargers just about everywhere. Two courtyards here that are linked by some passages.....some good construction ideas. Decaffeinated is a Pfhor type texture level. Again some pretty cool ideas. Spotlight was better IMO. Some of the design ideas with the stairs was really cool. King of the Damn Hill-Jjaro textures, Pfharade and Subterranean Heaven was a good design. The lava base sometimes was above and you worked in a ring around the bottom. Some pretty cool ideas here.
(1/16/97) (208K) Inf Netpaks David Bricker |
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Well, exactly like it sounds. A tiny triangle with about 8 starting positions. One that would provide some practice in dodging, sidestepping and dying.
(1/16/97) (4K) Inf Small Ken Alper |
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Exactly like the title states...Get ready for some fast carnage.
(1/16/97) (5K) Inf Small Tim |
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A square, rectangular type of map with some very large passageways that hook into it.
(1/16/97) (162K) Inf Large Tim |
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Exactly like it says, a map in the design of a bridge of a space ship. Too small areas off to the sides of a middle large rectangular arena. Lots of carnage with this one and ammo is supplied well.
(1/16/97) (13K) Inf Small Tim |
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Three net levels and for the most part constructed very well. The first one, Snapple: Made from Bob Guts, (lots of names today-huh!) Is a very big and tall square arena. A couple of secrets and a cool sewage chute that can aide to some height tricks. The readme says that the name is "12 Days of Beavis"?? The second one Lithium Mill, is lava based with a hill in the middle. There is a enclosed ring that wraps around the arena?, in the middle. Good for KOH. The last, Lets Take a Bath in Sewage, has some cool physics with it or I had one loaded w/out my knowledge. When I first try to fired underwater, well check it out yourself. This one is probably the best made, flow, lights, etc. All of these would work well with groups of 4 or more..With only 2 it might get slow..check the authors web page for info!
(1/16/97) (88K) Inf Netpaks Sean McKnew |
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Two levels, both of them are water/media filled. The first one shows some good construction ideas and choice of textures. I really don't care for media in net levels, but if you do this one would help you with some strategy type ideas. The water height can really be a pain if your not careful. The second one was smaller. Again a square arena with a couple of sniper ports in the walls.....but on this one you control the height of the water by switches.
(1/16/97) (18K) Inf Netpaks Ken Alper |
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Gotta love some of these map names that have come in lately!!! A square/rectangle type arena room with some corridors that wrap around it. A very, very fast net map. This one would be good for most types of net play...
(1/16/97) (19K) Inf Small Ken Alper |
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A large net level that had a few texture problems. Alot of passageways that reminded me of the tunnels in M-2 Arrival. Again the maze is confusing but some good ideas here...
(1/16/97) (19K) Inf Large Tim |
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A one level large net map that incorporates a new trick that I haven't seen before. This one will support KOH, but you need to download it to check out the space trick. The author asks that if you use this space texture, then you need to email him. Lighting is pretty good and it should prove for some high carnage. Will support large groups......... check the authors web page for info!
(1/16/97) (40K) Inf Large Sean McKnew |
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A very simple net map that is still under development....It is based on "Everyone is Mortal", This one would be good for a couple of players or via NetLink.
(1/15/97) (7K) Inf Small Ilkka Koski |
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This one is built with some great construction ideas: From the read me--- The idea is teamwork - two forts, blue and red, either to play team carnage or kill the team with the skull. Enough said!!!!!!!!
(1/15/97) (830K) Inf Large Mike Holder |
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A very unique collection of Marathon Infinity Net maps. These maps are more than just net levels, they are experiments with the different physics available now with the availability of Forge and Anvil. There are levels that will require some patience and skill to use. The readme explains every level very well so take some time to read it. My favorite was the "whirlpool" type level. Download these, should provide some great ideas for all of you beginning mapmakers. This collection now holds 4 new maps. The only thing this lacks is the net hop terminals that are now becoming popular. I still like whirlpool level the best.
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