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  Name Description

The Yota Saga, Part 16

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

Carnage Chambers

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

C-Files Redux

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

Zany Rubicon Netmaps

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

M2/M00 Clut Modifier v1.2.3

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

Wail 2.5b1

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

Revival Texture Pack for M1A1 - 256x256 jpg

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
  Name Description

Riders on the Storm

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

2 Dreary Maps v1.1 SDL

SDL ports (by the author) of the Dreary Maps for M1A1.
(1/11/2003) (150K) A1SDL
Raul Bonilla

M.A.D.D.s for A1 SDL v3

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

Athens Outpost for M1A1 v1.1 SDL

SDL port (by the author) of Athens Outpost for M1A1.
(1/11/2003) (58K) A1SDL
Raul Bonilla

The Yota Saga, Part 15

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

M.A.D.D.s for Aleph One Mac v3

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

Me's Massive Netpack V1.2

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
  Name Description

Extra Celestial (for M1A1) v1.1 SDL

SDL port (by the author) of Extra Celestial for M1A1.
(1/11/2003) (58K) A1SDL
Raul Bonilla

Revival Texture Pack for M1A1 - 256x256 png

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

Revival Texture Pack for M1A1 - 128x128 jpg

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

The Yota Saga, Part 14

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

Secret Doors

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

The Yota Saga, Part 14 Extras

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

M1A1 for SDL

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
  Name Description

poena.dare's Maps of Pain

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#

TVogel Textures

A couple of dozen 256x256 textures, including wall textures, liquids, and landscapes.
(1/11/2003) (3583K) MOS Shapes
Tim Vogel

SLD Enhanced Shapes

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

Vacation in Vilcabamba

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

USS Raider for M1A1 v1.1 SDL

SDL port (by the author) of USS Raider for M1A1.
(1/11/2003) (190K) A1SDL
Raul Bonilla

Recenter-1.1

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

Galactic Colour

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
  Name Description

Revival Texture Pack for M1A1 - 128x128 png

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

Athens Outpost for M1A1 v1.1

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

USS Raider for M1A1 v1.1

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

Max Payne Texture Pack for M1A1 - 256x256 v1.1

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

2 Dreary Maps v1.1

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

The Yota Saga, Part 13

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

M1A1 Mac

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
  Name Description

Extra Celestial (for M1A1) v1.1

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

10098

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

Max Payne Texture Pack for M1A1 - 128x128 v1.1

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

M1A1 Map Making Kit

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

Bonigus 1.1

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

Rubicon-Xariim

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

Futility

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
  Name Description

Old Bones 1.1

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

Hallucinogenetics 1.2

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

The Yota Saga, Part 12

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

Chai'etra Infinitus SDL (tophet)

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

The Yota Saga, Part 11

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

Goran's Netpack

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

256x256

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
  Name Description

Siege of Nor'Korh v2 (SDL)

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

Spht'Kr 3D models

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

Forge This!

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

Carlos on the Run

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

Escape!! 2 v1.0.1

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

Marathon-Machina v1.0

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

The Voice

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
  Name Description

Return to Marathon Aleph One (Chapter One)

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

The Yota Saga, Part 10

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

Goran's Health and Oxygen Bars

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

The Classified 19

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

Cerberus Demo

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

Harkozynx 9 for SDL

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

No Stinking Type Pfhor Errors (A1)

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
  Name Description

The Yota Saga, Part 2 (updated)

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

Endren's Netpack v1.3

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

Up Periscope v 1.9A

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

Chai'etra Infinitus for SDL

A faithful reproduction of a fantastic Infinity scenario, now playable with Aleph One SDL.
(4/21/2002) (7171K) A1SDL Solo
Gareth Wood

Aleph One Test Maps

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

Much Superior Grenade v1.1

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

The Yota Saga, Part 9

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
  Name Description

Harkozynx 9

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

ooga's Shroom Patch

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

Chips (a_s)

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

Yota 16-bit Sounds v2.0

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

Swedish Mayhem v1.0

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

The Dragon

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

The Yota Saga, Part 8

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
  Name Description

Voyager 7

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

Acid Jazz Moo/AO Conversion

A conversion of a classic M2 net level, converted for use with Infinity or Aleph One.
(1/8/2002) (95K) Inf Large
Platinum_Ark

Acid Jazz for Tempus Irae Conversion

A conversion of a classic M2 net level, converted for use with Tempus Irae.
(1/8/2002) (100K) Tempus Large
Platinum_Ark

Acid Jazz for Evil Conversion

A conversion of a classic M2 net level, converted for use with Evil.
(1/8/2002) (114K) Evil Large
Platinum_Ark

The Yota Saga, Part 7

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

Hard Target

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

DCBob's Map Pack v1.0

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
  Name Description

Sparks in the Engine Room ƒ

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

Circular Dismemberment 1.2

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

Narrowly Missed

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

You Can Run...

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

A Time To Kill...

Central arena, raised hill, lots of sniping spots, LOTS of ammo.Go for it.
(12/23/2001) (26K) Inf Small
Shannon Murdoch

The Stadium (SM)

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

The Pit 2001

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
  Name Description

Redux NetMapPak 2.0

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

Evil Walls 2001

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

Hostile Takeover v1.0.1

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!

description by JD
Version 1.0.1 has some minor bug fixes over the previously posted 'Final' version - nothing major.
(12/23/2001) (2054K) Inf Solo
Chuck

Spokes of Carnage 1.0

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

The Yota Saga, Part 6

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

The Legacy Sampler

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

Stormy Weather

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
  Name Description

The Yota Saga, Part 5

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

Don't Disturb the King

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

Partial Move v1.0

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

Staircaser v1.0

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

Permutator v1.0

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

Split Line 1.0

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

Destroy Singularity 1.0

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
  Name Description

SwapPolygons 1.0

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

Light Delta 1.0

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

The Yota Saga, Part 4

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

The joy of violent movement v1.0

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

The Craft v1.1

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

Fire Brigade 3.0E

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

Ad Infinitum

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
  Name Description

Magma Pits

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

Magic Waters

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

The Yota Saga, Part 3

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

Vilcabamba

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

The Yota Saga, Part 1

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

Gumdrop's Fleamarket v1.3

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

Tilo's Third Solo Map

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
  Name Description

Bottle Cap v1.1

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

C-Files

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

Mobium v2.1

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

Team Warfare v1.0

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

Snowdog

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

Oken-egnaro 0.7

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

Marathon Jigsaw

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
  Name Description

Mendoza 13

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

Apollo's Revenge

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

Marathon Dissent v1.2

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

Tilo's Second Solo Map

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

Stick a Pfhork in Me, I'm Done

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

Tilo's First Solo Collection

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

Tilo's Net Drafts Pack

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
  Name Description

Wake up. Time to die.

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

Drak's Netmap Pak for ƒ 1.4.1

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

Terminal Carnage

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 a single 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

Yadda Yadda Arena v2.5

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

Midieval Times? 1.1 (AO)

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

The Under Ground v1.0

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

The Under Ground v1.0 (AO)

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
  Name Description

Space Station Arena v1.3

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

Rock & Roll

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

Space Ship 51 v1.2

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

The Mall v1.1

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

Space Ship 51 v1.2 (AO)

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

Sylvain's Netmaps

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 physics stuff on some of the maps - but generally, very nice (large) maps for bigger groups.
(6/23/2001) (287K) Inf Netpaks
Sylvain

Rivers N' walkways Arena v1.1 (AO)

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
  Name Description

Warehouse v1.3

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

Midieval Times? 1.1

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

Yadda Yadda Arena v2.5 (AO)

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

A Walk in the City v2.1 (AO)

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

Laboratory v1.3

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

The Mall v1.1 (AO)

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

Warehouse v1.3 (AO)

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
  Name Description

Laboratory v1.3 (AO)

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

A Walk in the City v2.1

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

Rivers N' walkways Arena v1.1

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

Space Station Arena v1.3 (AO)

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

Rubicon Spoiler Guide

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

Fusion Patch

Some 32-bit fusion bolt sprites for Aleph One. Very nice to look at. Easily installed.
(6/23/2001) (1171K) MOS Shapes
Alexander Strange

Lyceum

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
  Name Description

CK's Playground (M1)

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

Machina

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

CK's Playground (Infinity)

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

Mik'rath Nightmare

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

Criminal Defenders x3

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

Sea Monkey Milanesa v1.6

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

Penance More Will Do

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
  Name Description

13 Group AO

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

Space Mutiny

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

Rubicon Vidmasters - Package 2

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

Fighters

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

Obsidian's Collection

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

Rubicon Vidmasters - Package 1

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

Tilo's First Solo Map

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
  Name Description

Schwepps

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

Rubicon Network Maps

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

Cyborg Central v1.1

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

The Bouncy Map Pack

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

MR NetMaps Compilation

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

Escape!! v1.0.1 (M2Win)

A repackaging of the M2 map Escape!!, for use with M2 for Windows.
(5/15/2001) (696K) M2 Maps
Scott Noblitt

Orbital Arm Six

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
  Name Description

Lotus v2

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

Steve's Evil Toilet

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

Siam

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

Rubicon Editors

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

Lumpy Milk

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

Vacationing in Bobland v1.2.1

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

Symmetry Simplici7y

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
  Name Description

B.org Map Roulette: Devil's Haircut

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

Nethell (infinity)

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

Pathways 0.5

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

petri's Map Sack 1.4

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

M2 Map GIFs

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

Luminous Pfhishing

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

Shishk-a-bob prime

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
  Name Description

Shishk-a-bob 7

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

Cyen v1.38

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

Green Dream 1.2

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

S'phorn Cross

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

geranimo deth jump! v1.1

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

Black Surge v1.1

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

Ode to Pombero v1.9

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
  Name Description

Rubicon

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

PfhivePack

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

Inf < - > Aleph Converter v1.3

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

Rubicon AO

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

Some More Lh'owon v1.1

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

Last Survivor of the Nostromo v2

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

Jerkcity 1.5

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
  Name Description

Return to Marathon v1.0

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

Marathon Fell SDL

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

Devil in a Blue Dress v2.2 SDL

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

Grendel Manqué v2

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

Blunt Hop 1.5

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

Waterfall Arena

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

Rocket Launcher

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
  Name Description

Meerkat Wrecknophobe 1.1

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

Restored A1/Infinity Shuttle

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

Portal of Sigma Demo

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

Blinking Launcher Patch

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

Banzai! (TS)

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

Illumination

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.

Purple Torch 1.3

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
  Name Description

Assault Island

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

Bovine

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

Aero

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

Millstone

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

Pong

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

Got Curves?

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

MKT Tutorial v.1.1

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
  Name Description

Lush Supersuite v1.2

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

Carnage Time Arena on Steroids

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

Space Survival SDL

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

Chokin' on the Splinters v2.0

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

Cathode Ray Photosynthesis

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

Arthur vs. Makbeth

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

Benad's Net Games v1.2 SDK

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
  Name Description

Pfh'Joueur Settings

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

EwgaPax

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

Gemini Station 2.0 (SDL)

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

Genus Jraxii (SDL)

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

The Alderian Connection (SDL)

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

Operation Wormwood (SDL)

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

Origin of Species v1.1 (SDL)

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
  Name Description

Gladiator Station

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

Brain Fade

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

Pfhor Years and Seven Months

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

Rising Sun (SDL)

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

Carnage Among Enemies (SDL)

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

Chai'etra Saga Part 2 (SDL)

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

Hostile Takeover (SDL)

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
  Name Description

World Wide Web (SDL)

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

Be Quick or Be Dead (SDL)

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

Montsegur (SDL)

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

Marathon:RED(SDL)

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

Missed Island (SDL)

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

Marathon Infinity Demo (SDL)

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

Chai'etra Saga Part 1 (SDL)

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
  Name Description

Marathon 2: Durandal Demo (SDL)

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

Water World (SDL)

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

Hats Off to Eight Nineteen (SDL)

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

Marathon:Evil (SDL)

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

Mare Ceti 1.1 (SDL)

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

Simplici7y Contest Entries

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

Richard's Ten

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
  Name Description

RED MML Resources v1.02

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

Static Fury

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

Stadious Maximus

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

Clovis' Mausoleum v1.1

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

Carnage Time Arena v3.0 - BNG Rugby

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

Lavadome

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

5ive Alive

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
  Name Description

Space Invaders

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

Gorton's Fisherman

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

M2 Shapes Shuttle for Aleph One

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

Carnage Time Arena v2.0

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

Netplå

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

Teleporter Switch Tutorial

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

Chisel 2.1.6

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
  Name Description

Fuxource v1.01

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

Chisel 2.1.6-enhanced

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

Evil/TI Addons for Aleph One

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

Apocalypse Net Pack v1.1

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

Marathon RED

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

Phozirus v1.2

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

Evil-Egypt

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
  Name Description

The Secret Pit

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

Forever Thunderdome v1.0

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

Sea of Darkness

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

Stonehenge (TS)

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

Jet Li/ITower v1.1

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

Gettin' to 3rd Base

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

Get Some

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
  Name Description

Uncompromised

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

The Core (G4 or better) v0.9

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

Industrial Strength (M2) (revised)

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

Shiny Things v1.2

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

Ode to Pombero v1.7 (M2)

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

MonkeNetPack v1.1

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

While I Was Waiting v1.1

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
  Name Description

When the Monsters Come Out

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

Circular Death

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

Little Red Skeletons

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

Unreal Weapons Set v1.0

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

Rooftops 2

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

Shrai Khal

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

Seven Pansies Prancing

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
  Name Description

Jet Li/Hang Time

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

The Battle Cat's World Tour v1.1

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

Dogfight Netpack

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

Mars Needs Carnage v1.1 (Infinity)

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

"Jet Li/Bob Arena, Rooftops"

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

Bastard Child v1.0

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

Jet Li/In the Walls

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
  Name Description

Juggernaut Map Pack

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

Moon Games v1.2

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

Fumbling Towards Ecstasy v1.0.1

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

Warm and TOZT

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

Mars Needs Carnage v1.0

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

Evil-Empty Faces 0.65

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

Sincerely Me

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
  Name Description

Burning Clutch

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

Maelburg

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

EMR Sound Editor

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

Dream State

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

Don't Crush That Dwarf!

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

EMR Anvil

Resedit file containing the resources needed to edit Shapes files from the Excalibur: Morgana's Revenge scenario.
(6/11/2000) (18K) EMR Tools
MMMG

Zombies

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
  Name Description

Arthur!

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

Traveller

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

EMR Forge

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

I Sit On Acid

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

EMR Shapes Juggler

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

EMR Fux

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

Wizard

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
  Name Description

Simplici7y Contest Winners

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

Seeky

A small arena, with four alcoves. Watch the crushers!
(6/7/2000) (10K) Inf Small
Jonathan Hall

First Invasion

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

Pool of Happyness

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

Garden Hill

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

Wot dat tag do den? 1.2.1

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

Broadcasting Carnage

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
  Name Description

Texture Munger v1.0.2

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

Madman's Maps v0.5.4

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

Alexienth Demo v1.1

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!

description by JD

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.


(5/19/2000) (18926K) Inf Scenario
David Karl


Siege of Crumus'mar Demo v1.2

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

Kito Carnage

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

Benad's Net Maps

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

Origin of Species v1.1

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
  Name Description

Pfh'Joueur v1.1

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

Marathon 5 Photo Textures

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

Streamline

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

Deadman's Carnage Collection

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

Excalibur: Morgana's Revenge v2.0.1

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

Place Your Bets! v2.0

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

Show'em that You're a Tiger v2.1

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
  Name Description

Kobayashi Maru

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

Balance of Terror v1.2

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

Kill Frenzy v1.01

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

Wheel of Evil v1.0

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

First Strike v1.0

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

Option-Pfhive Millenium Edition

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

Marathon Master Scenario Guide v1.0

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
  Name Description

Polyus Maximus

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

th'shmooze factor

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

Trippy Dippy

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

ToastMonkey Presents

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

Mission: Improbable (DT)

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

Operation Vengeance

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

Marathon Map Viewer v1.4.1

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
  Name Description

Marathon 5 Artillery Test

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!
(3/4/2000) (958K) Inf Solo
Lyndon Lorenz


Legacy of the Tsirc

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

Codex Atlanticus: The Director's Cut

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

PLATformer 1.0

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

Teleport Switcher

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

"Unfinished Business, Both Acts (v1.2)"

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

UESC Duodenium V1.2.1

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
  Name Description

The Mute

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

Codex Atlanticus

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

The Stadium

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

Deep Blue

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

Imperium

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

Total Workout

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

A Night in Venice

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
  Name Description

Marathon Sound Editor v1.0b6

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

Marathon: Fell v2.0 Spoiler Guide

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

Alien Staff Patch Update 1.0 -> 1.2

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

Quades

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

Don't Feed the Juggernauts

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

Quades (M2)

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

Mir 1.0

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
  Name Description

Bullets Patch

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

Marathon 5 Lunar Simulation

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

Better Lighting

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

The Hill

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

Bachus' Net Extravaganza

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

Evil-Agorapfhorbia v1.0

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

Marathon Xperiments

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
  Name Description

King's Court (FFA)

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

MCkistan

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

Blood and Steel v1.0

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

Alien Staff Patch

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

Two Shapes Utilities v1.0.1

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

Jingle Bobs v1.1

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

Heptapus v1.1

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
  Name Description

Root Square 1.0.1

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

Polygon Converter 1.0

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

Annotator 1.0

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

Better Move 2.2

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

Chisel Collection 3.0

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

Monster Converter 1.0

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

Merge 1.1

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
  Name Description

Poseidon 1.1

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

The Black Series (G12)

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

Mill2

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. ) Enjoy... if you're building scenarios (or thinking about it), this could very well give you some spectacular ideas. If you just like cool Marathon tricks, grab this... it's worth your time.
(11/19/99) (2365K) Inf Scenario
Hamish Sanderson

Custom Set Remover

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

Another Lift Test

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

Marathon: Fell v2.0

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

One Way Halls

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
  Name Description

Levels of Lh'owon v3.1

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

Escape!!

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

TC 19 Demo

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

DropTerm v1.1

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

Digivid NetPak

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

People I Could Name

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

Forge/Anvil FAQ v2.0

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
  Name Description

Frame Example

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

Pesky Porkchop

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

Trojan: Legacy

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

Marathon Calculator

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

Last Survivor of the Nostromo...

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

No More Teleporters

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

Lift Test

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
  Name Description

Alex First

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

Pfhactory N'Utopia

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

Dual Sided Force Fields

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

The Chickenizer Infinity Project

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

Stretch 3.0

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

Mr. Spade's Office

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

Xenophobia [e3]

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
  Name Description

Spacewalk:Theme and Variations

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

Marathon 5 Drone Test

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

Any Noise/Anti-Noise [v3]

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

Hex 1.0.4

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

Durandal Terminal Browser 1.4.3

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

Marathon Map Splitter 1.0.7

Bo says it better than I would... from the readme:

"Marathon Map Splitter takes a merged Marathon scenario file as produced by Forge and splits it into individual map, physics, and terminal text files for each level. It also extracts any resources into a "Terminal Picts" file. It is the exact opposite of the "Merge Levels" command in Forge.

This lets you do things like peeking at other people's physics models (ever wondered how to make a potatoanus?), fixing the bugs in Blood Tides of Lh'owon, and converting old Pfhorte-generated scenarios."

Another must-have for scenario builders! 1.0.1 added the conversion of platform info (yes! you can now go back and forth between Forge and Pfhorte!) and a few other things. 1.0.2 fixes a bug which prevented the editing of some Pfhorte maps, and adds an "N" before network level names. 1.0.3 works around physics file weirdness. 1.0.5 added picture conversion from Win95 maps, and 1.0.6 fixes a bug in previous versions that eliminated notes. 1.0.7 adds support for tag sections.
(6/22/99) (42K) Inf Tools
Bo Lindbergh


Bob vs. Godzilla

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
  Name Description

Round the Darklin' Tree

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

Two Tides a Swingin'

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

The Wind Tunnel

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

Toilet of Jjaro

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

John's Infinity NetMaps

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

13 Group v2.1

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

Map Exporter v3.5

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
  Name Description

Another Marathon Soundset

A different Marathon Soundset for System 8.5+. Interesting... a bit strange, but interesting.
(5/30/99) (811K) Sounds
Eric Baskin

Anvil Physics Model Reference

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

CopShot Demo

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

Space Survival v2.5

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

TI2-The Lost Levels Spoiler Guide

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

Revelations Netmap Pack v1.3

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

Fix Alien Ammo 1.1

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
  Name Description

The Hastur's Workshop Archive

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

Heartbeat

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

Trojan Landscapes 1&2

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

Halogen

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

This Ain't Your Mama's Net Map

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

Map Analyzer v1.5

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

Death

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
  Name Description

Exploding Pipes Tutorial

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

In-Fin-A-T

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

Pfhorever

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

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.
(4/30/99) (96K) M2 Large
Pushkin and Shen Bodak

Evil-Towers of Light v1.2

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.

Snaky's Net Levels

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

Obituary v1.1 (Evil)

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
  Name Description

Obituary v1.1 (Tempus Irae)

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

Marathon Music Exploder

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

Piltdown Network Packet 1

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

Maps for Shipping

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

Tunnel Hunt Pack

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

L'howon Landscapes v1.1

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

Simple Bypassing Levels in Coop-only Tutorial v1.0

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
  Name Description

Marathon: Fell v1.2

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

Cheat Detector 1.oh!

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

Drink Your Wine

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

Home Grown Carnage

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

Apocalypse Ranch

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

Descent into Death

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

3rd and 7

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
  Name Description

Test Arena

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

Not a Good Landing v1.1

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

Level Detector

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

"A Breakfast Cafe in Vienna, Austria"

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

Son of ToastMonkey

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

Counter Revolutionary

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

Stacked Walkways

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
  Name Description

Siphon [e]

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

Brief Nardonic Requiems v1.4

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

The Sons of Ludd

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

Bungie Maps Turned EVIL

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

Act of Violence

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

Coop-Only Level Bypass Demo

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

Kill the Player (SPN)

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
  Name Description

Nuthouse of Idiosyncrasy

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

Patio De Recreo El Diablo

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

The Marathon SoundSet v1.2

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

Duality (SPN)

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

Spooky

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

Jugger Station

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

Mare Ceti v1.1

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
  Name Description

Hoth Preview

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

Obed

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

Return to Marathon preview

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

Thing What Kicks Spoiler Guide-updated

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

Ode to a Rocket Launcher

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

Multiple Message Terminals

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

Racetrack

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
  Name Description

Ledges 1.0

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

Toastmonkey's Return

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

Compass

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

Bob Bites Back

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

Wild Thing's 5 Little Piggies

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

Infection

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

M1 Map GIFs

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
  Name Description

Gladiators 3

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

Task-Sensitive Term Tutorial

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

Brotherhood of Harmonious Fists

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

ToastMonkey's Revenge

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

Klaatu Verati Nictu!

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

CrackPark

Big, dark (mostly), multilevel, very nicely constructed. Great flow.
(2/23/99) (149K) Inf Large
Lee Heida

WITE

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
  Name Description

Evil-When You Dance

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

Unsavory Tidbits (M1)

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

Unsavory Tidbits (M2)

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

The Heap

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

The Cyborg Quadrille

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

Plaza

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

Guide to Using Unused Sounds Slots

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
  Name Description

M1 Style Hunters for Infinity

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

Trees

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

Kiasma 2

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

Bob of the Bill

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

Map Exporter Documentation

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

M2/Mi Photoshop CLUT

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

Non-Linearity

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!

description by JD

(2/12/99) (2130K) Inf Solo
  Name Description

Night Winds

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!

description by JD

(2/12/99) (60K) Inf Small
Sebastian Fritsch

"Forth, Standoffish"

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.

description by JD

(2/12/99) (158K) Evil Small
Alan Greene

Immigration Station


(2/12/99) (85K) Inf Novelty
Ryan Ballantyne

Alpha & BX 711 1.0

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.

description by JD

(2/12/99) (646K) Inf Solo
Manuel Rüetschi

Extreme

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

Forge 1.0.2-Evil Forge 1.0.2


(2/12/99) (109K) Evil Tools
Colin James

Reformation Preview

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.

description by JD

Also available in floppy-sized chunks.


(2/12/99) (5731K) Inf Scenario
Luke Heise
  Name Description

Home Improvement Shapes (M1)

Also available in floppy-sized chunks.


(2/12/99) (3041K) M1 Shapes
Nathan Trebes

Operation Inferno 1.2

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

Test Wookie/Mario

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.

description by JD

(2/12/99) (799K) Inf Scenario
Mark Ellison

Atlantis Gold

Also available in floppy-sized chunks.


(2/12/99) (4660K) Inf Scenario
Atlantis Crew

Foxbase Alpha

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.

description by JD

(2/12/99) (274K) TI Large
Randy Reddig/David Longo

Evil: MOW-MDN BoBs


(2/12/99) (181K) Evil Shapes
John Marchette

Splatter Pack


(2/12/99) (524K) Evil Netpaks
Joey Beeson
  Name Description

Serotonin Update Inhibitors 1.5

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

The Giluen Project

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.

description by JD

(2/12/99) (840K) Inf Solo
Tim Frost

Evil: Polygonal Carnage

Polygons is right! Many many many, tied together in water medium. Slim ammo, freestanding islands to defend as perhaps little bitty KOTHs type play.

description by JD

(2/12/99) (31K) Evil Small
Dradius

"Moonlight Serenade (neu, klein)"

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.

description by JD

(2/12/99) (356K) Inf Solo

Light Blind


(2/12/99) (20K) Inf Large

Total Barnage


(2/12/99) (515K) M1 Shapes
Brian Maffitt

Demeter

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.

description by JD

(2/12/99) (1536K) Inf Scenario
Robin Balmer
  Name Description

EarthWars

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!

description by JD

Also available in floppy-sized chunks.


(2/12/99) (4773K) Inf Scenario
Dominic Rutherford

Moonlight Serenade (neu)

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.

description by JD

(2/12/99) (1298K) Inf Solo

Hanson: 6-Pack III


(2/12/99) (113K) Evil Netpaks
hansen@nettaxi.com

K'Parral Arena v1.2

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

Z.o.G. Corporations

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.

description by JD

(2/12/99) (789K) Inf Solo
Mattias Blennow

Last Rites

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!

description by JD

(2/12/99) (2214K) Inf Solo
Karl E. Ziellenbach

SSB Netmaps

Also available in floppy-sized chunks.


(2/12/99) (3250K) Evil Netpaks
siete7@render.es
  Name Description

Tim Installer


(2/12/99) (124K) M1 Shapes

Hanson: 6-Pack IV


(2/12/99) (116K) Evil Netpaks
hansen@nettaxi.com

Dispatch Map

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.

description by JD

(2/12/99) (1703K) Inf Netpaks
Dispatcher

Hanson: 6-Pack II


(2/12/99) (265K) Evil Netpaks
hansen@nettaxi.com

Forge 1.0.4-Evil Forge 1.0.4


(2/12/99) (102K) Evil Tools
Colin James

Hanson: 6-Pack I


(2/12/99) (177K) Evil Netpaks
hansen@nettaxi.com

M1 New Weapons 1-3


(2/12/99) (167K) M1 Shapes
D Nielsen Jr.
  Name Description

Forge 1.0.1-Evil Forge 1.0.2


(2/12/99) (422K) Evil Tools
Colin James

Mmm... it's Crantastic!


(2/12/99) (175K) Inf Netpaks

Phore Trouble

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.

description by JD

(2/12/99) (1117K) Inf Solo
Nathan Trebes

Home Improvement Shapes (infinity)


(2/12/99) (1694K) Inf Shapes
Nathan Trebes

Night of the Living Marines


(2/12/99) (18K) Evil Small
joecoo@spacestar.net

Pfor Arena Warriors

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.

description by JD

(2/12/99) (50K) Inf Large
Orzon Sweden

Dustin Patch 1.0


(2/12/99) (193K) M1 Shapes
DADYMAC@aol.com
  Name Description

Multi Perculoso

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

Stone Forest

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

Dark Skies Below (evil)

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!

description by JD

(2/10/99) (49K) Evil Large
tim@macwebb.com

Crow Bobs

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

Palace o' Pistol Pleasure

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

The Waters of Fortune

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

Prisoners of the Tower

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
  Name Description

GNZU-7 Combat Chainsaw

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

Gilligan's Island

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

Primal Chaos

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

Mega Gun Marathon Patch

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

Hank's Place

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

B-Blazer Collection v1.0

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

Marathon 1 Arrival

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
  Name Description

Faner Hall

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

JJ's Net Maps


(2/10/99) (1039K) Inf Netpaks
Jon Jones

The Big P

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

Erodrome Beta

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

DFunct Net Maps v1.0

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

"Hip Hop, Then You Fall"

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

Friend to the Wall v1.0

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
  Name Description

Many Ways 2 Die v1.0

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

Outpost Seibalh

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

Life Was Good

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

Brighter than Light

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

Pfhour Hours Validation

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

getthehellouttahere

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

Let's Get Real

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
  Name Description

Aye D'No (evil)

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

One Sucker vs. Another Sucker

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

Nothing In There But Death

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

Welcome to Hell

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

Outer Limits v2.1

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

Spider Web 1.0.1

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

The Pain Years v1.0

A circular arena with lots of shallow staircases in rings around it. Decent flow.
(2/10/99) (49K) Inf Small
Paul Bertone Jr.
  Name Description

Battle at Volar Tempest

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

AG3: Retribution

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

Zig Eddy Maps

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

Lightning Dome v1.1

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

Long December v2.1

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

Marapose

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

Ain't Talking About Death

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
  Name Description

The Pfhor Stages of Death

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

Koth

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

SPNKman

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

Escher's Bowtie

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

Escher's Fire Walk With Bob

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

This is Not Your War

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

Somewhere West of Aldebaran

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
  Name Description

Searchlight

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

Dirt Mines of Aldebaran

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

Power Plant

A pretty simplistic little map... should take you all of 5 minutes.
(2/9/99) (54K) M2 Solo
Peter Bohning

The Well

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

K.U. Leuven C200 Campus Map 1.0

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

Skeet

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

Escher's Vertigo

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
  Name Description

Escher's Shell Game

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

Hill From Hell

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

Dark Skies Below

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

Coyotu Szenegua!!

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!

description by JD

(2/8/99) (15K) Inf Solo

Ocean of Storms

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.

description by JD

(2/8/99) (16K) Inf Small
Ed Keating

Doublepacked

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.

description by JD

(2/8/99) (330K) Inf Solo

Jail House Rock v1.1


(2/8/99) (31K) Inf Large
Daniel Sniadoski
  Name Description

Don't Get Killed

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?).

description by JD

(2/8/99) (15K) Inf Solo
Peter Pembroke

Olympics in Nagano


(2/8/99) (90K) Inf Netpaks
Masatoshi Soejima

Danny's ƒ Level

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.

description by JD

(2/8/99) (97K) Inf Solo

Chris 1

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.

description by JD

(2/8/99) (7K) Inf Small

Peck Pack


(2/8/99) (92K) Inf Netpaks
Dave Peck

Madman's maps v0.3.5


(2/8/99) (235K) Inf Netpaks
stefan@stri.is

Bigger Jumping

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!

description by JD

(2/8/99) (42K) Inf Small
  Name Description

Bloodlust Net Death Levels

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

Tide Beach


(2/8/99) (10K) Inf Novelty
Nathan Trebes

The Devil's Own


(2/8/99) (108K) Inf Netpaks
David Bricker

Mud-sling'n

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!

description by JD

(2/8/99) (19K) Inf Small

Glen


(2/8/99) (19K) Inf Large

Know what it is like to die!


(2/8/99) (22K) Inf Small
Fuct Kiwi

Ship O Death

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.

description by JD

(2/8/99) (58K) Inf Solo
Geoff Mattheis
  Name Description

Lh'owon's Water Treatment (1.0)


(2/8/99) (27K) Inf Large
JiB

Sam's Palace of Fun and Games


(2/8/99) (36K) Inf Large
M…LVINS

Olympus Mons


(2/8/99) (26K) Inf Small
Kim Foo-Jones

Enemy Sky 2.0

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.

description by JD

(2/8/99) (50K) Inf Small
jacob@macwebb.com

Elevation Preset Templates

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

Happy Maps


(2/8/99) (138K) Inf Netpaks

Warehouse 17B


(2/8/99) (36K) Inf Large
Michael Coyle
  Name Description

Red House X2


(2/8/99) (15K) Inf Small
Hary Brant

Bad Dog

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.

description by JD

(2/8/99) (50K) Inf Small

Saniquarium (Infinity)

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.

description by JD

(2/8/99) (11K) Inf Small
MeKilla

Pandora 1.0.1


(2/8/99) (45K) Inf Small
Sam Morris

Coming Back To Reality

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.

description by JD

(2/8/99) (7K) Inf Small
Fuct Kiwi

Crossfire WS

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.

description by JD

(2/8/99) (9K) Inf Small
MeKilla

"Pfhor One Bullet, Pfhor Two"

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.

description by JD

(2/8/99) (32K) Inf Small
Andrew Luby
  Name Description

Like Water Through My Hands

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.

description by JD

(2/8/99) (23K) Inf Small
Ed Keating

Mayhem Central


(2/8/99) (16K) Inf Small

Who Fears the Marine

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!

description by JD

(2/8/99) (27K) Inf Large

Castle of the Dead

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.

description by JD

(2/8/99) (7K) Inf Small
krjo8106@hem.passagen.se

The Leisure Center


(2/8/99) (75K) Inf Large
Sam Morris

sUpErfuSIoN

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?

description by JD

(2/8/99) (239K) Inf Solo
Atom Bomb

Polygonal Carnage

No frills, no read me, no pretty little icon but polygons fer sure! All connected. Water media. Could be kinda fun.

description by JD

(2/8/99) (13K) Inf Small
Dradius
  Name Description

Jesus Drives My Semi...


(2/8/99) (16K) Inf Large
Jeremy Wood

Warp Factory


(2/8/99) (22K) Inf Large

Palazzo deDeath v.2.0


(2/8/99) (67K) Inf Large
Allen Murray

The Three Shades of Pain v1.0.1


(2/8/99) (68K) Inf Large
Sam Morris

Sewage Meets Sky (Infinity)


(2/8/99) (107K) Inf Large
Andrew Luby

Claustrophobolis 1.0

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!

description by JD

(2/8/99) (48K) Inf Large

Aye D'No v1.2

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
  Name Description

Outside Space


(2/8/99) (30K) Inf Large
Erik Adams

r/net pack 1


(2/8/99) (164K) Inf Netpaks
Russell Liddick

Map Demerger 1.0.1

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

Marathon Greatest Hits

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

Father of Mine v1.0

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.

description by JD

(2/8/99) (20K) Inf Small
PfhorLover

Polymer 1.0.1


(2/8/99) (21K) Inf Large
Jason Jones

Death By Accident 1.1

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!

description by JD

(2/8/99) (27K) Inf Large
  Name Description

Whispers in the Night

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?

description by JD

(2/8/99) (288K) Evil Solo
Andrew Luby

Three Ring Circus v0.9


(2/8/99) (39K) Inf Small
Dan Siemens

I Gotta Go Go...


(2/8/99) (7K) Inf Small
Ryan

45 Seconds of Carnage


(2/8/99) (75K) Inf Large
Kim Foo-Jones

Sewage Meets Sky (M2)


(2/8/99) (107K) M2 Large
Andrew Luby

An Ancient Battle

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.

description by JD

(2/8/99) (43K) Inf Large
Andrew Luby

Hemorrhagic Asylum v1.2


(2/8/99) (158K) Inf Netpaks
Richard Dierkes
  Name Description

Cyborg Stalker

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.

description by JD

(2/8/99) (112K) Inf Large
Evil Nar

Stargate


(2/8/99) (6K) Inf Novelty

Eternal Warfare

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???

description by JD

(2/8/99) (14K) Inf Small

Teknofobia


(2/8/99) (47K) Inf Small
Sam Morris

The Warzone Blues v1.0

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 . . .

description by JD

(2/8/99) (64K) Inf Solo

Carnage is the Right Way

Carnage, so apt a name for this little exercise. Ammo up the wazoo, but you can expire! Another test of your skills, Marine!

description by JD

(2/8/99) (28K) Inf Solo

MASTERnet_III.0.2


(2/8/99) (500K) Inf Netpaks
Bernie Fritts
  Name Description

Cloud Nine

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.

description by JD

(2/8/99) (49K) Inf Small
Kim Foo-Jones

The Net v3.0


(2/8/99) (56K) Inf Large
Nathan Trebes

Shoot 'em if you got 'em

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!

description by JD

(2/8/99) (28K) Inf Solo
Peter Pembroke

Up Down & Around

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.

description by JD

(2/8/99) (28K) Inf Solo
Peter Pembroke

Third World Think Tank

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!

description by JD

(2/8/99) (41K) Inf Solo
Kevin Johnstone

Callisto

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.

description by JD

(2/8/99) (38K) Inf Large
Chris Smelick

Walcome Ta the Sock

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

description by JD

(2/8/99) (47K) Inf Solo
  Name Description

Mapchive


(2/8/99) (66K) Inf Netpaks
Graham W Sprague

Who Needs Water Treatment?


(2/8/99) (11K) Inf Large
Phor God

Paint It Black

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

description by JD

(2/8/99) (13K) Inf Small

Temple of Boom v1.1.1


(2/8/99) (43K) Inf Large

U Boys Play Nice


(2/8/99) (16K) Inf Large
Peter Pembroke

How Deep Can Shit Git?

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.

description by JD

(2/8/99) (10K) Inf Small
MeKilla

Mad Hatters Maze 1.1


(2/8/99) (22K) Inf Large
Daniel Sniadoski
  Name Description

Blue Water Rapids

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.

description by JD

(2/8/99) (31K) Inf Solo
Nathan Trebes

Phatal Phred & Deadly MorPH (V1.7)


(2/8/99) (23K) Inf Large
Deadly Morph

Torok-Pfhor Hunter


(2/8/99) (131K) Inf Large
M.C. Goodwin

Carnage Into Darkness

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!

description by JD

(2/8/99) (20K) Inf Small

Death Trap

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.

description by JD

(2/8/99) (13K) Inf Small
Bernie Fritts

Sick Land


(2/8/99) (5K) Inf Small
sick boy

Casual Slaughter

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.

description by JD

(2/8/99) (27K) Inf Large
Erik Adams
  Name Description

Flying Fists 1.0

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!

description by JD

(2/8/99) (51K) Inf Large

23 DPM


(2/8/99) (51K) Inf Netpaks
Alastair Stuart

Can You Make It?

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!

description by JD

(2/8/99) (20K) Inf Solo
Peter Pembroke

Cuckoo for Carnage Puffs (M2)

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.

description by JD

(2/8/99) (11K) M2 Small
MeKilla

ET Phone Home

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!

description by JD

(2/8/99) (102K) Inf Large
BBQ Bob

KOH Rocket Soccer


(2/8/99) (19K) Inf Small
Kevin Johnstone

Circle of Pfhor

Arena play with teleporters off main circle, sewage pathways which could make you sneaky as you reenter arena. Very handsome, very fast!

description by JD

(2/8/99) (28K) Inf Small
Chris Smelick
  Name Description

Circle Of Doubt

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.

description by JD

(2/8/99) (18K) Inf Small

Forcefield

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.

description by JD

(2/8/99) (8K) Inf Novelty

Dalbom

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.

description by JD

(2/8/99) (194K) Inf Netpaks

Pøwer Tø Da' Däla!


(2/8/99) (40K) Inf Large
Cheesy@CyberTours.com

Sewage Meets Sky (Evil)


(2/8/99) (109K) Evil Large
Andrew Luby

Save the Whales! Collect the Whole Set!


(2/8/99) (12K) Inf Small

Up Both Ways GTWS


(2/8/99) (24K) Inf Small
MeKilla
  Name Description

Imagic


(2/8/99) (99K) Inf Large

Lerdo


(2/8/99) (19K) Inf Large

Kill Your Television v2.0


(2/8/99) (70K) Inf Large
Nathan Trebes

Chris' Arena

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.

description by JD

(2/8/99) (25K) Inf Small
Chris Smelick

con-TEST-OF-S.KILL

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.

description by JD

(2/8/99) (104K) Inf Solo
Nathan Trebes

Palace of Wong


(2/8/99) (371K) Inf Netpaks
Joey Beeson

Malice in the Palace v1.0


(2/8/99) (44K) Inf Large
Dave Peck
  Name Description

The Iggy Collection


(2/8/99) (309K) Inf Netpaks
iggy popped

Finale Balconville

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.

description by JD

(2/8/99) (16K) Inf Large
Andrew Condé

Pfhor Victory

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!

description by JD

(2/8/99) (100K) Inf Solo
Andrew Luby

Bring on the Carnage

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.

description by JD

(2/8/99) (66K) Inf Netpaks
Esdrias@aol.com

B'ethl'ehe'm

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!

description by JD

(2/8/99) (110K) Inf Large
Kim Foo-Jones

LEGO Bob

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

Trilogy's Route 98


(2/8/99) (738K) Inf Small
Trilogy
  Name Description

Lego Land 1.0

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

Bob Graveyard

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

Saniquarium (M2)


(2/8/99) (13K) M2 Small
MeKilla

Medium Rare

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.

description by JD

(2/8/99) (15K) Inf Small
Fuct Kiwi

Get Up!

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.

description by JD

(2/8/99) (11K) Inf Small

Barney's House

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!

description by JD

(2/8/99) (8K) Inf Solo

Jeff's Marathon Crap v.1


(2/8/99) (256K) Inf Netpaks
mrfun@tristate.pgh.net
  Name Description

Artificial Intelligence

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

Europa

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

Tu Madre es Enfuego


(2/8/99) (41K) Inf Large
Eric Benacquista

Air Combat

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.

description by JD

(2/8/99) (182K) Inf Small
lovelyluke@hotmail.com

Flash Point

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.

description by JD

(2/8/99) (34K) Inf Large

Weapons Range

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.

description by JD

(2/8/99) (9K) Inf Solo
Squeek

Petrich Map Pak


(2/8/99) (636K) Inf Netpaks
Loren Petrich
  Name Description

Cuckoo for Carnage Puffs

Exactly the same layout as the M2 edition. Infinity textures are the only difference. All else applies.

description by JD

(2/8/99) (9K) Inf Small
MeKilla

Mini Ques-are


(2/8/99) (9K) Inf Small
Nathan Trebes

Spasm


(2/8/99) (18K) Inf Small
Ed Keating

Scorpio's Lair.12.2


(2/8/99) (23K) Inf Large

Grendel Sampler 1.0


(2/8/99) (134K) Inf Netpaks
Gabe Rosenkoetter

"Happy, Happy, Napalm, Napalm"


(2/8/99) (7K) Inf Small
PMAvers162@aol.com

Deth Pfhestival v3.1

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.

description by JD

(2/8/99) (34K) Inf Large
Russell Liddick
  Name Description

Anarchy v2.2

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.

description by JD

(2/8/99) (66K) Inf Large
Chris J. Huff

3 New/Old Monsters


(2/8/99) (7K) Inf Novelty
Nathan Trebes

That Giant Splatting Sound v1.0

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

Gotcha! Arena


(2/8/99) (10K) Inf Large

Wasted Over You


(2/8/99) (9K) Inf Large

Hey! Get off my Castle!

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.

description by JD

(2/8/99) (9K) Inf Small

High Seas Combat


(2/8/99) (21K) Inf Large
Corey Crosser
  Name Description

Up Both Ways GTWS (M2)


(2/8/99) (25K) M2 Small
MeKilla

Arena Green

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.

description by JD

(2/8/99) (19K) Inf Small
Chris Smelick

How Deep Can Shit Git? (M2)


(2/8/99) (12K) M2 Small
MeKilla

Civil War v1.1

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.

description by JD

(2/8/99) (88K) Inf Large
MIchael Coyle

Log Ride in the Mountains

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!

description by JD

(2/8/99) (14K) Inf Solo
Nathan Trebes

Dark Places v2.0

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.

description by JD

(2/8/99) (33K) Inf Large
Chris J. Huff

Wreak Havoc!


(2/8/99) (23K) Inf Large
  Name Description

Darklord Maps Archive

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

Kevin's Buckets of Blood


(2/8/99) (49K) Inf Netpaks
Kevin Dunajski

Down Town

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.

description by JD

(2/8/99) (9K) Inf Solo

Rockets R Us

Simple Arena, five sides, four elevators, considerable ammo. Standard issue, could have some fun here.

description by JD

(2/8/99) (5K) Inf Small

L'Gorgi


(2/8/99) (28K) Inf Small
Jeff Shaw

Dual Image Hologram

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

QuadPhor


(2/8/99) (17K) Inf Large
Peter Pembroke
  Name Description

What's Up


(2/8/99) (11K) Inf Large
Michael Frye

Pfhor Water Works 1.2

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

AGM 1.1

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

Trojan

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

Love that Curve Ball

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

"Barcelona Pavilion, 1928-29"

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

Lazer Maze

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
  Name Description

"860 Lake Shore Drive, Chicago"

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

The Adventures of Cyndee 1.0001

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

Michigan Mayhem v1.2


(2/3/99) (486K) Inf Large
Frank Rossi

Spurious Interrupt v1.2


(2/3/99) (149K) Evil Large
Nick Mason

Untitled Map So Far...


(2/3/99) (16K) Inf Small
Allen Heimberger

No Brand Name Dome v1.0.1


(2/3/99) (18K) Inf Small
Dan Royer

Destination: Unknown

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.

description by JD

(2/3/99) (2971K) Inf Scenario
Sean Phelps
  Name Description

Blender v1.2+

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.

description by JD

(2/3/99) (75K) Evil Large
Michael Frye

Let's Swim in the Pool v1.2

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!

description by JD

(2/3/99) (1079K) Inf Solo
Masahiro Yasuda

Three Legged Toad Kabobs


(2/3/99) (12K) Inf Large
Graham Sprague

Egypt

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!

description by JD

(2/3/99) (246K) Inf Large
Patrick Frye

Tell Me My Mama Makes Good Cookies!


(2/3/99) (39K) Inf Large
Matthew Grieco

Deep Distance

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.

description by JD

(2/3/99) (96K) TI Large
Rik

Evil-Brancore Fortress

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!

description by JD

(2/3/99) (73K) Evil Large
Justin Flame Walker Pease
  Name Description

Shaved Like a Goad IX


(2/3/99) (17K) Inf Large
Graham Sprague

Millenium Tower v1.0

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.

description by JD

(2/3/99) (114K) Inf Large
Ted D'Esposito

2EZ4U v.83


(2/3/99) (298K) Inf Small
Cyril Blaise

Stacked Windows

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

Labyrinth Ch.2;Not Doing Well

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!

description by JD

(2/3/99) (1060K) Inf Solo
Masahiro Yasuda

Armed Robbery

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.

description by JD

(2/3/99) (422K) Inf Solo
Jonas Bjarnehall

Justice is a Loaded Gun


(2/3/99) (38K) Inf Large
Michael J. Hurley
  Name Description

FB Collection

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.

description by JD

(2/3/99) (168K) Inf Netpaks
Fletch

Devil's Plaything

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.

description by JD

(2/3/99) (41K) Inf Large
Allen Heimberger

Real Houses v2.0


(2/3/99) (44K) Inf Large
Sylvain

BOB-Tempus Irae

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.

description by JD

(2/3/99) (87K) TI Netpaks
Bernd Schneider

Concentrated Orange Juice

Very small square for two players, two sniper locations. Supports tag.

description by JD

(2/3/99) (7K) Inf Small
Dan Royer

At the Heart of It all 1.0.2

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?

description by JD

(2/3/99) (321K) Inf Solo
Ben Fisher

"Thank You Sir, May I Have Another!"


(2/3/99) (36K) Inf Small
Jason Kammerer
  Name Description

Stonehenge (ab) v1.2


(2/3/99) (12K) Inf Small
Andrew Bean

Untextured Walls

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

Alien Vacation

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!

description by JD

(2/3/99) (1207K) Inf Scenario
Lyndon F. Lorenz

Keep Running 1.0

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.

description by JD

(2/3/99) (16K) Inf Large
Allen Heimberger

Kill the PC


(2/3/99) (28K) Evil Large
Kc Hackford

Face Objects 1.0.1

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

Marathon NJ

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
  Name Description

Here Come The Drums


(2/3/99) (46K) Inf Large
Mike Miazgowicz

Phobos Station


(2/3/99) (71K) Inf Large
Jason Kammerer

Where's the Juggernauts? v1.4


(2/3/99) (39K) Inf Large
Ian O'Shaughnessy

Will You Be My Zombie?


(2/3/99) (27K) Evil Small
Dylan Barrie

Capture the Skull

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!

description by JD

(2/3/99) (10K) Inf Small
Jeremy Young

To Hell and Back v1.0.1


(2/3/99) (14K) Inf Large
Dan Royer

Last of the Humans Part III: Contact with Narr

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??!!

description by JD

(2/3/99) (2965K) Inf Solo
Steve Murphy
  Name Description

Invalid Command


(2/3/99) (117K) Inf Large
Dan Royer

Keep the Home Fires Burning

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

Fast Times at L¹sr High

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.

description by JD

(2/3/99) (245K) Inf Netpaks
David Dodson

Aqua Arena

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.

description by JD

(2/3/99) (142K) Inf Large
J.T.Ogle

Dreadmore

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!

description by JD

(2/3/99) (1362K) Inf Solo
Rudi Bloks

Discotheque v2.5

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

Small Barnyard Animals


(2/3/99) (10K) Inf Large
Graham Sprague
  Name Description

Death Echo

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.

description by JD

(2/3/99) (184K) Inf Large
Justin Flame Walker Pease

Salamander Salad II


(2/3/99) (12K) Inf Large
Graham Sprague

Pit Dome Death


(2/3/99) (36K) Inf Large
Justin Flame Walker Pease

Monde

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?

description by JD

(2/3/99) (306K) Inf Solo
Sylvain

Steps v1.2


(2/3/99) (145K) Inf Large
Christian Welti

Armadillo Casserole II

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.

description by JD

(2/3/99) (8K) Inf Large
Graham Sprague

Ambience 1.0

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
  Name Description

Save Bob

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.

description by JD

(2/3/99) (47K) Inf Solo
Nathan Trebes

© MCI b1


(2/3/99) (41K) Inf Large
"Gonou, Tra´kh Mothu"

Aye Am Not Feeling Sicur

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.

description by JD

(2/3/99) (20K) Inf Large
Patrick Frye

Help! I'm Bleeding


(2/3/99) (25K) Inf Small
mike@mail.chouest.com

Grip of Impulse v1.4


(2/3/99) (114K) TI Netpaks
Rich Dierkes

Poked with a Stick


(2/3/99) (16K) Inf Large
Graham Sprague

Rain Bob!

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.

description by JD

(2/3/99) (8K) Inf Solo
Nathan Trebes
  Name Description

City and Neo

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.

description by JD

(2/3/99) (1895K) Inf Solo
Steve Murphy

Pfhort Brasil v1.0.2


(2/3/99) (132K) Inf Large
Andre Heineberg

Automatic

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.

description by JD

(2/3/99) (17K) Inf Large
Brad Krauss

Piracy! v1.1


(2/3/99) (85K) Evil Large
Michael Frye

Dome Sweet Dome

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.

description by JD

(2/3/99) (42K) Inf Small
Jesse Lowther

Nerve and Sinew v1.1


(2/3/99) (97K) Inf Large
Richard Dierkes

Beneath the Howling Stars v1.1

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
  Name Description

Foursome

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.

description by JD

(2/3/99) (59K) Inf Netpaks
Jesse Lowther

Angervation

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

Yossarian's 7+1 Net Hop Pak


(2/3/99) (193K) Inf Netpaks
Yossarian

DAnSe macabRE

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.

description by JD

(2/3/99) (83K) Inf Large
Jason Kammerer

View from the Rock


(2/3/99) (259K) Evil Large
Sir Guillaume

Pfhores Bathroom


(2/3/99) (35K) Inf Large
Nathan Trebes

No Cover!


(2/3/99) (21K) Inf Small
Nathan Trebes
  Name Description

Splattarena

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!

description by JD

(2/3/99) (36K) Inf Large
George Waters

So I Beat the Shit out of him and Stole his Wallet

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

Honk if you hate people too


(2/3/99) (30K) Inf Small
Mr Bungle

Dead by Dawn

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.

description by JD

(2/3/99) (68K) Inf Netpaks
Mr Bungle

Evil-Everything must Go! v1.0

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.

description by JD

(2/3/99) (29K) Evil Small
Matt Balara

Freakshow

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.

description by JD

(2/3/99) (149K) Inf Netpaks
Lee Heida

Marathon: Assault

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.

description by JD

(2/3/99) (315K) Inf Solo
Mark Levin
  Name Description

Flying Circus v1.0b

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.

description by JD

(2/3/99) (304K) Inf Netpaks
Cyril Blaise

TrAVel

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

No Parole from Rock 'N Roll

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

Tina Shapes

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

Flame Pits II

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

Rotate


(1/26/99) (11K) M1 Small
Adam Rose

Arena of Death (infinity)

Needs a lot of work. One lighting type, no weapons, broken platforms... hmm.
(1/26/99) (18K) Inf Small
Larry Chesler
  Name Description

Sniper's Dream

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

Prison Tower

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

Evadere v1.0

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

Twist

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

The Crossing v1.1

An upgrade of The Crossing. Nothing major, but it plays quite nicely now.
(1/26/99) (22K) Inf Large
Carnage Inc.

Transformer (infinity)


(1/26/99) (38K) Inf Large
Adam Rose

Pit of Death (infinity)

A straight port of their M2 version.
(1/26/99) (8K) Inf Small
Carnage Inc.
  Name Description

Flame Pits IV (evil)

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

PowerPlay

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

The Toolshed

Eerie lighting and some funky 5D add up to pretty good carnage. Watch your back!
(1/26/99) (12K) Inf Small
Darius Gilder

Flow from the Sky (evil)

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

Nighttime in Tool City

A wide-open, dark arena with lit sniper ledges and a lit hill. Straightforward, but fun.
(1/26/99) (14K) Inf Small
Darius Gilder

Fast and Furious (infinity)

A direct port of the M2 level with the same name.
(1/26/99) (9K) Inf Small
Carnage Inc.

The Altar

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
  Name Description

Gant Center (evil)

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

Dodgeball

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

Die Hard 4

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

Up and Down

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

Flame Pits V

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

Flame Pits IV

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

Castle (infinity)

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
  Name Description

Sphere of Carcasses

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

Flame Pits I (evil)

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

Twist (evil)

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

Midnight Carnage (infinity)

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

Castle (evil)

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

Renewal


(1/26/99) (4K) M1 Small
Adam Rose

Fever Tag (m2)

A dark arena with some sniping areas surrounding it.
(1/26/99) (26K) M2 Small
Adam Rose
  Name Description

Alhambra v1.1 (tempus irae)

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

Pfhlunk v1

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

Rj's maps (infinity)

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

Dragonfly

The beginnings of a solo level. Nice detail, as far as it goes...
(1/26/99) (57K) Inf Novelty
Andrew Miner

Ground Zero

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

Flame Pits III (evil)

Another variation on the Flame Pits theme. Also comes in an Infinity flavor.
(1/26/99) (44K) Evil Large
Andrew Miner

Alhambra v1.1

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
  Name Description

Wrestling Arena

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

Dark Rose v2

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

Carnage Soccer Ultimate

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

The Lost Hero Preview

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

Srea v1.0

Another chisel-influenced level. Lots of concentric circles... with some neat flow in the center.
(1/26/99) (74K) Inf Small
Andrew Miner

Mine Field

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

nine nine nine


(1/26/99) (23K) M1 Large
Adam Rose
  Name Description

Flux

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

Orbis (evil)

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

Flow from the Sky

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

The Altar (evil)

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

Virtual Insanity

A gigantic maze. Good luck finding your friends to kill them.
(1/26/99) (42K) Inf Large
Brian Sauber

Flame Pits III

Another variation on the Flame Pits theme. Also comes in an Evil flavor.
(1/26/99) (40K) Inf Large
Andrew Miner

Did you just shoot me with that?

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
  Name Description

Water Ring

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

5D Madness

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

Flame Pits V (evil)

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

Fun with Dirt

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)

description by JD

(1/26/99) (12K) M1 Large
Adam Rose and Brian Sauber

Warehouse 41

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

Inner Light

Very dark, except for the (sunken) hill. Square.
(1/26/99) (11K) Inf Small
Darius Gilder

Platform Fun III

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
  Name Description

Flame Pits I

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

Living Box Top

Dark, but with great flow, and a cool hill placement.
(1/26/99) (14K) Inf Small
Adam Rose

Sniper's Dream 2

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

da BOT

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

Rj's maps (m2)

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

Circle of Carnage

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

Spankarena

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.
  Name Description

I'm Flying

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

Alhambra v1.1 (evil)

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

Gant Center

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

Fever Tag (infinity)

A dark arena with some sniping areas around it. A straight port of the M2 version.
(1/26/99) (26K) Inf Small
Adam Rose

Conquest of K'Yandra Station

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

New College Maps

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

The Incident at Quiliam

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
  Name Description

Water Works 1.0

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

Light Rail Test

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

HeidaNetMaps

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

Dances with Drones

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

Pfhorathon

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

Twin Dreams

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

Movin' Arena I-V

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
  Name Description

Backside Boogie+

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

Gates of Fenris Demo v1.2

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

Pfhorcade v1.0

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

Donut of Death v1.3

Another 5D arena. Multilevel, with fast elevators joining everything.
(1/23/99) (16K) Inf Large
Candis D. Manson

Veil of Maya

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

Bridge of Despair v1.0

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.

description by JD

(1/23/99) (53K) TI Large
Nick Mason

Netropolis v1.1

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
  Name Description

Ouch! Woman

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

Burning Steel v1.0

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.

description by JD

(1/23/99) (37K) Inf Small
Nick Mason

Testical Twister v1.0


(1/23/99) (18K) Inf Large
Candis D. Manson

DartBoard Bonanza v1.0

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.

description by JD

(1/23/99) (17K) Inf Large
Candis D. Manson

Jug Jug 1.1

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

Lunacy Cubed v1.1

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!

description by JD

(1/23/99) (63K) Inf Large
Nick Mason

Evil-DOA Netmaps I v1.0.1

Update fixes a couple of glitches in one level.
(1/23/99) (604K) Evil Netpaks
Jeff Swartz
  Name Description

Evil-Plague Maps Pack v2.0

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

Evil-DOA Netmaps II v1.0.2

Update fixes the second hill on "Fused", moves the hill on "Slaughterhaus".
(1/23/99) (391K) Evil Netpaks
Jeff Swartz

Carnage Gardens v1.0

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!

description by JD

(1/23/99) (38K) TI Large
Nick Mason

Intellectuality

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

RadialParadygm v1.0


(1/23/99) (45K) Inf Small
Pezman

Leelas Return 1.0.5

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.

description by JD

(1/22/99) (1448K) Inf Solo
Moritz Grund

Genus J'raxii

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
  Name Description

The Elements of Map-Making Style

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

ClanWars v1

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!

description by JD

(1/22/99) (340K) Inf Large
Randall Shaw

Menkalinan! 2.0

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

CMCT Netmap Pak

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

Sym¹Trikzzh Arena

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

The J¹raxis Hell Arena

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

Balance of Terror

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
  Name Description

Evil-Limb from Limb

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

Joker's Dice

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

Evil-Wild Things 13 Hops

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

Evil-Siege & Damnation III

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!

description by JD

(1/20/99) (110K) Evil Large
Richard Dierkes

Evil-UckOuItch


(1/20/99) (100K) Evil Large
Adam Zettlemoyer

Evil-Forget Mortality


(1/20/99) (34K) Evil Small
kolattukudyS@wellington.org

Evil-Immortis.1.1


(1/20/99) (120K) Evil Large
Jeff Swartz
  Name Description

When Daydreams go too far


(1/20/99) (72K) Evil Large
Even Steven

Bug Hunt

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

Evil-Hope and Death v1.3

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

Evil-Sinful Consciousness

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

Evil-Castle Nemesis

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

Evil-Lets Tango


(1/20/99) (155K) Evil Large
Mike Miazgowicz

HM - La Virgin v1.3

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!

description by JD

(1/20/99) (3760K) Evil Solo
Richard Dierkes
  Name Description

Evil-HUD Patch


(1/20/99) (102K) Evil Shapes
Hamish Sanderson

Evil-Viscosity

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

Evil-Fused

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

Evil-Argonaut's Tomb v1.0

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!

description by JD

(1/20/99) (186K) Evil Large
Jeff Swartz

Arachnavertigo

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

Evil-Sights Patch


(1/20/99) (292K) Evil Shapes
Daniel Richelson

Pay the Evil Piper


(1/20/99) (21K) Evil Small
Timothy Zulewski
  Name Description

Evil-Temple of Nasties

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

The King Always Wins


(1/20/99) (592K) Evil Large

Evil-Infernal Damnation

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

Circularium v1.0f

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

Evil-SAR

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!

description by JD

(1/20/99) (46K) Evil Small
Jeff Swartz

Evil-Blazing Hatred


(1/20/99) (38K) Evil Small
Nick Mason

P I T - 4 N 1


(1/20/99) (83K) Evil Large
Lars Jorgensen
  Name Description

Evil-3 of 1

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

Evil-Flight of Fury


(1/20/99) (73K) Evil Large
kolattukudyS@wellington.org

Dr' Kurr Station

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

Evil-Arena.1.4

A stretched-out Waldo World.
(1/20/99) (21K) Evil Bungie
Snow Monkey

Turn AroundŠ(solo)

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.

description by JD

(1/20/99) (385K) Evil Solo
Chris Wheeldon

Pits ahead


(1/20/99) (8K) Evil Small
Claus Selsager

HM - Gus Drips Pink


(1/20/99) (60K) Evil Large
alan@t26font.com
  Name Description

Jjaro Studios


(1/20/99) (36K) Evil Small
Miles Ludwig

Evil-Fear and Loathing


(1/20/99) (55K) Evil Large
Jeff Swartz

Evil-Spank You Very Much!!

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

X for EVIL


(1/20/99) (44K) Evil Large
Michael Paulus

HM - Don't Panic


(1/20/99) (75K) Evil Large
Tom Kehler

Evil-Mikes Net Levels.3.3

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

Evil-Staff Fighting


(1/20/99) (8K) Evil Small
Snow Monkey
  Name Description

Evil-DOAv1.2

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.

description by JD

(1/20/99) (76K) Evil Large
Jeff Swartz

Evil-Anorexic Sacrifice.1.1

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

Evil-Screaming Nipples

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.

description by JD

(1/20/99) (586K) Evil Large
Duckmon

Evil-Future Ghosts.1.1

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.

description by JD

(1/20/99) (68K) Evil Large
Jeff Swartz

Evil-Urine Pool

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.

description by JD

(1/20/99) (62K) Evil Large
Adam Zettlemoyer

Box Of Chocolates

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

Evil-Shadow Death.1.1

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.

description by JD

(1/20/99) (64K) Evil Small
Nick Mason
  Name Description

Evil-Death Zone

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

Evil-Rift

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

Evil-Wild Things 26 Hops

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.

description by JD

(1/20/99) (1229K) Evil Netpaks
Lars Jorgensen

Feeding Time

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.

description by JD

(1/20/99) (162K) Evil Large
sherwood@netrunner.net

Trigger Abuse


(1/20/99) (243K) Evil Large
Tommy Poulsen

Evil-Me and my Shadow


(1/20/99) (41K) Evil Large
Jeff Swartz

Evil-Fury.1.1


(1/20/99) (36K) Evil Small
Jeff Swartz
  Name Description

Evil-Tipatae Tibatoh


(1/20/99) (231K) Evil Large
Randall Shaw

King of the Fortress


(1/20/99) (35K) Evil Small
Joel Rosenfeld

The Space Station

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.

description by JD

(1/20/99) (186K) Evil Solo
Argyrios Saccopoulos

Evil-Isla de Encanta v1.1

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.

description by JD

(1/20/99) (62K) Evil Large
Jeff Swartz

Evil-Dust Off 1.3

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!

description by JD

(1/20/99) (121K) Evil Large
Rev. Bleak Cycosis

Evil-Foul Binge

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

Blender

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
  Name Description

Evil-Time Becomes a Loop


(1/20/99) (52K) Evil Large
Randall Shaw

Evil-Mucus Membrane


(1/20/99) (68K) Evil Large
Jeff Swartz

Evil-WannaDieBoys


(1/20/99) (142K) Evil Netpaks
Patricio Silva

Evil-The Facility

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!

description by JD

(1/20/99) (4646K) Evil Solo
Miles Jacob

Beefcake!

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

Jays Net House v2

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

Over or Under


(1/20/99) (30K) Evil Small
Danny Holley
  Name Description

Way Cursed Hock'n & Pinch'n

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

Evil-Crushed Hope.1.1

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!

description by JD

(1/20/99) (34K) Evil Small
Nick Mason

Evil-ClassicNetMaps

61 classic maps, adjusted for Evil.
(1/20/99) (4684K) Evil Netpaks

Evil-Silent Fear

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!

description by JD

(1/20/99) (37K) Evil Large
Nick Mason

Pest Control

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

Evil-GuNby's Net Fun.1.1


(1/20/99) (67K) Evil Netpaks
GuNby

Evil-Atomic TV

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.

description by JD

(1/20/99) (83K) Evil Large
Jeff Swartz
  Name Description

Komarnicki

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

Evil-Slaughter Net Five

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

Evil-SSB Evil Maps

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?

description by JD

(1/20/99) (1239K) Evil Netpaks
siete7@render.es

Hammers of the Mighty Thor


(1/20/99) (36K) Evil Large
Lee Heida

Evil-Slaughterhaus


(1/20/99) (48K) Evil Small
Jeff Swartz

Ill Tidings


(1/20/99) (300K) Evil Large
Gary Iams

Evil-Wrath


(1/20/99) (31K) Evil Large
Jeff Swartz
  Name Description

Evil-Mystic Map Pack


(1/20/99) (1990K) Evil Netpaks
Nick Mason

Evil-Big Stuff Little Stuff

Arrgh! A vacuum net level! Not a bad layout, though... and plenty of ammo. Dark...
(1/20/99) (72K) Evil Large
Adam Zettlemoyer

Evil-Space Junk.1.1

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

Evil-White Sands

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

Evil-Wyuka


(1/20/99) (55K) Evil Large
Jeff Swartz

Evil-JHONK


(1/20/99) (246K) Evil Netpaks
Kurt Murray

It Doesn't Matter


(1/20/99) (54K) Evil Small
Ian James (Celos)
  Name Description

Pfhor Pfhun


(1/19/99) (101K) Inf Netpaks
Chris Souza

To Squirm and Stiffen... v1.1

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

Q.E.D


(1/19/99) (76K) Inf Small
"Vernon "Bernt" Legakis"

Evil-FireKracker v1.0

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

Did You Get That Number? v2.2

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.

description by JD

(1/19/99) (27K) Inf Small
Jeffrey Wood

Sand Pebbles

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

"To the moon, Alice!"


(1/19/99) (279K) Inf Netpaks
Lee Heida
  Name Description

Seige and Salvation VII

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

"Step Aside, Junior"


(1/19/99) (36K) Inf Small
Mike Sugarbaker

Take It To The Hill

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

Anyone seen the cork lately? v1.1

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.

description by JD

(1/19/99) (40K) Inf Large
Jeffrey Wood

Tempus Irae: The Lost Levels v1.1

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

Battleground

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

Shadowstalker 1.4

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
  Name Description

Psychodelia's Tempus Maps v1.8

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

PipeLine v1.2

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

Valior

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

Everything Is Allowed


(1/19/99) (10K) Inf Small
Herman Ulltin

Smokin' Crack with Hookers


(1/19/99) (24K) Inf Small

Crumpet Monkey 1.4

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

Pfhorgotten Pfhortress

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
  Name Description

More Textures... How To

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

Where Evers lived...

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

Gallery of Death

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

Ready To Serve

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

HAS' EditNotes

Hamish Sanderson might know more about the down-and-dirty details of color editing for 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

Scalpel 1.0.2

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

Marathon East

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
  Name Description

Fux! 1.0.2

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

Metropolis 2

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

Metropolis

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

Marathon Term Text Decoder

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)

Aqualung

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"

Ý

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

"Vade retro me, Satanas!"

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
  Name Description

5 good reasons

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.

description by JD

(1/15/99) (991K) Inf Solo
Philip Mueller

Ruins

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!

description by JD

(1/15/99) (3234K) Inf Solo
Sven Reiche

Decimate >-)

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!

description by JD

(1/15/99) (1019K) Inf Solo
Matt Schenk

Inquisitor Deum


(1/15/99) (114K) Inf Netpaks
Tom Bridge

Jumping Beans


(1/15/99) (14K) Inf Small
Seth D. Kromholz

Fallin' Down


(1/15/99) (5K) Inf Small
BaggBone

Take me home

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.

description by JD

(1/15/99) (329K) Inf Solo
Jonas Nitz
  Name Description

Netaholics Anonymous


(1/15/99) (89K) Inf Netpaks
John Hopper

They came from mars


(1/15/99) (65K) Inf Large
Tom Kehler

The Bob Shower f


(1/15/99) (30K) Inf Large
Martin Cooper

D&M Ultimap

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!

description by JD

(1/15/99) (499K) Inf Netpaks
Michio Hashimoto

Be Quick or be Dead

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

Bedknobs & Broomsticks

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

Mr. Bob's Holiday

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.

description by JD

(1/15/99) (187K) Inf Solo
Paul Mackinney
  Name Description

Figure ƒ

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...

description by JD

(1/15/99) (25K) Inf Small
Arend C Miller

Asymmetrical

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.

description by JD

(1/15/99) (1329K) Inf Solo
Mark A. Youngman

PG-Jetstream 1.1


(1/15/99) (14K) Inf Large
Patrick Gray

Come Get Some of Me

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.

description by JD

(1/15/99) (47K) Inf Large
Scott Ingold

BioLab1

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

Levelia Map

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.

description by JD

(1/15/99) (68K) Inf Solo
Daniel Dorman

Viggos' Map

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!

description by JD

(1/15/99) (181K) Inf Solo
Viggo Skar
  Name Description

Plastik's ƒ Maps


(1/15/99) (200K) Inf Netpaks
Chris Pruett

Overlap 2


(1/15/99) (21K) Inf Small

Downstream1

Right idea, nice clean little Map. Could be more thought-out, some excitement maybe. Handsome effort by Mr. Coe.

description by JD

(1/15/99) (364K) Inf Solo
Dominic Coe

PG-Funnel 1.2


(1/15/99) (11K) Inf Small
Patrick Gray

PG-Crosshatch 1.1


(1/15/99) (16K) Inf Small
Patrick Gray

BernieBigNetMaps

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!)

description by JD

(1/15/99) (408K) Inf Netpaks
Bernie Wieser

Net Pack #1


(1/15/99) (84K) Inf Netpaks
Justin Cooper/Sylvan Furness
  Name Description

Ill Will Hill


(1/15/99) (34K) Inf Small
David Riggle

Pinball

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.

description by JD

(1/15/99) (737K) Inf Solo

Fletch

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

BloodSport

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.

description by JD

(1/15/99) (16K) Inf Large
Dale Munoz

Outa Here! Map


(1/15/99) (26K) Inf Small
Todd Holcomb

UpsideTheHead


(1/15/99) (147K) Inf Small
christian@heurich.com

Temple_of_the_Bulldog


(1/15/99) (148K) Inf Large
Victor Bellomi
  Name Description

Majordomo


(1/15/99) (18K) Inf Large
Mackman

"Your best bet, man"

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

Thoowud


(1/15/99) (18K) Inf Small
BaggBone

wadsworld


(1/15/99) (957K) Inf Large
Brian Wadley

MƒDemolition1

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!

description by JD

(1/15/99) (162K) Inf Small
Butch Massoni

One Count of Reckless Endangerment


(1/15/99) (157K) Inf Large
Tyson Green

UniRescue

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.

description by JD

(1/15/99) (1029K) Inf Solo
Grant Davis
  Name Description

Jamie's Mƒ Maps

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.

description by JD

(1/15/99) (327K) Inf Solo

Mario's Maps v2.2


(1/15/99) (317K) Inf Netpaks
Mario Saullo

Extermination

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!

description by JD

(1/15/99) (1483K) Inf Solo
Simon Blickert

They were always there

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.

description by JD

(1/15/99) (87K) Inf Solo
James Sheppard

The Lawton-Brronson Package

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.

description by JD

(1/15/99) (3532K) Inf Solo
Gabe Haafke/Jason Hackney

Dan's Underwater Grotto of Love

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.

description by JD

(1/15/99) (8K) Inf Large

Decon!

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.

description by JD

(1/15/99) (220K) Inf Large
Chris Baumbach
  Name Description

Mar 123 Map

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.

description by JD

(1/15/99) (907K) Inf Solo
Mark Gregg

Hot-handed God of Cops 1.0.3


(1/15/99) (462K) Inf Large
Dan Preston

Missed Island

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

Stonehenge

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.

description by JD

(1/15/99) (510K) Inf Solo
Dominik Kieselbach

Chrinfinity

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

David¹s Map

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".

description by JD

(1/15/99) (630K) Inf Solo
David Miller

Exercise in Perversity

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
  Name Description

El Lobo Feroce

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.

description by JD

(1/15/99) (190K) Inf Solo
Jeff Model

SpaceCowboy

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.

description by JD

(1/15/99) (1629K) Inf Solo
Tobias Merriman

Starworthy

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.

description by JD

(1/15/99) (595K) Inf Solo
Gerald Helland

Nobody's Fool

Two levels; requires Reeboks, fast trigger finger and outstanding action key agility. Pattern Buffer, also lots of ammo and a price on your head.

description by JD

(1/15/99) (178K) Inf Solo
Terence Coe

time to kill


(1/15/99) (24K) Inf Large

11th Hour

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

Aguanaise

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
  Name Description

Backfire 1.7

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

Stomp Box


(1/15/99) (15K) Inf Small
Stephanie Schindler

Juggers of the Jungle


(1/15/99) (19K) Inf Large
Bachus

Kev's Map

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?

description by JD

(1/15/99) (1241K) Inf Solo

PracticeMap


(1/15/99) (36K) Inf Small
Kurt Murray

Vermicide ƒ


(1/15/99) (68K) Inf Small
Damon Holmes

parallax insignia


(1/15/99) (545K) Inf Large
Edward Easton
  Name Description

Medulus v1.0


(1/15/99) (87K) Inf Large
Andrew Bromell

Revenge

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.

description by JD

(1/15/99) (1557K) Inf Solo
Henrik Madsen

The Stadium 3 - Net Play


(1/15/99) (7K) Inf Small
Krikor Daglian

Credit Hell

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

Deep Forest 1.4.6

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

Are You Ready 1.0.0

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

Death's Harbinger

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!

description by JD

(1/15/99) (59K) Inf Large
Matthew Sheppard
  Name Description

Adexcoriatarium v1.0

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!

description by JD

(1/15/99) (1545K) Inf Solo
Simon Biickert and Chris Spicer

shyft


(1/15/99) (31K) Inf Large
Rob Short

RCB Bungie-thonfinity


(1/15/99) (22K) Inf Small
Rich Barker

It's Needs Must Wither...


(1/15/99) (61K) Inf Large
Brett A. Barnes

Spiral Hell

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.

description by JD

(1/15/99) (1835K) Inf Solo
Crispin Jones

SPH'ter

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!

description by JD

(1/15/99) (752K) Inf Solo
Steve Hunter

Phive Levels For U


(1/15/99) (199K) Inf Netpaks
Chris Pietrzykowski
  Name Description

M. Weems Maps


(1/15/99) (39K) Inf Large
Michael Weems

Ground Hog


(1/15/99) (37K) Inf Large
Rick Tuttle

Jjaro- The Other Durandal

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.

description by JD

(1/15/99) (1755K) Inf Solo
jesse simko

This Mortal Coil


(1/15/99) (88K) Inf Large
goldragonne@earthlink.net

Volvox Station

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".

description by JD

(1/15/99) (1026K) Inf Solo
Andy Kaufmann

Delta Scenario

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.

description by JD

(1/15/99) (5788K) Inf Solo
Matt Ramquist

Island Refuge?+1

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!

description by JD

(1/15/99) (65K) Inf Solo
RedLight1@aol.com
  Name Description

Delphi Interdiction

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!

description by JD

(1/15/99) (412K) Inf Solo
Jesse and David Krebs

Rogue Moon

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.

description by JD

(1/15/99) (3893K) Inf Solo
Tim Thomas

The Wonders of Solitude


(1/15/99) (80K) Inf Large
John Airaksinen

PG-Cathedral 1.0


(1/15/99) (29K) Inf Large
Patrick Gray

The Sea Change v0.09

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.

description by JD

(1/15/99) (1571K) Inf Solo
PierSeven

Recondite


(1/15/99) (316K) Inf Netpaks
Gary Nash

Shower room fun

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.

description by JD

(1/15/99) (10K) Inf Solo
Brian Fedde
  Name Description

Chucker Brawl

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!

description by JD

(1/15/99) (108K) Inf Large

Hedge Maze


(1/15/99) (26K) Inf Large
Seth D. Kromholz

Chaos Incarnate

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.

description by JD

(1/15/99) (513K) Inf Solo
Chris Fuchs

Muscles in the Shell

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!

description by JD

(1/15/99) (1042K) Inf Solo
John Luttropp

For Ever and Ever 1.1

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"

More Real than Reality

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!

description by JD

(1/15/99) (2231K) Inf Solo
BaggBone

"I'm There Pfhor You, Man"

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 towa rds 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.

description by JD

(1/15/99) (218K) Inf Solo
Steven Mast
  Name Description

Darkness

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.

description by JD

(1/15/99) (2242K) Inf Solo
Brannon & Corey Moore

Square Dancing

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

Pine View (Hell)

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.

description by JD

(1/15/99) (213K) Inf Solo
cattan mcclelland

Death Rotunda ƒ

A straight port of an M2 sniper arena.
(1/15/99) (14K) Inf Small
Gabriel Gilder

Hell Hole V1.5

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!

description by JD

(1/15/99) (320K) Inf Solo
Gary Simmons

Wash_or_Dry?


(1/15/99) (46K) Inf Large
Ed Schenk

"Insane,InACrazySortOfWay"


(1/15/99) (57K) Inf Large
Jeff Cedeno
  Name Description

David's Merge of Pure Enjoyment

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

description by JD

(1/15/99) (43K) Inf Solo
David Gargus

HappyNewYear

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!"

description by JD

(1/15/99) (768K) Inf Solo
Ralph Boelsterli

Hard Day at the Office

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

description by JD

(1/15/99) (102K) Inf Solo
Michael W Simon

Leap of Faith

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.

description by JD

(1/15/99) (954K) Inf Solo
Chris Frederick

Waterworld 3

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.

description by JD

(1/15/99) (20K) Inf Small

PG-Beam Me Up! 1.2


(1/15/99) (21K) Inf Small
Patrick Gray

PG-Focus 1.0


(1/15/99) (7K) Inf Small
Patrick Gray
  Name Description

Pfhortification


(1/15/99) (11K) Inf Small
Justin Wood

D-DayV1.1

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

Farchie's Revenge

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.

description by JD

(1/15/99) (223K) Inf Solo
Jay Kells

Thunderdorm


(1/15/99) (8K) Inf Small
Stephen Horowitz

NT's WaterWorld

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

PG-Snipers Only! II 1.0


(1/15/99) (36K) Inf Large
Patrick Gray

Crazy Super Net Map

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.

description by JD

(1/15/99) (161K) Inf Large
Mark Turner
  Name Description

Greg Nelsons Adventure

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!

description by JD

(1/15/99) (1348K) Inf Solo

go with the flow

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!

description by JD

(1/15/99) (1040K) Inf Solo
Chris Wilson

Jameson's Contest Maps


(1/15/99) (94K) Inf Netpaks
Jameson Fisher

quetzalcoatl

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

Return2TauCeti

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.

description by JD

(1/15/99) (1963K) Inf Solo
David Candland

MN

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.

description by JD

(1/15/99) (62K) Inf Solo

time_machine

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!

description by JD

(1/15/99) (218K) Inf Solo
Paul Grone Meyer
  Name Description

In the Shadow of Lh¹owon

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!

description by JD

(1/15/99) (1208K) Inf Solo
Thomas Finley

Rebel Attack

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.

description by JD

(1/15/99) (1354K) Inf Solo
Argyrios Christos Saccopoulos

Wheel of Fortune


(1/15/99) (14K) Inf Small
Marcus Spangenberg

GOLGOTHA


(1/15/99) (14K) Inf Small
T.W. Jackson

PB's Aqualung


(1/15/99) (27K) Inf Large
Peter M. Bukowinski

Nine_to_Five


(1/15/99) (111K) Inf Large
Chris Holm

PG-Girders 1.3


(1/15/99) (19K) Inf Large
Patrick Gray
  Name Description

Wra'khata from B.V.B.

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.

description by JD

(1/15/99) (1751K) Inf Solo
Benjamin Blaser

K'Nath Outpost


(1/15/99) (87K) Inf Large
John Viator

Hot Stuff v2.1

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

Don't Make Me Spank You

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.

description by JD

(1/15/99) (884K) Inf Solo
Mike Lanzetta

Turnabout Intruder 1.5


(1/15/99) (61K) Inf Large
Matthew Dalia

The Tidy-Bowl

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

You're Going Down 1.1 (infinity)

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!

description by JD

(1/15/99) (14K) Inf Small
Seth D. Kromholz
  Name Description

Three Beings

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

description by JD

(1/15/99) (1128K) Inf Solo
Andrew Emmott

Marathon2.TCAT

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!

description by JD

(1/15/99) (1252K) Inf Solo
C. Carlyle McCullough III

The Cross


(1/15/99) (14K) Inf Small
Dan Weintraub

Inobmaz Battle Station


(1/15/99) (862K) Inf Large
Ryan Hylland

Stage

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

O_do_not_forsake_me


(1/15/99) (124K) Inf Large
r0b colonna

Bob's Mƒ maps

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.

description by JD

(1/15/99) (49K) Inf Netpaks
Bob Vandehey
  Name Description

"G4, no more?"


(1/15/99) (23K) Inf Large
Kurt Murray

Here Be Dragons


(1/15/99) (83K) Inf Large
goldragonne@earthlink.net

Fata Morgana


(1/15/99) (208K) Inf Large
Johan Borg

byebye

Big, lots of baddies, minimal texture use and lighting.
(1/15/99) (21K) Inf Solo

L O R O F+1

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!

description by JD

(1/15/99) (154K) Inf Solo
Victor Garcia

Personal Holloway


(1/15/99) (31K) Inf Small
sHaDi

Don't Forget Your Meclizine

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
  Name Description

Metter Maps


(1/15/99) (322K) Inf Large
Bill Cameron

Deus Ex Machina

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 . . .

description by JD

(1/15/99) (2209K) Inf Solo
Susan Clapp

Hahn Infinity


(1/15/99) (20K) Inf Small
Tim Kolar

Deeper In

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

Berserker

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

...and one Pfhor all!

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

Mƒ-M1 Network Maps 1.2


(1/15/99) (181K) Inf Netpaks
Patrick Gray
  Name Description

Conjecture

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.

description by JD

(1/15/99) (26K) Inf Large
Craig Harvieux

science

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!

description by JD

(1/15/99) (411K) Inf Solo
Ben Philip

Hot Springs of Lh'owon


(1/15/99) (62K) Inf Large
Humberto Acevedo

Chips??

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

Forge 1.0.4 Updater

An updater to bring Forge up to v1.0.4.
(1/12/99) (1066K) Inf Tools
Bungie Software

Forge and Anvil Tips

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

Anvil 1.0.3b4 backdater

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
  Name Description

Courier 11

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

Marathon Film Installer 1.0.3

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

Marathon Shapes Juggler v1.3

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

Texture Switcher

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

Texture Mover

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

The Burning of Eden

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

An Al Called Wanda v.1.0.6

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
  Name Description

The Bastards

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

Marathon Universal Patcher v3.5

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)

Folie a'Deux

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

Cherished Illusions

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

Evil: Meat Hive

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

Seige & Damnation II

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

Evil: Corrupt Behavior

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
  Name Description

Evil: Apostasy & Nettleson

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

Evil: Profane Catalepsy

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

Marinero al Carbon

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

Evil:Fetid Psyllium Sigma Net Hop

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

Evil: Triptych

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

Evil: Androgynous to the Touch

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

Marathon Hang Time Guide

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
  Name Description

Chai'etra Infinitus

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

Nardo Spoiler Guide

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

The Alderian Connection 1.1

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.
(1/3/98) (1532K) M2 Solo
Rudi Bloks


When My Sister Sings

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

Nardo Mapmaking and Tools Guide

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

Stonehenge

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

Animated Objects

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
  Name Description

Tempus Irae v1.1

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

Saturday Night Pfhever

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

Cursed Whirl Womb

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

From Up Out Da Earth

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

Evila

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

Trojan Spoiler Guide

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

Outpost Isni v1.b

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
  Name Description

Marathon Atlantis

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

Lun 1.01

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

Waldo and the Yetis

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

Many Maps

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

La PetiteCarnagerie

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

LSD in the Water Supply

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

Crossover

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
  Name Description

Space Popcorn

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

Carnageville

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

Carpal Tunnel

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

Infinity Textures and Scenery

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

Mikes Net Levels 2.0

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

In Enemy Hands v1.2

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

Whole Lotta Smote'n

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
  Name Description

Show'em that You're a Tiger

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

Temple of Zeus

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

Rollercoaster

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

AtrophiedV4.1

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
(9/18/97) (154K) Evil Netpaks
Kurt Murray


More Spankies for Daddy (evil)

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

Mystic Base 1.2

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

Advanced Gernade Hopping

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
  Name Description

Three Shots of Whiskey v1.1

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

Snork Pak

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

Paradise Theater v1.1

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...
(9/14/97) (275K) Inf Solo


Ground Pounded

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

Rockets of Fury v3

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).
(9/14/97) (543K) Evil Netpaks
Colin James


Rain

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

Map Making Topics/FAQ 6

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 if you 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
  Name Description

Death Blade Arena v1.1

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

Pfhriers Net Levels

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

Dr. Richards Ring (evil)

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...
(9/13/97) (36K) Evil Large
Richard Dierkes


ResCompare 2.6

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

Duece

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

Catwalk

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

Abbe Surcum Delar Quen

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
  Name Description

Crowbar Specialist

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

Dr. Richards Ring

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

Morphine 2

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

Lava Lord

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

The Temple of Apollo

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

Arbitrary Map Points

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

a clump of rump dumplings

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
  Name Description

Moonbase 11c

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

Nuke Dome

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

Cheese Steak v1.0

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

Riazan

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

Employed For Life 1.2

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

Roam

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

Screaming Orgasm

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
  Name Description

Rancid Orange Juice

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

The One and Only v1.01

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

Whirl Womb

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

Amazons Deluxe

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.
(8/1/97) (1685K) Inf Shapes
John Coffey


RoboCops/ED-209

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.
(7/31/97) (807K) Inf Shapes
Richard Mikat


Massacre at Southam v1.0

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

Castle Uprising v1.0

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
  Name Description

City Carnage

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

Mister Potato Head

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

Marathon Mars

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

Butchered (infinity)

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)
(7/30/97) (72K) Inf Large
Gary Iams


Netmaps Worth Playing 1.0

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

Mike's Netmap

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

The Rock v1.1

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.
(7/24/97) (207K) Inf Solo
Chad Wayne

  Name Description

Marathon Anime

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

The Square Root of Pain

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

Pseudonets II

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

Evil at Night

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

Basic Missions

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

Insane v1.1

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

Damned If You Do...

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
  Name Description

Infinity Map Pak v3

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.
(7/14/97) (768K) Inf Netpaks
Randall Shaw


Bela Lugosi

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

Marathon Quicktime Recorder

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

Kessen Chu

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

Malancanth

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

eiei0

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

Calamity Courtyard 1.0

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
  Name Description

Gemini Station 2.0

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.
(7/9/97) (6834K) Inf Scenario
Mike Trinder


ELSIE

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

Sound Shrinker 1.1.2

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

Butchered (evil)

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)
(7/3/97) (73K) Evil Large
Gary Iams


Classic Net Maps II

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

TexRay Workbench 1.0

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

Audio Levels 2.0

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
  Name Description

The Playce 1.0

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

Gen Pfhorteen

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

Bunker Hell

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

Grenade It

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

Objects of the Game

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

Corridor of Death

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

Muay Die

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
  Name Description

No Way Out

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

Infinity Cult

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

Monorail

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

Excalibur: Morgana's Revenge

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

4711th Circular Arena

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

Infinity Saved Game Editor

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

Ketchup

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
  Name Description

Chock Full O'Shots (mi)

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

Higher v4

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

Gladiators (mi)

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."
(6/22/97) (34K) Inf Large
Capt MTPosse


Phorsight 1.0

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

Sixteen Cowards

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

Cemetery v1.0

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

Town Square

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
  Name Description

Bounce Town

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

Marathon 1984

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

"FALLEN ANGEL: The Chai'etra Saga, Part Three"

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

Herman's Network Maps

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

Just Do It

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

Juggernaut Fortress

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

Hide and Spank

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
  Name Description

Bloody Bodies Running Around

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

Shuttle 477

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.
(6/13/97) (2550K) Inf Scenario
Luke Heise


Cover Hill

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

Death Repeats

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

Infinity Suicide Original Levels 2

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

Infinity Suicide Bungie Levels 2

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

Audio Levels

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
  Name Description

Thors Hammer 1.5

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

Be Happy or Not v1.7

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

Kill 'em All v1.3

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

Tower of Fear

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

Carnage Time

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

Everybody Dies 2.0

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

Boo Berry Blood Bath

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
  Name Description

Crank Me Pumping Station

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

Disco Duck

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

Gangsterz

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

The Blaze of Conquest

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

Addictive Moments of Epiphany

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

ED-209

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

Marathon Earth

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
  Name Description

Grunge Depression

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

Rebel Base/Infinity

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

Same Name Madness

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

Get In The Ring

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

House of Flame

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

Plight of Expostulation v2.0

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

Stay Alive 1.1

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
  Name Description

Wisdom of Old Frustration v3.0

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

Pseudonets

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

Brymen's Map Pak 1.0

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

Shooter

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

What's Love Got To Do With It v1.1

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.
(6/2/97) (17K) Inf Large
Herman Ulltin


Fight for Your Life v1.1

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

Water Land Map v1.2

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"
  Name Description

The Legend of Carnage

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

Borzz Pak

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

Burn Them All 1.0

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

The King is Dead

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

First Mission

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

Forge/Anvil 1.0.3

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

Harmonia v1.1

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
  Name Description

Harmonia/Llamas Evil Pack

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

Llamas are Bigger Than Frogs v.1.7 (mi)

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

Joe Gets Smashed

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

Future Death

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

Ubergaston

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

"Land of the Yeti 2: "Vengance""

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

Cartho delenda est v1.3

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
  Name Description

Krab-Kakes

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

Your Worst Nightmare

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

There Can Be Only One (HU)

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

Were War are in Dreams

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

Watch Your Back

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

Everyone In The Pool

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

Everyone Says

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
  Name Description

Bowser Castle

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

Heehhaa*

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

Moonlight Diner

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

"Big, Slow Moving Elevators"

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

Get The Hell Out of The Hill

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

Lost in the catacombs

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

"Ready, set, Kill"

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
  Name Description

Storm Tower 1.1

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

Bloody Bodies Falling

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

Moloch's Crucible

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

Can't You Hit Me!

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

It Is A Good Day to Die

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

Some Dummies Die v1.1

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

Alternatives to Submission 4.1

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
(5/5/97) (17K) Inf Large
Rich Dierkes

  Name Description

Evil: Cursed

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

Lord of the Hill

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

Bordello of Blood

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

Dome Warz 1.2

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

Infinity 1.5 updater

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

New World

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

Phreak and Phind v1.1

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
  Name Description

Parts is Parts

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

Slaughter Net Four

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

Mr.Twisty 1.1

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...
(4/27/97) (60K) Inf Large
Rich Bushey


Chisel 2.0.3

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.
(4/27/97) (51K) Inf Tools
Kirill Levchenko


Two Net Maps

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

Seven Infinity Net Levels

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

Marathon Roswell

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
  Name Description

Up Periscope v 1.9

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

War and Pieces v1.21

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

Harmonio v1.0

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

Die Hard 1.2

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

Hand Grenades

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

Hammys Demise

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

Anybody's Son Will Do

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
  Name Description

Hyperhill v 2.1

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

Camelot v 1.1

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...
(4/24/97) (272K) Inf Large
Jesse Dowdle


Coop Coliseum

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

Operation Boombastic

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

Hell Hole v1.4

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...
(4/21/97) (264K) Inf Large
Gary Simmons


Justifiable Hypocrisy

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

Stazipoilzei

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
  Name Description

Octavius 1.0

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

Speed Bump v 1.9

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

The River Bed

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

The Devil's Workshop

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

Slice Me Nice

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

Quigleys Olympics v2.0

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

Montsegur

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
  Name Description

Bob Tiles

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

Road Warrior v1.666

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

Dome of Death

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

The Ups and Downs of Elevator Repair v1.04

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

Civil War

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

Cluck Fest '96 v1.1

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

Creeping Death Maps v1.0

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
  Name Description

The Well of Souls

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

Roy Batty

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

Megiddo Game

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.
(4/6/97) (2472K) Inf Scenario
James Hastings-Trew


Infinity Suicide Pak #2

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

Phatal Phred & Deadly MorPH

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

Seige of Nor'Korh v2

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.
(4/6/97) (6782K) Inf Scenario
Randall Shaw


BigHeaded Bobs

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)
(4/4/97) (1032K) Inf Shapes
Luke Heise

  Name Description

R2700 MA Blaster

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

Dirty Tricks v1.0.1

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

Culture Shock 0.1

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

Pfhor Comes to Dinner

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

"Breath of 1,000 Dogs 2.0"

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

Castle Carnage 1.0

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

Disposal

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
  Name Description

Toxic Waste

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

Tekus Station

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

Daves Map Pak

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

Map Mania and Conspiracy 1.1

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

eCore 1.0

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

Air Speed Map Pack v1.1

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
(3/29/97) (136K) Inf Large
Cindy Hoffa


Slanes Map Pak 1

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
  Name Description

Novocaine 1.0.3

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

Enforcer Plot

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

Learn To Spell

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

The Prototype Wars

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

Satanic Cummerbund

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

Avalon's Sunset

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

Atmospheric Sounds

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.
(3/28/97) (1981K) Inf Shapes
Nick

  Name Description

Superlatives and Absolutes

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

Endymio v1.2

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

NetKid 1.1

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
(3/27/97) (34K) Inf Small
Chris


Robs Net Maps

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

Beware the ShadowStalker 1.4

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

Alpha Ylusor Net

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

Remember the Marathon

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
  Name Description

Beta Molorok

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

Take This!

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

Arx Immanis

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

City Center Massacre

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

Don't Scapegoat the Metamucil

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

"Blood-loss, Folly and Passion"

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

Little Room v4

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
  Name Description

Visceral Fury

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..
(3/21/97) (17K) Inf Small
Rich Dierkes


Dysfunctional Temporal Lobes

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

Big Whoopee Dings Dongs

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

The Hunger which Summons

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

There Can Be Only One (D)

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

Demise of the Enterprise

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

More Spankies For Daddy (mi)

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
  Name Description

El Winky Quemado de David

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

2x Magnum Marines Patch

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

Dohhhnut

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

Dance Hits

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

Marathon Spoiler Guide v3.0

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

Dead Meat Walking

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

Let's Go Blow Up Daddy v. 1.1

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
  Name Description

Don't Touch Me v1.1

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.
(3/14/97) (48K) Inf Large
Carl Lineberry


Everybody Samba!!!

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

Checkers

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

Carnagey Hall (mi)

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

Potato Ball

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

Dash's Sound Patch

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

Desperate Pfhor Net Play

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
  Name Description

The Wishin' Well

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

Niagarena Falls

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

Ravedome

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

The Collective v1.3

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
(3/12/97) (689K) Inf Solo
Mike Slavko


Mindbender

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

MI Carnage Palace Deee-Luxe

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

Go To Hill

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
  Name Description

The Big Game 1.0

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

Firehill 1.0

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

Rocket Launcher Marine Patch 1.1

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

Spankers Map Sixpack

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

Not Everyone's Mortal

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

Rush n Crush 1.1.1

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

KR Net Levels

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
  Name Description

Inside Out v2.0

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

Phor Score v.1.0

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

Happiness Is A Warm Gun

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

Anvil 1.0.4

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

Forge 1.0.3b

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

Ship Ahoy

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

Yippee

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
  Name Description

Nomad S'pht

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.
(3/3/97) (102K) Inf Shapes
Loren Petrich


Dave's Action Pack v1.1.1

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

Sports Maps 1

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

Hello Kittys Fun Time Toy Box

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

Revolver

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

Hunting Hunters (mi)

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

Marathon M.A.D.D.S

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
  Name Description

Coriolis Loop

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

Gironicorp v3.0.5

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
(3/2/97) (77K) Inf Netpaks
Gironimo7


Townsend Square

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

Texture Combinations with Forge

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

Meth v1.1

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

Temple Raiders 1.0

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

Random Acts of Violence And Senseless Brutality

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
  Name Description

Allegiances

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

Draquos House

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

Ripcord 1.1

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

Hotfoot

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

Mr. Happy

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

M.A.D.D. Patch v1.6

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..
(2/17/97) (83K) Inf Shapes
Quartz


Pie In The Sky (mi)

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
  Name Description

The Attack

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

Focal Point

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

Beautiful Chickens

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

Aft Shuttle Bay-Net Level

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

Carnage all the Way

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

The Chai'etra Saga

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.
(2/13/97) (1139K) Inf Solo
Gareth Wood


The Revenge/Let's Have Some Fun 2.0

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!!!!!
(2/13/97) (496K) Inf Scenario
Patrik Edberg

  Name Description

Dusk 'till Dawn

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

Mirage

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

Warrior's Way

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

Big Friends

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

The Ka'Fein Clash

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

Hammer of the Gods/The Chai'etra Saga-Part 2

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

Crossroads

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
  Name Description

"Amaze Me, Live!"

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

Texture Patches

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

Let's Have Some Fun!!

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

The Window of Light

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

4 Steps to Death

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

Magotopia 1.1

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

Battle of Que'Fargo

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
  Name Description

Big Bake

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

Testosterone Monkey

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

Pantload of Trouble

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

King Target

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

Sludge Match

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

Sparkling Insides

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

3 a.m. Bakery Trucks N' Roadkill

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
  Name Description

Ring Around The King

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

Plenty O' Room

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

Ruiners Map Pak

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

Hulk Patcher

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.
(1/28/97) (315K) Inf Shapes
Dustin Westphal


Spanker Bobs

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

Shamrock

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

Power Ranger Defence Drones

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
  Name Description

Forge and Anvil Tutorials 1.0.2

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

Female Cyborgs

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

Babs Deluxe!

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 Sound Patch-2.4 megs

Babs Shapes Patch-170K

Revenge of the Babs Map-417K

Babs Deluxe-2.5 megs
(1/23/97) (2612K) Inf Shapes
Rugrat Productions


Amazon Fighters vs Pistol-Packin' Robertas Patch

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.
(1/23/97) (1168K) Inf Shapes
JCoffey


Coleseum

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

Fear of Falling

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

M2 Film/Save File Converter

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)
  Name Description

Aneurysm

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

Stinkfist 1.0

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

Surgical Strike

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

Lysander XB71

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

Pain Is My Girlfriend

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

"Open the Pod Bay Doors, Hal! 1.1.7"

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

Borzz Shapes 1.1

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
  Name Description

Illegitimi Non Carborundum (MI)

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

This is Spiral Tap

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

Sins of the Flechette

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

Sex and Violence

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

Infinity Triangle

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

Three Polygons No Waiting

Exactly like the title states...Get ready for some fast carnage.
(1/16/97) (5K) Inf Small
Tim

Eight Daze A Week

A square, rectangular type of map with some very large passageways that hook into it.
(1/16/97) (162K) Inf Large
Tim
  Name Description

Confounded Bridge

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

FM Infinity Net Hop Map Pak

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

Marco/Polo

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

More Testicles Means More Iron

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

All Roads Lead to Hell

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

The Great Cornholio

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

Everyone is dead but me 0.9

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
  Name Description

Defendence 1.0

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

Quartz 3.0 Net Maps

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.
(1/15/97) (353K) Inf Netpaks
Quartz


Hide and Seek 1.0

This map is designed for KTMWTB (skull) or KOH. It is large with a lot of secrets. Some of the secrets leads to ammo stashes and/or some really great sniper posts. There are death type hallways that can make you real easy pick off objects if anyone is on one of these sniper posts. The map is merged with a built in physics model that is pretty cool. Should keep you busy but would be only good with large numbers or with teams..Some different construction tricks on this one, water chutes (towers) that will aide you with elevation tricks..
(1/15/97) (35K) Inf Large
Mike Holder

Particle Man

Great construction ideas...Flow is fairly good. A small net map that centers around a central area with adjoining hallways. 3 to 4 players would fit fairly well into this one and it will support a majority of game options. Due to it's size......it seems that it has very good flow..(will find out this weekend) There are a few doors that will slow you down. Lighting was pretty thought out with this map...not too much media, but enough to keep it interesting.
(1/15/97) (34K) Inf Small
sfere

Hamburger Hill 1.2

This one will support all types of play and IMO is visually one of the best, construction wise. A large square arena that surrounds a hill, or tower if you will. It is accessible from all sides by elevators. This one will support up to 8 players and the sniper ports, ledges are really constructed with some great taste.. Certainly worth the download...
(1/15/97) (45K) Inf Large
Mike Holder

Oval Elevations 1.1

Lots of media with this large net map: From the readme A carnage level only. One secret passage, in the water that leads to stairs going up to a platform overlooking the central area. The first step after the turn to the left is a teleporter to a ledge with some goodies on it. Should hold 8 OK.
(1/15/97) (21K) Inf Large
Mike Holder

Midnight Blue

Probably the best map posted tonight..Another great map from Stephen Ritchie..Two main arenas that have great construction techniques written all over them. Large enough that 2 to 3 marines it would be slow. Ammo seems well plentiful at the beginning...but if you don't play with "dead players drop ammo" it might get a little thin. Download this one to see some great construction ideas...
(1/15/97) (36K) Inf Large
Stephen Richie
  Name Description

Bodies 1.5

This is a file that allows you to see how to put dead or mutilated bodies into a Marathon level. It comes with a example level that is just a couple of polygons large.. The author states in the readme to e-mail him for more info or questions.
(1/13/97) (7K) Info
Dan Rudolph

Live and Let Die

A very large single level solo map. Lots and lots of bad guys, most of which trigger at just the right time. This level is very linear-hit every switch, etc...
(1/13/97) (68K) M2 Solo
Jonas Bjarnehall

Net Levels

Same as Infinity Map Pak-except this pak has a added terminal on each level. These terminals allows you to hop to levels without having to quit and re-join the games. Great Idea-Frigid!!!
(1/11/97) (473K) Inf Netpaks
Randall Shaw

Tooler's Haven

Lots of carnage with this one......there was so much ammo that it is obviously intended for large groups!! If you are a mouse player then this map would work to your advantage. For me the flow got claustrophobic at times, but it always seemed like there was a fast and smooth way around each and every sharp corner. Construction ideas are great and if you use external sound with your Mac, turn it way down..the sound of picking up ammo will drive you crazy...Like I said, there is a bunch....check out the authors website for more great maps
(1/11/97) (23K) Inf Large
Carnage Inc

Alien Arena 2

A great large net map that reminded me of 5D Space. This is one of the better ones we played tonight. The elevators are ultra fast and there are some great sniping areas. A very tall map with the hill in the middle. Direct sight of the hill is located all around from the sniper posts. Didn't find any secrets...but as you can tell from the film, I would have gotten tozted if I looked. Great map, great lighting effects and very good for large groups. Find out more from the authors website
(1/11/97) (14K) Inf Large
Carnage Inc

CrossHair/Death Becomes Him

Two net levels in one package. The first, called Crosshair is a basic king of the hill map with some pretty cool twists. There are switches located around the outside ring that fills the hill area with lava, or elevates and/or lowers the platform around it and just elevates paths to the hill. We found this one fun for tozt'n some of the players in my group but ammo was scarce. It was hard to find a weapon and ammo sometimes..The spnkr is located in the middle but to get to it you will need to jump into pit...some good ideas but a little dark at times.. The second level IMO was much better...the textures were extremely well lit and the ammo was perched on very thin ledges...It took some skill to run around this thin ledge. Defintely worth the download...Both would support up to 8 and are probably best designed for Kill the Man with the Ball.
(1/11/97) (36K) Inf Netpaks
Eric Lupon

Medrev 4.5

This one didn't come with a readme. A very large type of city, located in the sky, so to speak. A central building with ledges/pathways that wrap around the sides. Inside are many rooms with ammo a plently!! Some texture problems here and there and some very slow moving doors that provide for some flow problems but this map was still fun to play. Only large groups here and co-op and KTHWTB would work great.
(1/11/97) (20K) Inf Large
Perry Wang
  Name Description

Where the Piggies Play v2.0

A update of a previously posted map. This update adds a very good rooftop arena. One that is large enough to get some high carnage rates in. There has been a secret added, don't give up it's there and now there is a ending terminal for you that play this map solo. Will support 8 with no problem. KOH, KMWB,EMFH are all supported with this one. Some great ideas but there are some flow interruptions. I personally liked the way the hallways were laid out.
(1/9/97) (163K) Inf Large
Paul Bertone Jr

Waphle v1.0

A small net map that leads itself to tag very well. Almost a spider web type layout. One small central area with small tunnel like paths that hook to large rectangular hallway that wraps around the map. This one would be great to play EMFH. Some very tall walls outline the center area with some dark hallways that run around forever. Or, at least it seemed like it. Will support up to 8 due to the sheer layout of this one.There is one recharge but a spankr will get you if you not careful...
(1/8/97) (19K) M2 Small
MIS S.A.M.

The Cog

A pretty nice medium size net level. I thought the color/design of the hill in the middle was rather good!! A small central arena (with the hill mentioned above), surround by two rings, that provide multiple paths into the center. Well, if you count the one on top of the pillars there are three rings. Pretty well built..It was kind of nice to see those bright green textures again!! Will support king of the hill very well and probably KTMWB also. Up to four players it would be ideal. I will find out if 5 is too many.
(1/8/97) (18K) M2 Small
MIS S.A.M.

Aksel's Best

8 levels, way too many baddies. The readme says play it on Kindergarten, to keep it from crashing. Maybe the map designer should have taken the hint.
(1/8/97) (1398K) M2 Solo
Aksel Arnesen

Hot Handed God of Cops 1.0.3

A very well-built level, reminiscent of the quality of Bungie M1 net levels. Flow is superb, weapons are nicely balanced, all play styles are accomodated. This was originally designed with M2 textures, and needed serious reworking to look good with the new Infinity sewage textureset. (It still looks better in the M2 version, included.) On the other hand, the Infinity version contains a KKV... Update fixes a bug that kept Kill the Man with the Ball from working, tweaks gameplay, and adds a true M2 version.
(1/7/97) (462K) Inf Large
Dan Preston

Marathon Film Renamer v1.2

Allows drag and drop renaming of films, including level and game type. This is very convenient for people that are storing alot of films and have no idea which level they go with. This will allow you to name and keep, hopefully just a little better tract. Handles the M2 bug where the film on the non gathering machine records the wrong map ID. Also works on M1 maps. Update now works with Infinity maps as well, it will let you mix or match M1-2-Infinity films!!
(1/7/97) (25K) Inf Tools
Naoki Yokoyama (nao)

Cap N Crunch 1.1

A very large diamond shaped map with some really nice lighting detail in the middle. The middle of the map has lighted platforms that make for some very interesting hiding areas. The upper platforms are accesed by teleporters. The light detail is very good in this one. ) The most impressive part of this map is the lighting....some good ideas here. One secret--it's worth finding. Now only one level, the update takes the 2nd level off...(which was basically just the same)
(1/7/97) (34K) Inf Large
David Israel
  Name Description

About Terminals 1.7.97

This is now updated. A crash bug when merging was found and updated and now it comes with a example map. This is in html profile so you will need to use your browser on some of it.
(1/7/97) (293K) Info
T. Belton

Biddle

This is defintely a large net map!!!!! If you have any eyesight troubles then I strongly suggest you don't try this map. I found myself squinting to try to see the other net player. Biddle is a map that is a very large cylinder looking arena with many lighted sniper ledges at different heights located in the walls. The problem is that the whole map is pitch black and the sniper ledges are lighted. Trasporters gets you to the ledges and watch out!! Even on low res., my net partner was able to see me. Lots of carnage with this one...Construction ideas are pretty good but way too dark for my tastes..Update--We loved this one!!!!!!! Wow talk about fun..check out the 5 player map.
(1/5/97) (18K) Inf Large
dbunny@howdy.wustl.edu

Christmas

A very well constructed net level. The author gives some insight that the map might of have been rushed to complete, but some great construction ideas here. Well probably hold up to 4 real well, the elevators in the middle of what I thought make up the "Christmas Tree", came in real useful. Try it and see what you think. Update fixes a few poly problems...
(1/5/97) (40K) Inf Small
Kirill Levchenko

BOBs of the Hill v1.0

A elevated center tower connected to a outer ring. The paths to the ring are cool but the pits are filled with sewage. The flow at times seemed to be obsturcted with the ease of finding the teleporters in the pits. (Why it is a good king of the hill map--if you play it on EMFH, then the flow comment will make more sense) Will support king of hill great...The switches will also aide in this endeavor, although the film will not show it. Good construction and the use of one ambient sound just about blew me out of my room.....(if you use a subwoofer) Solo is possible---the readme explains the aliens that can be used.
(12/25/96) (20K) Inf Small
Bachus

Daronn's Sunfire

Some real ingenius types of lighting has gone into this one. Big, arena surrounded by a ring of ammo located in very small hallways. Keep on them, you will eventually end up on a great sniper ledge. At times it didn't seem big, until you play it net, this puppy is big and it will support up to 8..I was just so impressed with the construction idea that as I was looking up at the center of the map I was getting wasted. A cool trick with the lava- the film doesn't show it but it's there. Will support all kinds of net play..great download and well worth you time. The readme says that this is part of a upcoming scenario.....shades of things to come, it should be great...
(12/25/96) (50K) Inf Large
Jesse Lowther

Off He Goes v1

A medium sized large platform arena surrounded by a "lack of vision" type of trench. A couple of outside rooms connected by walkways that show you some great consturction efforts. I enjoyed playing this map the most. It lended itself for all kinds of play and it is well laid out. Lights and sounds are pretty basic but construction and stragedy was well thought out. IMO one of the best--the author threw some cool ideas in for the door switches. (?) Teleporters can help you if you think them through. Great map, great flow and some great "death rooms".
(12/25/96) (99K) Inf Small
Shadi

I Could've Had a V8! (mi)

A small arena with vertical moving pillars that can aide your destruction or carnage total. I can appreciate the work for the moving platforms, but I killed myself more times than my opponent. Don't just ramble through this one, take your time to get the "feel" of the construction. This one will support more players than I thought it could. Very well built and some great light sets!!
(12/23/96) (30K) Inf Small
Michael K Neylon
  Name Description

The Pit

Based on the authors M1 version, this one is a small arena that can hold up to about 4, IMO. Smearing in this one too, but still worth the playtime. I liked it better than the Rising Sun map. Again, compatible with Marathon 2.
(12/23/96) (23K) Inf Small
Michael K Neylon

Enhanced Wheel

This map has some great construction ideas, based on a "spoke of eight parts", this map will lend it self to all types of play. Based on the M1 version, be prepared for teleporting and halls to get from one area to the other. Light sets were great and the use of sounds, IMO was just right. Out of all the maps I played this one, IMO, was the most fun. Check out the film. This map is also M-2 compatible so it is well worth the download.
(12/23/96) (36K) Inf Small
Michael K Neylon

World Wide Web

I enjoyed playing this one solo!! A maze of twisted passageways that in time might give you a claustrophobic feeling. Net play, well......you determine....I have the map at Cyber Worx, so I will find out soon. Same as above-based on the Marathon 1 version with compatibility for Marathon 2
(12/23/96) (45K) Inf Small
Michael K Neylon

Come and Get It

A small square arena with a recharger that is right in view of all parts of the room. (don't stay here long-you will die often, duh??) Lots of ammo and weapons--platforms can aide so be careful.
(12/23/96) (51K) Inf Small
Justin J Cooper

Rising Sun

Identical layout to the Marathon 1 version. A small arena with a platforms that will smash you faster than you can get out. This feature was a great idea but annoying at times. Some texture smearing with this one and with the authors other maps, it is compatible for M-2.
(12/23/96) (15K) Inf Small
Michael K Neylon

High School Tool

Man, this one is great!!! The time it must of took to make these textures. This map is really a high school, almost like the one I teach at. Complete with a football field and lockers in the hallways. I didn't have time to go through every nook and cranny---I did want to get it up tonight. A net map that can be played with teams, every man for himself, king of the hill or kill the guy with the ball. With 2 it might be slow--although I plan to try it with two asap!! Great construction, great use of texture placement. This one is cool!!!!! Comes with a patcher that HAS TO BE USED!! Also available is version 1.1 (without the shapes patch-55K).
(12/17/96) (264K) Inf Large
Borzz

Castle Rocagloriosa

This map was sent to me a couple of weeks ago. I just found it and decided that I owed it to the author to at least explain why it was so late in posting. A very good map with some incredible construction. Choice of textures is few, but if you read the read me it is done this way on purpose. This map lends itself for team play as well as king of the hill. Flow for the most part is good and when you are in the inside of the castle take my advice and slow down or you will miss some things. The moat around the castle holds some goodies.
(12/16/96) (120K) Inf Large
Bernie Wieser
  Name Description

Mara OS

About MaraOS. MaraOS, formerly called Marathon Runner, is an application that makes it easier to manage all the different Marathon accessory files (modules) you might have accumulated. The usual way to do this involves a lot of copying, moving, renaming, and forgetting. I wrote MaraOS to make this process somewhat simpler- it moves files to their proper place and renames them, freeing you to organize and name modules as you see fit. By keeping track of names and locations for you, MaraOS allows you to get on with the killing with the minimum of fuss. It does this by searching for modules within a certain folder and presenting a dialog with pop up menus that allow you to more easily select the different modules you want to use. It tracks the following modules: Marathon Preferences, Map, Music, Physics Model, Shapes, Sounds, and different Marathon applications (such as ones whose terminal resources are patched). It then moves modules to their appropriate locations, renames them, and launches the selected Marathon application.

Basically, it's a Startup/Extension Manager kind of program, but for Marathon.

This update works with Marathon Infinity

This is the latest update from the author--it will work with Marathon, Marathon 2 or Marathon Infinity
(12/16/96) (29K) Inf Tools


Carnage Collection v.1.3

A great collection of network maps. This collection was put together by Jimmy Mitchell with permission of the authors. All of the orginial readme's are included. You will find levels from Frigid to Borzz....10 in all, some remade for Infinity textures. This update corrects some texture problems.
(12/16/96) (471K) Inf Netpaks
Jimmy Mitchell

Shotgun Bobs 1.02

Well, if you read news:alt.games.marathon news group often than you know about the thread to accomplish this type of shapes patch. Brett Engle decided to get involved and the bob now totes a shotgun with some pretty good sequencing. This is the first patch of what we will probably see a run on and it is done fairly well. I checked for the cells to see concerning the running of the forms and it is pretty clean. Check this one out and email the author and also if you get the chance let me know what you think about it. He is asking for feedback so take the time to let him know. Author has a web page.
(12/14/96) (166K) Inf Shapes
Brett Engle

Dirt Devil

At first I tried to play this map without reading the read me....big mistake. This map uses the flame thrower for a jet pack and allows you to waste carnage while floating in space outside of the very small arena. The only problem I had is while you are flying it is very difficult to aim and fry someone. The concept and idea is cool. Check it out if you are into these types of physic's models.
(12/13/96) (14K) Inf Small
Mike Miazgowicz

HMS Albatross

Billed as a tutorial map(for the author). he's off to a good start here. Six levels, designed to be difficult on the normal setting-and they ARE! Each level is simply over populated. There are plenty of rechargers, heaps of ammo (in places), and generally nice level construction. A lack of lighting effects, use of sounds, a few bouncing poly's and overall feasability-allow for room for improvement. Those of you into "Vidmaster" style levels should really enjoy at least the last level, and some of those on the way there. Well worth the download, but there is alot to learn here. The author states that this was his Forge mapmaking tutorial and each level trys out new ideas. Send the author email on this one.\\

(walkthrough/description by Borzz)
(12/12/96) (958K) Inf Solo
Ken Hodgman


Roberta Patch

From the maker of the Amazons patch comes a new shapes file that turns your bobs into Robertas. They behave kind of strange at times-i.e. depending on your carnage setting and enviorment, but I do believe they look a little bit better than the Amazons. These new "BoBs" don't wear much so if you like your bobs dressed real scandaly, then this file is for you. A sounds file really adds to the patch, you can download it here.
(12/12/96) (393K) M1 Shapes
John Coffey

Hunter Chase 1.1

You are on a mission against a number of new and deadly pfhor prototypes. You have to clear out a old underground mining station and get back up to the top alive and in one piece. Well, I have to admit the film is on easy mode due to the embedded physics model and some doors that have delays. There are hunters in this one that I found myself just trying to keep away from, thus the name of the level. Some wild textures at times but some great mole tunnel caverns that I really liked. Watch out for the dead ends. The author states that this is the first in a series of maps and so far there are some great ideas here. Update fixes some dead ends.
(12/11/96) (65K) Inf Solo
Daniel Gaskill
  Name Description

2000R/Mini Gun

Changes your assault rifle into the MO-M/DWN Mini Gun. This 2000 round weapon is 15 times more powerful than the MA75, and will slice through anything that is foolish enough to get in your way. Includes shape/sound patches (requires Anvil v1.0.2) and a new physics model.
(12/11/96) (69K) Inf Shapes
Dave Lovell

Pfhors House 1.0

A small solo level filled with beautiful lighting techniques and good use of sound, which set the mood for some good , fun carnage. There are plenty of baddies to keep you busy, and a few traps to keep[ you thinking. Although I usually don't favor "death traps", this level is small enough that you don't mind having to start again. A little bit of 5-D space, nice orginal terms, and challenging alien placement make this German import a winner.

Walkthrough/Description by Borzz...
(12/11/96) (192K) Inf Solo
Moritz Grund


Carnage Among Enemies

A basic stress reliever. This is one of those "kill everything and keep loading". The carnage never stops in this one....what more can I say...
(12/11/96) (16K) Inf Small
Bachus

A Day In The City

A large square arena that is enclosed by 4 two story type buildings. This is a large map so any less than 3 it would be pretty slow. Construction is great, no sounds to speak of, use of textures sometimes gets confusing, but I got used to it. Weapons are placed very well-so don't expect to be able to find everything right from the beginning. No secrets on this one, king of the hill is possible within the intersection of the middle of the map.
(12/11/96) (60K) Inf Large
Varmint

Cross Me Fool

As the read me says "absolutely no dead ends". Lighting effects are great and construction is great. A arena with 2 L shaped large halls that wrap around it. If you get to the end of one of the halls, no backtracking here-there are transporters to great ":pick off windows for your gaming pleasure" Flow is superb on this one--the "open air" windows around the arena makes it great for those that like to sit and wait for carnage. The elevator poly in the middle of the arena can be used for picking off friends but, not for king of the hill. Be careful here-there is a neat surprise at the top. Really fast level-great for 4 players, will probably hold more.
(12/9/96) (39K) Inf Small
Borzz

Skin of Your Teeth v1.0

A five level follow up to the Osterburg Adventure. This one IMO is much better. Careful attention has been placed to lighting details and flow. Although I found myself wondering why I was taking certain routes, it still proved interesting enough to make me keep coming back for more. Lots of baddies and a unique shapes patcher that allows for some other "Marathon visited times" to stir your memory. A few bugs in this one, but worth the adventure. Some texture problems here and there but, fairly well done. Keep going back to check for things that have changed if you get stuck.
(12/9/96) (1658K) Inf Solo
Mike Slavko

Niagara Falls

Probably one of the biggest if not the biggest map I have seen in a while. It is not giant as far as space is concerned but in vertical form; it is one of the tallest I have played. Ingenious idea of using media to allow for long views without smearing. The concept of media/water with space was really interesting. A very unusual map!
(12/9/96) (41K) Inf Large
Borzz
  Name Description

Encounter at V'tri 1.2

A four level solo scenario that just keeps getting better and better...
(12/8/96) (980K) M2 Solo
Dan Ray

Sic Friat Crustulum

Tony Smith has done it again. "Sic Friat Crustulum" is the fourth installment of the continuing "Origin of Species" series. Unbelievably creative use of textures, with very believable lighting effects. I've always loved the way he rations ammo, and places it where you 'll need it most. If you see fusion cells, your bound to see a cyborg. No traps, unless you decide to take a dip in the lava. Beautiful terms make the continuing story starts to gel. Hats Off! (description/walkthru by Borzz)
(12/8/96) (649K) Inf Solo
Tony Smith

Devil in a Blue Dress v2.2

A full-blown port of the M1 scenario, Devil in a Blue Dress. I won't hype this too much, since it's my baby, but it contains 21 solo levels (painstakingly debugged), almost 7 megabytes of original artwork, and 2 megabytes of original sounds. If you've played the original, you'll find all-new puzzles, secrets, and enhancements. If you haven't, this should keep you busy for almost as long as Bungie's M2 scenario.

Because of it's extreme size, it's also available in floppy-sized chunks.


(12/2/96) (9268K) M2 Solo
Marathon Map Makers' Guild

Assorted Walls

What it sounds like. Comes with replacement textures for three texturesets. (Some textures are used in more than one set.) Generally an interesting collection... well done, and useful. The sky texture has some problems in 256 colors (but blues are really hard in M1), and the alien set will do terrible things to your blood pressure, but overall quality is high.
(11/27/96) (468K) M1 Shapes
Chris Johnson

Olaf Fub 1.2

Four levels, although two are transition/informational. Some really cool tricks, and very high-quality map construction... but I had trouble getting into a level that's 50% underwater. Other than that one gripe, though... there is some really cool stuff here. Definitely worth the download.

Steve's comments:
I will quote from the read me, "no crazy physics models". I really liked this map. At times it seemed kind of tight...but there are so many ways to play it and so many ways to die........Just when you think you mastered a spankr jump across some lava, the poly on the other side is really just a ledge and you fly over it and land in another pool of lava!!!!!!

Great map, good construction and nice lighting tricks, can be played co-op, we are testing it and it will also be posted as network level later. When you play this one sit down and take some time....Some of the doors aren't just doors-I got smashed and was caught off guard a couple of times..The rest you will have to figure out yourself.
(11/25/96) (954K) Inf Solo
Borzz


Death From Above Mark II

A very good map, construction is very linear and very well done. Everything is laid out in a east to west type of line and this one, although it might be small in ploy count, can hold up to 6 easy. I really enjoyed playing this map. There are two secrets, well three if your counting and there is great recharge area that can be guarded. Out of all we played tonight I played this one the longest--lacks sounds but has some great lighting sets. You can stand in the dark and the other players can't see you. One fish eye chip enhancement, other than that pretty straight forward. Great map. Object placement is great!!
(11/25/96) (57K) Inf Large
Matt Sanders

Carnage v2.0

A small, and I mean small stair/plaform type arena. There is some texture smearing on this one that you can see in the film. I think the biggest reason for this is the large number of polys. If you fall into one of the water pools, well, your history. The top ones I know have some cool things in them but everytime I stopped to check I got wiped out!! Textures are cool, except in the upper stairway I got lost many times. Map consturction is good, would probably hold a max number of 4 players, and this might be pushing it. Update takes out the "stuck-o-pools". You now transport to another poly.
(11/25/96) (27K) Inf Small
Richard Bushey
  Name Description

Juggernaut Patch

Turns Jugs into "Hollywood Art Directors". The face was captured with a camcorder, so it's a bit pixellated... but [note: the guy's real name is Mike Cardinal, and he designs movie posters, among other things.] It is pretty fun to blast him, though...
(11/24/96) (113K) Inf Shapes
Dan Clancy

Sight Patch 1.1

Not related to the sight patch above, this patch provides simple but accurate sights for all weapons in Infinity. It requires Anvil v1.0.2. This, and other Infinity-related items, can be found also at the author's Infinity page.
(11/24/96) (168K) Inf Shapes

Gumby Patch v1.01

Turns BoBs into light blue (or light grey) Gumby dolls. Pretty high quality, and the death sprites are entertaining. Anvil v1.0.2 or higher is required for installation.
(11/24/96) (120K) Inf Shapes

New Bob Deaths

Supposedly it makes the bobs die with more blood and stuff. More gore-but I couldn't tell the difference to be honest about it.
(11/24/96) (168K) Inf Shapes

PortMaster

Converts Macintosh M2 maps into Windows 95 M2 maps. Runs on a mac, only.
(11/24/96) (33K) Inf Tools

Forge/Anvil 1.0.2

This is Bungies update to their great editors, Forge and Anvil. The Anvil updater adds a import and export feature that is great. If you are using Anvil to add palettes or the like-I strongly suggest you use this version. For sounds, use the 1.0.3 version.
(11/24/96) (898K) Inf Tools

6 French maps

Actually, 7... Mostly geometrical (big squares, or long hallways leading to other long hallways). If you can avoid the fisheyes, The Hard Machine is quite fun.
(11/23/96) (117K) M1 Large
KProD
  Name Description

Seashell

A huge spiral staircase, with the top ending just above the bottom. Some of every monster... and every weapon. (No explodabobs.) All in a nice space setting...
(11/23/96) (16K) M1 Large
Chris Johnson

Hop Skip n Blast

An arena surrounded by a ring with multiple routes between them. The arena is two-tiered... there are several platforms in it, allowing travel among and through them. A couple of sniper perches provide nice shooting locations, but they're not particularly safe...
(11/23/96) (21K) Inf Small
Richard Bushey

Ripcord

This is one big map. Some nice lighting effects, and sound is used well... but with fewer than about four, you'll feel lost. Textures are nicely spread out... you can pretty well place yourself by the walls around you. (This is a good thing, on a map this big...) A few nice secrets, for those with the time to find them.
(11/23/96) (77K) Inf Large
Noble Atkins

Flight Of The Bumblebee

A spaceship. Extremely linear. Oh, yeah, and for the first half of the map, you'll be fighting hunters with your pistol...
(11/23/96) (23K) M1 Solo
Batman@aol.com

Tell Me If This Hurts

Feels much bigger than it is (could be the large outdoor area and the thunder...). Wide open map with great flow... You can get anywhere from almost anywhere else, and once you've played for a little while, you can do it in your sleep. The hill is not a very safe place to be...
(11/23/96) (30K) Inf Small
Carl A. Lineberry

Pfhunk Dat

14 levels. (Well, really only 13... one of them is an info level.) There are five levels that were quite good in their M1 and M2 incarnations... and better here. There are three ports of classic Bungie M1 levels. And there are five new (previously unreleased) levels. In general, these are quite big (there are a couple of exceptions). Uniformly, these are well-made. Lighting is impressive, texture choices are tasteful, and level design is very entertaining. A winner of a package.
(11/23/96) (546K) Inf Large
Patrick Boie

Calling Mr. Otis

You're in platform hell, and you don't get to leave until you kill everything. Or die.
(11/23/96) (14K) M1 Large
Chris Johnson
  Name Description

The Infernal Machine

A couple of large rooms on one side with a jug in 'em, some really stupid bobs that insist on freeing that jug, and a nasty crusher. There are very good reasons for braving the crusher... like the jug.
(11/23/96) (23K) M1 Large
Chris Johnson

Hunter Chase

This map had real potential... level construction is fun, the new hunters give you a serious adrenaline rush, and the potential for future maps in the series is great... but it's too easy to lock yourself into a dead end. (I did it.) Most of the switches have delays... so it's easy to close a one-way door and still get through it, but you won't be able to come back. Oh, well... If you're careful what you open (and close), you should have fun.
(11/23/96) (65K) Inf Solo
Daniel Gaskill

Carnage

A small, stair-filled arena. Due to the huge number of polys in view at any given time, this map is pretty slow on low-end machines... and it'll give you motion sickness on the back stairs on high-end ones. The upper pools hold goodies, but watch the lower ones... once you're in, you're in (until someone kills you).
(11/23/96) (27K) Inf Small
Richard Bushey

Dog & Dog Map Pack v.1.0

4 levels. A pretty wide range of playstyles... the first map is quite small, with seriously fast-paced carnage (if your friends don't kill you, the hill will), but the other three are rather large. I wouldn't expect great performance of What The Hell on 040 machines... but other than that, these are pretty fun. Caesar's Palace shows an enormous attention to detail.
(11/23/96) (107K) M2 Large
Simon Blickert/Chris Spicer

Dawn of the Cyborg

A big, rambling solo level without very much to do. The author says it is his first Forge level, and he's testing ideas. Some are okay... but in general, it's a pretty slow level.
(11/23/96) (223K) Inf Solo
Gareth Wood

Stef. D.'s Package

12 levels, ranging from simple to quite complex. Some nice lighting tricks... and some texture choices that'll make your eyes bleed. Cool doors on In My House.
(11/23/96) (172K) M1 Large
Stef. D.

Pfhive Levels for U

As the title implies, five levels. These are generally large, wide open, rambling levels, mostly well-lit. Aliens abound, and weapons range from plentiful to meager. A cool trick I don't think I've seen before was used on Doors of your Mind.
(11/23/96) (199K) Inf Large
Chris Pietrzykowski
  Name Description

Amalgam

Sort of feels like a pried-open Mars Needs Women. Nice lighting, for M1. Comes with a physics model and a shotgun sound patch.
(11/23/96) (52K) M1 Large
Thomas Samson

The Green Hills of Death

Very, very green, and very, very dark, with a very, very large number of fighters.
(11/23/96) (14K) M1 Large
Chris Johnson

Infinity Suicide 6

4 levels, all M2 ports. These were enjoyable in their original form, and they're enjoyable now... the smg adds quite a bit. (The Molecule might induce flashbacks...) I've gotta say, though... there's absolutely no excuse for texture misalignment on levels this small that were made with Forge. (Not that this gets in the way of our killing each other...)
(11/23/96) (27K) Inf Small
Butch Massoni

Spacesick

A whole bunch of platforms that are invisible, except from above... set in space. Really tough to figure out where your enemies are... especially if you play with the motion sensor off. There's a catwalk around the outside for those of you who get queasy.
(11/23/96) (9K) M1 Small
Chris Johnson

Temple Land

A large, open arena with some fun 5D stuff in the center (good for escaping your opponents... once) and a couple of really nasty end rooms.
(11/23/96) (23K) Inf Large
Scott Haynes

Opium 1.1

A small, simple, wide-open level, with great flow and lots of weapons. Keep the total players under 4 or 5, and you should have seriously fast-paced killing going on. (More and you'd just get in each other's way...)
(11/20/96) (14K) Inf Small
Gabriel Gilder

Drink Your Milk

A small arena with a raised ring around the outside. (Access to the ring is via teleporters.) Lots of fusion bobs, and more ammo than you could ever use... a recipe for disaster if ever there was one. Watch who you shoot...
(11/20/96) (8K) Inf Small
Scott Haynes
  Name Description

Fortress Infinity

A small arena with a central area and four semicircular additions, with walls to hide behind and windows to shoot through. Small enough, and with enough big weapons, that carnage rates should be absurd, even for two players.
(11/20/96) (12K) Inf Pfhor
Gabriel Gilder

Infinity Nightmares Patch

Replaces Fighters, Troopers, Compilers and Hunters with characters from the creator's childhood nightmares. This is now an Anvil patch, and requires v1.0.2 or higher. The new shapes were created with Infini-D, and are very high quality. (The hunter replacement, especially... I'm glad I didn't have these nightmares!)
(11/20/96) (1599K) Inf Shapes
Ken Hodgman

A Star is Born

A geometric level in the shape of a star. A lot of floor space, but walls break it up into relative tight areas... continually regenerating fusion bobs and troopers should keep the action up when there aren't enough players.
(11/20/96) (30K) Inf Large
M. Brent Sleeper

Our Ancient School Days

A run-around-and-kill everything level. At least some of the bobs don't like you (which eventually leads to all of the bobs not liking you), but there's a big cyborg on your side. I found him to be pretty good at killing, when he found something to kill... but he was a little weak in search mode. Generally good construction... but save before you enter the final room. There's only one way to finish... and you only get one shot at it.
(11/20/96) (157K) Inf Solo
E. Mawatari

Kirkhill

This puppy's much bigger than it seems at first blush. Billed as "a very simple carnage warehouse", this map contains lots and lots of nooks and crannies... enough to keep eight players busy, easily. The hill is reachable from a hundred different directions, it seems... you can jump to it from nearby ledges, and teleporters bring you to it from the farther reaches. And wonder of wonders... this map contains two lava pools, and neither one has to be fatal! This map has potential as a long-term keeper.
(11/20/96) (34K) Inf Large
Borzz

Amazons

Amazon women (pretty scantily clad) replace your fighters, and they come with wall textures (for building temples) and sounds. Pretty well done... although some of the sounds don't seem horribly appropriate for dying...
(11/20/96) (1328K) M1 Shapes
John Coffey

Infinity Sight Patch v2.0

Gives you sights for your weapons in Infinity. If you have trouble aiming the SPNKR, this is for you! (This will eventually migrate to the Infinity shapes page, once it exists...) Update is now an Anvil patch, but it needs Anvil v1.0.2.
(11/19/96) (257K) Inf Shapes
Stefan Joos and Stefan Berner
  Name Description

M2 Wall Textures

PICT files (and Photoshop color tables) for each of the four texturesets in M2. These can be imported easily into an Infinity shapes file (using Anvil), facilitating the use of Forge for building M2 maps.
(11/18/96) (1448K) Inf Tools
Claude Errera

Repurposing Bob

Mark Conahan has taken all of his M1 maps (including those originally in Canyonlands, Go Wif Jeza, Bobco, some single-map releases, and some previously unreleased maps), tied them all together with a cynically entertaining storyline (reminded me of Harry Harrison), and bundled them with a huge assortment of shapes. These include all those first released with the above maps, plus new scenery, and some shapes and physics created by other people (the battle mech from Dogs of Pfhor, the fusion and spanker bobs from Dave Turner's High and Low map, a sight patch...). The entire package isn't completely bug-free, but it's very enjoyable...

Also in floppy-sized pieces, on the digestible chunks page.


(11/18/96) (3704K) M1 Combo
Mark Conahan

Physics Converter 1.0

A small drag-n-drop program that provides a simple way to convert between M2 and Infinity physics models.
(11/17/96) (16K) Inf Tools

Cage Dancing

Cross-and-ring catwalks surround the hill, which is enclosed in a cage... the sectioned areas of the floor below provide teleporter access to the cage. You can't shoot out once you're in, and you can't escape... and it's really, really small if someone decides to join you. Good for Prisoner on the Hill games.
(11/16/96) (9K) Inf Small
Varmint

Infinity Suicide 5

Three levels: two Bungie M1 maps, and one original. All three are really, really fun. (Smells like Napalm is a blast-watch yourself on those recharging platforms!)
(11/16/96) (34K) Inf Small
Butch Massoni

Carnage Over My-Hammy

Flow is quite nice, even if you do find yourself running into pillars every once in a while. Texture choices make distances and doorways hard to distinguish, especially at low-res... but layout is well done overall. Feels like it'd hold eight without too much trouble.
(11/16/96) (34K) Inf Large
Jason Smith

Infinity Net Collection vol.1

Three levels. The first is a straightforward sewage-filled arena, with a few areas out of the action, for loading up on weapons and ammo. The second is split into two pieces... a warzone (lots of baddies, bobs, and S'pht'kr) and a small lava-filled arena. The third... well, "You are in a maze of twisty passages, all alike."
(11/16/96) (89K) Inf Large
John W. Bishop III
  Name Description

Full of Bucky Minister

A large honeycomb map. This one's designed for teams... the ammo caches require two people to access. (Check your map view for clues...)
(11/16/96) (38K) Inf Large
Bernie Wieser

Infinity Water World

A pretty nice rendition of Waldo World. Outdoors, in (mostly) knee-high water.
(11/16/96) (13K) Inf Bungie
Phor God

By Jove Jeeves!

The second part of the Dragonfly trilogy that started with What Ho! Jeeves, this is a slightly more involved scenario than the first one. You still have a dry, erudite AI helping you along, but there's some serious fighting going on. Four levels, but the first three are a cakewalk. (The forth is definitely not.) This should provide you with some good stress-burning opportunities.
(11/16/96) (373K) M2 Solo
Jim Barratt

Reach Out...

A pit, filled with many pillars which can either act as cover or induce suicides, is surrounded by a ledge. The pillars effectively hinder sniping from the ledge... but the high ground is useful, nonetheless. (Watch for shots from below, though... the ledge is lit, and the pit is not.) Teleporters bring you up, jumping brings you down.
(11/16/96) (10K) Inf Small
Phor God

"Burn Baby, BURN!"

Very dark, very confusing, lots and lots of monsters. (Author recommends you turn them off for net games.) A little bit of 5D, mostly just for breathing room where there wouldn't normally be any.
(11/16/96) (39K) Inf Large
Mario Saullo

The Bridge

This is simply enormous. Gigantic walls, huge falls, really, really long shots. Not all platforms make noise, so if you're looking for secrets (and there are a bunch), be sure to keep your eyes, as well as your ears, open. Looks like it'd be slow with less than, say, five.
(11/16/96) (29K) Inf Large
Bob Vandehey

Celestial Planes

Very clean. An outdoor level (well, in space, I guess), on multiple levels. Extremely open... almost any spot is in the line of fire of any other, but that doesn't mean you can aim that well, or that your target will obligingly stand still. A few nice secrets.
(11/16/96) (11K) Inf Large
Jesse Lowther
  Name Description

The Twister

A tall cylinder, with stairs (and teleporters) around the outside, and a very slow-moving platform in the center. If you can stay alive on the platform until it reaches the top (unlikely, but...), invincibility awaits you. (There aren't any fusion pistols...)
(11/16/96) (7K) Inf Small
Bob Vandehey

Carnalley

This map seriously favors mouse players... the ability to turn on a dime will keep you alive more than any other skill, here. Four towers, with door locks on the inside, are surrounded by open alleyways. Weapons are in the towers, ammo is outside... so you can't stay safe forever. Some secrets remove even the advantage of the well-stocked tower-dweller... this is a really well-thought-out map.
(11/16/96) (53K) Inf Large
Bernie Wieser

Death From Below

A large, water-filled arena with a dry hill in the center and a dry ring around the outside. A single water pillar provides a stealthy way to attack the hill (and is probably what gave the map its name). If you're hiding in the pillar, beware of opponents with SMGs!
(11/16/96) (58K) Inf Large
John Wilson

Love and War v.2

A very large, sprawling level with a wide variety of playing areas (open, narrow corridors, and everything in between). Lots of lava to die in... some smearing due to sight lines longer than 28 WU's, but only in a few places. Is built with an, um, interesting physics model... Let's just say you'll see something you haven't seen before. It's not at all clear what this update adds... (the readme doesn't mention changes, and I didn't see anything radically different when I ran through it.)
(11/14/96) (47K) Inf Large
David Cornwell

Bring on the Cookies

A medium-sized generic level. There are open areas and enclosed spaces, and multiple tiers, so most play styles should be accomodated.
(11/14/96) (16K) Inf Large
Tony Martin

Osterberg Adventure v1.2

A three-level solo scenario, from someone who learned an awful lot from the likes of Bungie, Tony Smith, and Randall Shaw. The storyline's cohesive, though not pulitzer material... the levels are very playable. The near-constant juggernaut explosions add a novel lighting effect to the third level. Definitely worth a look. Update fixes a few missing or misaligned textures.
(11/14/96) (1503K) Inf Solo
Mike Slavko

The Cinco de Mayo

A large, rambling level, circular, but with lots of rabbit-warren passages between the center and the outside. Lots and lots of drones and explodafusionbobs, and a piñata (nothing inside, but fun to break open anyway). Funky sounds.
(11/14/96) (46K) Inf Large
Jeremy Roberson
  Name Description

When I Close My Eyes...

Several rooms, linked together. Some rooms have pillars to dodge behind, and there's some Jjaro Goo to swim in. The included physics model provides invisible Pfhor.
(11/14/96) (36K) Inf Large
David Cornwell

Banzai! v3

A classic M2 map, now retextured, with totally redone object placement. Comes in both Infinity and M2 versions.
(11/14/96) (30K) Inf Small
Ben Matasar

Symmetary v.2

A large cloverleaf arena, with four underground loops for added space. An insane collection of monsters for a net level (four jugs in the main arena!), and lava you can't get out of... but it plays okay. Big enough for 8. Update cleans up textures, adds weapons, and tones down monsters. Much more playable, now...
(11/14/96) (41K) M2 Large
Chris Sartoris

The Unholy Wheel...

A wheel within an octagon... the textures hurt my eyes too much to figure out if this is a 5D map or not.
(11/14/96) (13K) Inf Large
Tony Martin

I Smurf to Kill You!

Flow is pretty good (it's very open), but the texture choices make my head swim. Keep your eyes closed, and this map plays pretty well.
(11/14/96) (16K) Inf Large
Tony Martin

Marakart Enforced

A port of an M2 level, that was itself a port of a Nintendo level. Pretty unimaginative layout... this version has monsters and powerups, which the M2 version didn't have.
(11/14/96) (9K) Inf Large
Tony Martin

Here Be Dragons

A rather large lava map, on two levels. Be sure to use your map view in the underground part... or you'll miss a passageway or two. Big enough for eight, but without the weapons support for that many...
(11/14/96) (83K) Inf Large
David Cornwell
  Name Description

Kill My Landlord

A great map IMO. This map has been tested by me via Net Link every night this week. The author has reworked almost every bug and if you have the patience this one is worth every minute of game time. It is constructed on a basic three tier level and the whole idea is to be where the player dies or where the ammo is. Two cool smasher tricks and a one secret. (napalm unit) (the authors favorite weapon). Some of the construction of this one is detailed enough for a solo adventure. Flow is great once you get the hang of it, well, flow per tier I mean.
(11/14/96) (49K) Inf Large
Darryl W. Moore

"Fire, Walk With Me"

Two levels: one cross-and-ring based over lava, and the other a huge water-filled room (with water pillars for gaining altitude). The fire level feels a lot like an old Mike Neylon level, FineLine, for anyone who remembers it. Update adds a custom physics model (you're faster, now) and removes the water level.
(11/14/96) (35K) Inf Large
David Cornwell

Discipline of Anarchy

A relatively short solo level, where your job is to find the final term. Well-constructed, with switch-controlled doors making sure you see the entire map before exiting. The final battle is a nice one-on-one with a major jug... let's hope you brought enough ammo!
(11/14/96) (173K) M2 Solo
Gareth Wood

UESC Armeus

A spaceship, with tons and tons and tons of baddies. (Instant regeneration...) You can get outside the ship, but there isn't much there.... If you find the secret ammo room, you've got a serious leg up. There's a bad texture on one elevator, but it's not a crashing bug.
(11/13/96) (31K) M1 Small
Cavan Farrell

Son of RatRace v1.2

This is a great map!!! It is based on three rings, the outer one with windows that open so you can pick off your friend, the inner one that has the most room with some aliens and weapons, and the inner one that I felt a little cramped at times. All in all a cool map with a couple of secret transporters to some secluded areas..and just enough media but not too much. Water in this case. This one can be played solo also just watch out for the inner ring. Construction is quite good and there are some cool lighting sets.
(11/13/96) (145K) Inf Small
Courtney Evans

Marathon Art Guide

From the creator of Trojan comes this collection of tips, hints, and step-by-step instructions on how to create new art (sprites, not chapter art) for the Marathon series. Most of the work was done with M1, but the information is perfectly appropriate for use with Anvil. All documents are in Simpletext format, except for the Photoshop color tables and the like... If you're trying to create new monsters or weapons for Marathon, you'll find information of use to you here.
(11/11/96) (562K) Info
Hamish Sanderson

You Don't Need To See My ID v0.3

A port of M1's You Don't Need To See My ID. A few glitches (missing texture in the center room, no lighting to speak of), but playable.
(11/10/96) (27K) M2 Bungie
Daniel Whelan
  Name Description

Over Hill and Dale

A very large, up-and-down level (the name is apt), with a small central killing space. Teleporters will dump you into nice little sniper nooks... one secret, explained by the single term.
(11/9/96) (146K) Inf Large
Jesse Lowther

Mr. Bathtub

A very large bathtub, complete with faucet, drain, and shower equipment. Mostly underwater (as expected, I suppose...).
(11/9/96) (16K) Inf Small
Jeff Cisselee

Off He Goes

A nice little four-room level... sort of a space station, only with daytime landscape textures. Teleporters decrease the linearity brought on by the geometry.
(11/9/96) (99K) Inf Small
Shadi

SeweRAT's Wild Ride-Infinity

An M2 level, updated with SMGs and a hidden term. For those who haven't seen it, movement is controlled by sewage-you can change direction, but forward motion is out of your hands. Takes some getting used to, but it plays pretty well.
(11/9/96) (38K) Inf Large
Jesse Lowther

Castle Freakula

A castle. Big, with lots of open spaces. There's a nice little spanker ammo cache in what looks like a theater...
(11/9/96) (36K) Inf Large
Jeff Cisselee

Infinity Suicide 4

Five levels, some ported from M2 suicides, some brand new. All quite playable (except maybe Kevorkian's Rooms, which will give you a horrible headache). Deadly Ledges is very nice for extremely high-carnage games.
(11/9/96) (48K) Inf Small
Butch Massoni

Gyrus-o-Tycho

A very high-quality solo scenario (single-level). Great lighting, nice monster placement, and decent puzzles. (A bit linear-since every switch you throw opens a door somewhere else-but not at all predictable.) Fantastic use of lava F'licktas, which I hate, normally. If you get stuck, look very carefully through windows, wall openings, cracks... you might just see a switch or breakable panel.
(11/7/96) (117K) Inf Solo
Eiichirou Mawatari
  Name Description

Pit of Despair 2

A pretty cool arena level. A port (with major changes) of the M2 map, available in the Stick Around package. This might be best played in teams... there's a large central arena, with a pit in the center. Lots of big weapons there, but switches on the outside rim lowers the pit and dumps the trapped player in small crusher cells. Escape is possible, but the door is slow... which is why tag teams would be nice. It's not clear whether the action will center in the central arena, or in the surrounding hallways... but this map is easily big enough to support 8. No relation to the M2 map Pits of Despair.
(11/7/96) (57K) Inf Large
Shaun Shakib

Catwalk Carnage

A tall central arena, with catwalks leading to the hill. These can be lowered with switches on the hill, but they're also player-triggered... so you're not particularly safe there. Passageways around the outside contain weapons and ammo... and small hopscotch courses through lava pools (easy to do when you're concentrating, a bit harder with someone shooting at you).
(11/7/96) (52K) Inf Large
Mike Miazgowicz

Crossing

A big cross-and-ring level. Nice fast elevators. Like all Carnage Inc. levels, this can also be found on the author's web page.
(11/6/96) (22K) Inf Large
Gabriel and Darius Gilder

RebelBase

Part two of the Interceptor Series. Two levels, both with some seriously beautiful mapmaking techniques... You're charged with protecting the Rebel Base. Keep a sharp eye out for oxygen rechargers and save buffers... you'll need 'em. This one's worth the download for the platform techniques alone.

And check out the Digestible Chunks page, for floppy-sized pieces!


(11/6/96) (3742K) M2 Solo
Eric Hill

Circular Synapse v0.61

A well-built 5D map that's seriously confusing until you get the hang of it... and then carnage gets absurd. Don't stay on the hill for too long... it's very, very dangerous. Nice use of the portals concept. Update darkens up the outside stairways, and reshapes the portals. Overall, this is a very playable map.
(11/6/96) (61K) M2 Small
Ragnarok

Let's Rock Infinity

A remake of decent M2 level. Flow is pretty good, lighting is controllable from above the main arena, and yes, there is a reason for going into the Hunters' cage...
(11/6/96) (67K) Inf Large
John Bingham

The Succulent Nipple of Life

For anyone who ever played the M1 map Aim High, you'll recognize the feel of this map-enclosed catwalks above tall platforms and a lava-threaded base. For any who haven't, you'll find this map requires real up-and-down aiming abilities... and the skill to recover from weapon recoil. Far easier to look at in hi-res than low...
(11/6/96) (17K) Inf Large
Dustin Haynes
  Name Description

Kalifornia

A small arena with a prison motif. Explodabobs in sealable cells (although there are goodies in there with them), and troopers as guards on the outside walls... a central hill with access from any side, or from below. Comes in two versions: one Infinity-only, one that's also M2 compatible. (The textures are the same on both, and look far better in the Infinity version.)
(11/6/96) (24K) Inf Small
Paul Mackinney

Columns 1.1

Takes its inspiration from a classic M1 map (Pillars). Simple, clean, and small enough to be carnage-filled. Can actually be played in both M2 and Infinity (although I think I like the textures better in Infinity, for this one). One secret, but it's only a little one... mostly this is just a great place to kill people. Update fixes an untextured side and adds some sounds and minor tweaks.
(11/6/96) (9K) Inf Small
Seth D. Kromholz

Land or Sea

A large level, with big open rooms joined by hallways of various widths. A large underwater area, as well... Flow is not as good as it could be, mostly because elevators are a primary mode of transportation, but they all move really slowly. Getting out of the room with the recharger, for example, is a pretty painful experience... Ammo is very scarce, for games of more than two or three people.
(11/6/96) (28K) Inf Large
Paul Hanson

High School Brawl

A bunch of small rooms (classrooms, I suppose) leading to a larger (auditorium?) arena. The readme talks about separate map and physics files, but I've merged them... watch the hunter.
(11/6/96) (42K) Inf Large
BenTheRed

Infinity Suicide 3

8 levels, mostly ports from M1 suicides (mods of Bungie M1 maps), but including Electric Sheep 2 from Infinity. Some of the texture choices hurt my eyes, but as usual, layout is great, and carnage is high. Warning-there seems to be a bunch of untextured sides (shows up as smearing). Not fatal, but...
(11/6/96) (114K) Inf Small
Butch Massoni

Habit

A very nice bilaterally symmetrical open-air arena. Flow is great, with plenty of avenues to the various sniping ledges. Fun lighting, and a cool little term.
(11/6/96) (78K) Inf Large
Shadi

USIT v3.2

An Infinity port of an M2 map. This is based on the author's work building in Norway. This version seems to have more open space than the first one, and there were various other tweaks to take advantage of the new engine (Flechettes and lots of ammo available...).
(11/6/96) (24K) Inf Large
Joakim Magnus Taraldsen
  Name Description

Shadow of Death 1.1

Extremely Thunderdome-like. Choice of textures gives the map a gentrified feel... small enough that carnage should be very, very high. Update fixes some lighting bugs, and tweaks ammo. Like all Carnage Inc. levels, this can also be found on the author's web page.
(11/6/96) (15K) Inf Small
Darius Gilder

Agitation Arena

A big open-air arena, with enclosed killing rooms containing teleporters to sniper ledges. Simple, sweet, lots of ammo... Like all Carnage Inc. levels, this can also be found on the author's web page.
(11/6/96) (13K) Inf Large
Darius Gilder

U.S.S. Triesty

A 17-level scenario (or a little more, if you count repeated levels), with modified shapes and art. (The shape mods are mostly a new weapon, but there are a bunch of small things that add up to a more complete experience... check out the doors, for instance.) It could use a little texture alignment, but overall quality is quite good. (The first level is very slow-don't judge the entire scenario by it.) Nice AI evolution.
(11/4/96) (1658K) M1 Combo
Nick Confalone

Shadow of Death

Thunderdome flashbacks here!! Textures are quite different and it is small enough that there should be a lot of carnage.
(11/2/96) (9K) Inf Small
Darius Gilder

Mutual Satisfaction (mi)

This map was originally inducted into the Marathon 2 Maps Hall of Fame at Marathon HyperArchive Northwest. A great net map that will allow for alot of carnage. This map will MAKE your aim get better!!! (or you will die alot). Great construction, great use of polys, IMO!! Watch out for the hill in the middle.
(11/2/96) (44K) Inf Small
Ben Matasar

nfinity Suicide v2.0

Three new levels, all very playable. This map is recommended for Power Macs. If you have a 040 machine, make sure you read the "read me". If you live suicide maps--you will love this one!!
(11/2/96) (62K) Inf Small
Butch Massoni

The Warren

Large (frighteningly large), and it uses exactly one texture. Designed to look like a rabbit warren. It does. I say leave it to the rabbits.
(11/1/96) (36K) Inf Large
Varmint
  Name Description

You Killed Bob!

A simple map, filled with lots and lots and lots of bobs... some of which are explodabobs. The SMG comes in really handy in picking off the right ones... and there's plenty of ammo to keep you going.
(11/1/96) (59K) Inf Small
Forrest Cameranesi

Riker's Maps

Infinity remakes of some classic M1 levels... these bring back memories. (I even remembered where the flamethrower was on KillKillKill!) In general, these are much brighter than the originals... this may disappoint you if you like to lurk in shadows (which all three of these maps were good for). Two versions of Billy... one with media and one without.
(11/1/96) (176K) Inf Large
Chris Riker

Beware the Jabberwocky

A very nice M1 net map... felt a lot like a combination of a bunch of Bungie's net maps. Twisty passageways, a large two-tier arena, teleporters to take you from here to there with no waiting, and a few little secrets... worth playing.
(11/1/96) (43K) M1 Large
Justin Burns

Who's your daddy?

A multi-tiered arena, with the hill at the bottom. Small rooms around the outside of the middle level provide breathing space (although the pulsating walls are a little annoying). Trapped exploda-fusion-bobs provide static entertainment.
(11/1/96) (20K) Inf Large
holzp

Chain Mail

Designed to look like it's name. Claustrophobic-you'll find yourself running into walls a lot. Mouse players will have an advantage in this one... but it got old pretty quickly for all of us.
(11/1/96) (23K) Inf Small
Varmint

The Gauntlet 1.1

A classic-style arena, reminiscent of Lack of Vision or What Goes Up... fantastic flow, nice variety of playing styles, and a few secrets. (Watch your back if your opponents find the recharger before you do!) Big enough for eight, but plays well with three or four, as well. Worth the download.
(11/1/96) (19K) M2 Large
Brian Wry

The Ramus Adventure

A six level solo scenario. Generally high quality construction, and entertaining flow. This one'll keep you busy for a while... really has the feel of a tight-quartered ship, in places.
(11/1/96) (55K) M1 Solo
Mike Slavko
  Name Description

Close Combat

A bunch of odd-shaped, bug-filled (both alien and the more mundane kind) rooms... I got trapped in two polys in three rooms. (Including the start position...)
(11/1/96) (26K) Inf Pfhor
Benjamin Fitts

Pfhringe

A pretty nice dual arena, in a sort of twisted figure eight layout. The hill is in the room that looks a lot like Everyone's Mortal... flow is great, and ammo is plentiful. This also serves as a great level for fusion bob target practice. Comes with an optional physics model.
(11/1/96) (36K) Inf Large
Russell P. Liddick

"Oh. Gosh! Oh, Gee!"

Huge. A central arena, surrounded by a lower ring, and some hidden stuff. Weapons and ammo to support about 300.
(11/1/96) (27K) Inf Large
Phil Hilton

Who Brought the Bandages?

Extremely simple layout (rectangular rooms, and a couple of ledges), filled with ammo and baddies.
(11/1/96) (10K) Inf Large
HEADBUTT69

The Impoverished King

A mazelike level, with the hill in the center. Once you're on it, you'll be there until you die... and once you run out of ammo, you won't be able to defend yourself. Each section has a route to the hill. A little claustrophobic- the ceilings aren't very high (usually).
(11/1/96) (20K) Inf Large
Varmint

Empire of the Serpent Sun v1.0

A three level solo scenario. Needs a great deal of texture alignment, and the lighting could stand a bit of sprucing up, but there's plenty to kill... I got a little tired of the fight-to-a-teleporter, see-if-you're-done style.
(11/1/96) (457K) M2 Solo
Gareth Wood

Infinity-Suicide V2.0

Three more, all originals. These are reminiscent of the early M1 suicides... high carnage, no hiding places, lots of in-your-face action. Storm Drain is beautiful, both for action and for looks!
(11/1/96) (51K) Inf Small
Butch Massoni
  Name Description

La Terrasse Dufrein

A funky little wide open 5D map with edges so sharp I'd hesitate to try this on an 040 machine. However, it plays beautifully on a PPC... you won't be getting too many wall kills on this one.
(10/29/96) (5K) M2 Small
Simon Litalien

Covered With Corpses

An extremely fast-paced map, with a tiny open arena in the center, surrounded by eight entrances on two layers... and a rolling staircase around the whole shebang. Absolutely no place to hide...
(10/29/96) (20K) Inf Small
Gabriel Gilder

ACME Station-M2

The infinity level, ported to the M2 alien textures. It's no longer vacuum, and all the baddies are gone... but so are some of the windows (which makes for easy transfer from hallway to hallway, actually).
(10/29/96) (115K) M2 Pfhor
Alex King

Postcard from Valhalla

The next installment of the series started with Codename Genesis. Hmm... "non-trivial" comes to mind. A fiendishly designed level (plus a nice setup level), with nasty traps, cool terms, but more than anything, physical puzzles requiring timing, more than anything. (Or at least that's what it boiled down to for me...) Well worth the download.
(10/29/96) (543K) M2 Solo
Chris Sena

Killer Canyon

A multi-tiered level based on the concept of a box canyon. There are no indications for the elevators... you just have to know where they are. Seemed really, really low on ammo, as well...
(10/29/96) (42K) M2 Large
Bob Vandehey

Got a Match?

Simple outdoor maze, with a couple of rechargers and a (not-so) secret room. Flow is nice... but it could use some sounds.
(10/29/96) (7K) M2 Small
John McKisson

Head Pfhor The Sewers! v2.0

This was one of the first third-party M2 maps available, and its classic styling earned it a place in the Map Hall of Fame. This Infinity release updates the textures, and adds a bit of sniper space... it's still a fantastic, simple arena map that doesn't get boring.
(10/29/96) (29K) Inf Small
Travis Vils
  Name Description

Marathon Cheater 5.0.2

Allows you to modify saved games to give yourself obscene amounts of health, ammo, oxygen... and it works on everything from Marathon 1 (all versions) through the M2 preview, the M2 demo, the M2 full release, the Infinity Demo, and the full version of Infinity.
(10/29/96) (56K) Inf Tools

Portals Max!

For anyone who's seen a previous incarnation of this map (it is available in both M1 and M2 flavors), this version is a serious upgrade. It feels more like a small city block, instead of a single room (well, a pair), and there is support for 8 players, finally. For those who haven't seen this map before, check it out. This is 5D space taken to the extreme. Two nearly identical areas (differing only in textures) occupying the same space, with windows for attacking, and a convoluted passageway to actually cross over. Spectacular...
(10/27/96) (49K) Inf Large
Jeremy Condit

Shotgun Overkill

A straightforward arena (which, incongruously, has lights hanging in a clear sky), connected to an absurdly overstocked ammo room (so much so that it blinks out of existence as you walk past it-the engine can't draw everything there). Would be more sporting without the ever-present invinicibility...
(10/27/96) (8K) Inf Small
Alex King

Lunatics Lounge

A very tall 3-tiered map, with elevators and secret staircases leading from tier to tier. A few bugs (missing textures, that sort of thing), but nothing fatal.
(10/27/96) (14K) Inf Large
ESPYGRFX@aol.com

Infinity Arena

Based on the original Arena in M1, but with much wider hallways. (And an extra secret or two...)
(10/27/96) (6K) Inf Bungie
Alex King

My Own Little Playground

A tiny geometric level, with interesting lighting. Weapons and ammo seem to be designed for two or three players, but there are 8 starting positions. If you decide to run through this solo, you won't see any of the items-they've all been designated network-only.
(10/25/96) (9K) Inf Small
David Cornwell

Infinity Suicide 1

Three new levels, all quite playable. (The readme, especially about the part that talks about these being made for Powermacs, should be heeded... the last one, in particular, is horribly slow on 040s.) The suicide tradition continues...
(10/25/96) (62K) Inf Small
Butch Massoni
  Name Description

Warm and Snuggly

Warm, yes. Snuggly, no. A lava-filled pit is surrounded by, and crossed over with, jagged steplike areas. One wrong move, and you're drinking the hot stuff. There's a 2x recharger, but it's pretty exposed...
(10/25/96) (30K) Inf Small
Mark Mann

Arena of the Stars

A large arena, with a split wall dividing the space in half and rooms reminiscent of Bungie's two M1 arena levels at both ends. Watch your back in these rooms... the walls aren't always what they seem. Teleporters take you to tozters, and then to sniping positions in the main arena. Very nice flow.
(10/23/96) (13K) M2 Large
Jesse Lowther

The Marche Pit

Everyone starts in small rooms above a round, well-lit pit. No weapons (not even a pistol), but you do start with full 1x health... the object is to see who's the best with their fists.
(10/23/96) (5K) M2 Small
Jesse Lowther

Saffron

Two maps (variations on a theme). This map was created during the Forge beta testing cycle, and is basically a demonstration of the utility of Chisel, a Forge enhancement (written by this map's author). This is what you can do when you have the ability to make nice circles... The second map is a nice variation on Everyone's Mortal But Me.
(10/23/96) (115K) M2 Large
Kirill Levchenko

SeweRAT's Wild Ride

Current is the major player in this map. You have the ability to control your turns, but forward motion is out of your hands... turn-and-fire spanker shots can make this level deadly for stalkers.
(10/23/96) (12K) M2 Small
Jesse Lowther

Rising Roundabout

A hellish level. Huge, with a main arena that consists of a slow-moving large elevator, and various ledges. Monsters, lava pits, and suicide traps abound... your death rates will be much higher than either your kill rates or your suicide rates on this one...
(10/23/96) (21K) M2 Large
PhforEyes@aol.com

Control Room

A KOH level designed for two players. (I suppose there could be more, but it seems best suited for two.) The hill is, as the title implies, a control room, and provides switches for five elevators that make up the main floor of the arena below it. The person in the booth tries to crush his opponent, who tries to stay alive long enough to plant a missile where it counts. A back hallway provides more than enough ammo.
(10/23/96) (10K) M2 Small
Jeff Isselee
  Name Description

LavaNet

Based on the offices of the author. Very nice layout... another good example of the power of Forge's texture alignment capabilities. Check the restrooms... lots of good stuff to be found there. Comes with films.
(10/23/96) (140K) M2 Large
Kirill Levchenko

Infinity MaraMacros v1.1

Similar to the M2 version, these are MacsBug macros for cheating in Infinity. Install them (instructions included), and you'll be able to boost shields, weapons/ammo, oxygen... you name it, all without modifying your Marathon app or needing a saved game. Update fixes a small bug that makes it impossible to change the info on the assault rifle.
(10/23/96) (10K) Inf Tools

M2 Suicide 19

8 maps, all remakes of classic M1 suicides. The biggest change between these and their predecessors is the lighting... these are all bright and cheery, where their originals were dark and brooding. Cylinder, particularly, suffers from this... but they were all among our group's favorites, way back when, and it's great to see them again.
(10/23/96) (48K) M2 Small
Butch Massoni

Giza Revisited

A pyramid in the center, small sniper halls halfway up the outside walls, and a plethora of elevators and teleporters make this a high-carnage map. There's no place to hide (except maybe in the center of the hill), and no place you can't get to with a weapon in seconds.
(10/23/96) (7K) M2 Small
Clay Ramsey

The Dark Side

Sort of a reverse Rising Sun. Pitch black room, with a crusher (pressure-activated, so watch where you walk!) in the center... a switch lowers some light panels and weapons shelves (both good for silhouetting your opponents). The hunter is pretty annoying...
(10/23/96) (5K) M2 Small
Jesse Lowther

5D in Space

Just what it sounds like. Double ring-and-cross formation, with four outdoor viewing stations (if it weren't for the weapons out there, there wouldn't be much point in entering those death traps). The textures are a bit busy...
(10/23/96) (10K) Inf Small
V400m@aol.com

Night Panther Levels v1.1

A two-level solo scenario, and a net map. The author was learning Pfhorte as he went, and it shows... The second level, and the net level, are far more impressive than the first level. (The first level isn't buggy or anything... just a little slow.) Stick it out, though... it's worth the wait. (He's obviously a very fast learner.) Update adds one solo level (huge, and rambling, with some very nice visual effects) and one net level (5D, with some serious confusion going on). Every level is better than the last... as it should be.
(10/23/96) (242K) M2 Solo
James Heaney
  Name Description

Infinity Easter Egg

This map was included in the Infinity package as an easter egg. Finding it was truly convoluted... details can be found in the Readme. Suffice it to say, it's a way-cool trick. The map is here with the permission of its author.
(10/21/96) (20K) Inf Small
Randy Reddig

The Table

A two-level arena, with the "table" being a large, open area, sitting as a pillar above an encircling ring. Teleporters and secret doors in the landscape of the outer ring wall bring you to either sniper positions above the outer ring, or to the center. Ammo and weapons seem to be optimized for smaller groups.
(10/15/96) (9K) M2 Small
Bob Vandehey

La Haute-Ville

A large room, with a raised central platform. The center of the platform moves, bringing you from level to level. Teleporters on the outside enhance flow. The upper section can be truly dangerous to those on the ground, since it has safety ledges to hide behind...
(10/15/96) (6K) M2 Small
Simon Litalien

HabitTrail of Death

A large map, consisting of layered passages in the center, and various level-changing options around the outside. Flow seems quite good... there are a pair of rechargers, but they're pretty vulnerable to sniping action, and there's plenty of ammo to keep the game going. Comes with a totally incomprehensible film.
(10/15/96) (39K) M2 Large
Penfold

Round and Round the Mulberry Bush

The readme says this is your basic arena level, but that's a bit misleading... there are three open areas, two of them island-pocked pools, and the third a ring-like room. (Which is actually two rooms, thanks to the magic of 5-D space...) All are connected by narrow passageways, with a few nice secrets. Look hard for the secret ammo room, and when you find it, make sure to check out your map view!
(10/15/96) (42K) M2 Large
Mike Miazgowicz

Smell The Noise

A straightforward arena. This one's dark, and rectangular, with a couple of (well-lit) sniper perches and a few small pools to lurk in... and more than enough ammo to level a small European country. The prize goes to he who moves the fastest... there's almost no place to hide.
(10/15/96) (6K) M2 Small
Aksel Arnesen

Lance-Bertha

A two-arena map, with passageways between them. Might make an interesting two-hill level, but neither "hill" is specified as such... lots and lots of spanker action.
(10/11/96) (7K) M2 Small
Maxime Tremblay
  Name Description

Killing Fields 2.5

Wow, this one has a long history... It started life as a section of Bungie's M1 solo level Try Again. Butch created one of the best M1 Suicide levels ever by cutting off outside access to this ring... the original Killing Fields can be found in several packages, including Suicide Maps v.2. Laurent Stanevich converted this to a gorgeous M2 map, which has been remodified by Butch to include one of his favorite aspects of the Marathon universe...
(10/11/96) (14K) M2 Small
Butch Massoni

Lack of Limbs

Originally released as The Place of Two Deaths. Flow has been improved quite a bit, and the big weapons are very difficult to get. (Well, the flamethrower is. The SPNKR is only moderately difficult...) This is much more in the genre of the original Bungie net levels... high carnage requires skill, not just the blind ability to pull the trigger on a big gun. (Plus, it's very pretty to look at.) This (in both its forms) is our current favorite net level.
(10/11/96) (296K) M2 Small
The Duke

Skyway

5 levels, mostly ports from his M1 maps. Like most KR levels, movement is facilitated more by stairs, jumps, and teleporters than by platforms. Some nice touches (Piqued over has several nice hiding places, but don't try attacking from them...).
(10/11/96) (79K) M2 Large
Kendall Redburn

Two Ways To Death

A simple solo level... two paths to go down, but no real ending. (If you kill everything, you have to just quit.) Should take a few minutes, at most... either you beat it, or you get tired of it.
(10/11/96) (9K) M2 Solo
Jon Häggblad

May You Have Long Life 1.0

A very simple novelty level... one small room, lots of shotguns, a couple of SPNKRs, and lots and lots and lots of 3x canisters. Unless you're not careful, death rates should actually be pretty low... there are a minimum of 40 3x canisters at any given time.
(10/11/96) (7K) M2 Small
Seth D. Kromholz

Suicide 27

Three levels, all originals (they match M2-Suicide 17). Pepper Popper is pretty cool... watch the damn bobs! Fans of Sky Diving will love Sky Diving 2.
(10/10/96) (19K) M1 Small
Butch Massoni

All MIDI 1.1.2

A small app for converting MIDI files into QuickTime movies.
(10/10/96) (20K) M1 Tools
Paul C.H. Ho
  Name Description

SCM Map

The bottom level of Never Burn Money, with a few minor changes, mostly to increase flow.
(10/10/96) (30K) M1 Bungie
Boneman & Baggman

Extra Celestial

A nicely constructed solo level, looking like a well-lit space station. As far as I can tell, there's only one suicide pit (and there's a save term just before it)... otherwise, this is a phenomenally well-designed map. Even though there's no plot (besides kill everything), and getting to the end only teleports you back to the beginning, this one is really satisfying.
(10/10/96) (44K) M1 Solo
Nicholas Graham

Suicide 28

Three levels, all originals (the counterparts of M2-Suicide 18). The first one is just as aptly named as its M2 counterpart, but the other two provide some serious carnage opportunities. Learning the teleporter positions on Walking Charlie is a huge advantage...
(10/10/96) (11K) M1 Small
Butch Massoni

Xzu's Levels

3 levels. Very large, very heavy on the baddies, pretty light on the ammo and weapons. Nice construction, though... There's a section of the first map that's right out of Bob-B-Q.
(10/10/96) (94K) M1 Large
Cyril Blaise

Be Happy or Not

Four-level solo/coop scenario. While this one was designed to be played coop (and designed well), it was also been built to handle solo play very nicely. It's not easy, but it keeps the adrenaline flowing without building up too much frustration. Snazzy little tricks, multiple paths to each objective (some will have you banging your head and saying, "Why didn't I think of that first?"), and overall kickass level construction make this one a winner. Robert Blake comes off as a bit of a psycho, but what else is new?
(10/8/96) (827K) M2 Solo
Borzz/Spockers

Steve's M2 Net Maps

6 maps, all remakes. No major problems (minor smearing on Hey, Sonny), and a few nice secrets (the upper sniper perch on the second Everyone's Mortal is pretty cool), but nothing to go into convulsions about, either. Decent, solid net maps.
(10/8/96) (72K) M2 Small
Steve Latham

Mind of Bob

Bob is your SPNKR... and you'll need to use him well here. Two levels, the first is quite short. Ammo is very well rationed on the first level, a bit more plentiful on the second. Very nice monster placement... there are enough, and in the right places, to make it difficult, but not impossible. (The room that looks the hardest is amazingly simple, if you just think for a minute first...) If you haven't mastered SPNKR jumping, you're gonna die a lot...
(10/8/96) (46K) M2 Solo
Seth D. Kromholz
  Name Description

The Last Interceptor v2.0

A five-level solo scenario. Very nice terms, and generally great level design. Monster placement has been toned down nicely since the last verison. Lots of goodies in places you really shouldn't be going, so explore... The plot isn't Shakespeare, but it'll get you by, and the levels will keep you entertained for a goodly chunk of time. Update expands the first level, and aligns textures, reduces baddies, and improves spelling throughout.

And check out the Digestible Chunks page, for floppy-sized pieces!


(10/8/96) (4248K) M2 Solo
Eric Hill

Htahth Station

A level from an upcoming solo scenario, and a partial second level. It can be played net, but it was designed as a solo level. Navigation is a bit confusing (and the map view doesn't help), but construction is fine, and it's a good stress burner.
(10/8/96) (131K) M2 Solo
Mychal Mccabe

Stomp U 2 v1.1

A KOH map with a very well-designed hill. You can keep your back to the wall, and you can kill anyone going for big guns (the level is named for the SPNKR room), but there are a couple of nasty attack points that are really hard to guard against... Overall good level design. Update fixes bug in southern hallway, cranks up shield generators.
(10/8/96) (30K) M2 Small
Torsten "Totte" Alm

Kondoura

A 2-level solo map. Wow-this one's pretty impressive. The terms leave a little to be desired, but the author is Japanese, so be gentle. (They're at least understandable.) The level design, however... very, very nice. The last room will keep you busy for quite a while, unless you're a very adroit sidestepper. Classy use of solid transparent walls... If at any point, you feel lost, go back and check a previously sealed door, or broken switch. Also available from its own web page.
(10/4/96) (1612K) M2 Solo
Mikito Tanaka

Codename: Genesis v1.1

A spectacular solo level (and harbinger of things to come, maybe). Fantastic lighting, meticulous attention to detail, very cool tricks (checK out the bio-scanner and the comms on the doors!), and great terms make this one not to miss. This is a level where stealth wins out over strength, cunning will beat brawn. Do it right, and you'll see the final term. Do it wrong, and you'll see the ceiling... And always, always, always, check for changes. (New sections show up in strange places.) Update tweaks lots of stuff, including ammo/monster placement, terms, layout... much improved! (Which is impressive, given how good it was the first time...)
(10/4/96) (688K) M2 Solo
Chris Sena

Welcome to the Arena

A three-level solo map. Hmm... it's big, but it often felt like I was running through the same areas again and again (even when I wasn't). There's a lot to kill, but finding the ammo/weapons you need can be frustrating. Beware of the second level on slower machines... you get an absurd number of baddies in an open area.
(10/4/96) (218K) M2 Solo
John Scott

Amazonia

If you think you've found all the secrets in this level, you haven't played it long enough. Lots of doors that don't look like doors, but there are some very nice navigation tools, fun lighting... and more than enough ammo to keep your whole group dying.
(10/4/96) (24K) M2 Large
Daniel Loebl
  Name Description

Lantern

A pretty slick little arena with a dangerous hill. (It's designed to look like a lantern... but what that really means is that shooting out from the hill is a risky proposition.)
(10/1/96) (16K) M2 Small
Darius Gilder

Gladiators with Guns II v1.1

A pretty nice multilevel arena, with interconnecting narrow passageways and back elevators. The only problem is, the extravisions all over this map make navigation quite difficult... readme says the map was built while the author was sick, and felt like a bob with crack-vision, but I wish he hadn't taken it out on us... without them, though, the map is quite enjoyable. Comes with a pretty tasteless joke map... you'll need to see it for yourself. Update removes the annoying extravisions.
(10/1/96) (29K) M2 Large
Gairdt "Hans" Lundeen

Newton's Folly v1.0.1

Heavily inspired by What Goes Up (M1). There is some texture alignment needed, and the bobs can be seriously annoying in net play, but this is a pretty well thought-out map. Most areas are vulnerable from multiple directions, and there are very few (if any) resting places. Keep an eye out for secrets... some of them can make inter-area travel much easier. Update aligns most of the misaligned textures.
(10/1/96) (39K) M2 Large
Chris Butcher

Psychoholic Dementia

A three-level solo scenario. A little rough around the edges (a few bad textures, that sort of thing), and a bizarre ending, but it's pretty playable. The disco's a hoot... check out the sign!
(10/1/96) (955K) M2 Solo
Tobe Stokes

Operation Wormwood v1.0.1

An 8-level solo scenario, 5 net maps, a passel of physics models, and some films. This is a truly impressive piece of work, with very well-crafted levels, fantastic term and chapter art, and a load of cool features. It is also the first scenario specifically designed for cooperative play. In fact, it's so well-suited to coop play that it's extremely difficult as a solo map. (You may have to drop one or more difficulty levels off your normal playstyle in order to finish it, and you'll be cursing the low number of save terms, which wouldn't bother you at all in coop play.)

And check out the Digestible Chunks page, for floppy-sized pieces!


(10/1/96) (7777K) M2 Solo
Eric K. Salzman

Jafa v1.1

Jafa is not this map's real name-you'll have to download it to see that (several of the characters cannot be reproduced with HTML), but it's a pretty nice map, anyway. Spectacular to look at, although for carnage games, it might not be laid out with serious death rates in mind... as a KOH level, though, it's quite good. (If only all the textures were aligned...) Looks like the lighting might have been improved for this version (and a lot of the texture misalignment is gone).
(10/1/96) (31K) M2 Large
Gairdt "Hans" Lundeen

Passing AirWhales

An extremely playable variegated arena. Lots of platforms, but jumping distances have been planned quite well, and the alert player can use pillars and tunnels as missile blocks quite effectively. The teleporters on the bottom bring you up to sniping positions on the outside pillars... anyone trying to stay on the low hill should keep a sharp eye out above.
(10/1/96) (30K) M2 Large
Devestator
  Name Description

Death Rotunda

A standard arena with sniper positions reachable by easy-to-fall-off-of elevators.
(10/1/96) (9K) M2 Small
Darius Gilder

FM Infinity-style M2-map-pack

A repackaging of 7 of FrigidMan's best net maps, taking advantage of the enhancements of Marathon Infinity. These will not work with M2... but they're a nice addition to any Infinity collection.
(9/30/96) (344K) Inf Large
Randall Shaw

Pit of Death

A small outdoor arena with a gazebo-like hill and a raised outer ring. Nice lighting, and nice play on most machines, due to the small number of polys. (The hill is a bit hard to take at low-res.) Watch the long games... you'll be left with nothing but spanker and shotgun ammo after a while.
(9/27/96) (6K) M2 Small
Darius Gilder

Carnage In Wonderland

A three-ringed map, with elevators providing inter-ring access. The doors are a bit strange, but maybe that's where the level name comes from... Don't get stuck in the outer ring, there's only one way out. Ammo placement seems to be geared towards 2-3 player games.
(9/27/96) (11K) M2 Large
Matt Glover

Fast and Furious

A straightforward multilevel arena (modified cross-and-diamond), with breathing rooms. Ammo will be tight for longer games.
(9/27/96) (7K) M2 Pfhor
Darius Gilder

Spanker Mania

This is what you'd get if you combined Everyone's Mortal with Thunderdome, then shrunk the result to 25%... a small, SPNKR-filled arena with spastic elevators and very little room for error. Expect to die a lot...
(9/27/96) (7K) M2 Small
Darius Gilder

Fortress

A simple KOH map with protected "forts" at each end of the arena. Works best for 2-player games, or small teams.
(9/27/96) (7K) M2 Pfhor
Darius Gilder
  Name Description

Invasion of New BOB City

A followup to Bob Factory, and a pretty impressive effort. This pair of levels is very, very hard, but it's worth it... I found myself having to try sections many, many times before seeing an easier way to get somewhere. Both levels allow multiple routes of access to the finish line... and some are much harder than others. And again, that M1 feeling is everywhere. As you do your best to stay alive, don't forget to notice the little things... like the lighting, and the constant explosions, and the architecture. I'd say Darrell is a mapmaker to watch...
(9/24/96) (1223K) M2 Solo
Darrell Olson

Pfhort Boyard v1.1

A very classy little arena. Extremely nice lighting effects... some of which won't dawn on you until your opponent uses them to kill you. Great flow, and very nice elevation diversity. Update adds a couple of new sniper spots, and improves flow. (Also fixes a few textures and lights...)
(9/22/96) (23K) M2 Small
Torsten "Totte" Alm

The Pentagon

Pretty cool angular arena. Nice use of 5-D space... the unpaired teleporter leads to a nicely stocked ammo room.
(9/22/96) (15K) M2 Large
MIS S.A.M.

Mission Almost Impossible

In the tradition of Waldo World. Nice flow, plenty of weapons and ammo. Two versions-with and without aliens.
(9/22/96) (22K) M2 Pfhor
MIS S.A.M.

Thrill of the Hill

A small, bilaterally symmetrical arena. Definitely set up for two players... although there might be enough weapons for as many as 3 or 4. Contains the first use of PfhorSlime elevators I've seen... but there's no really compelling reason to use them, unless you've found the single fusion pistol.
(9/22/96) (14K) M2 Pfhor
Henrik Lethagen

Pfhors and Broadway v1.1

A large, flower-shaped map with a ledge around the outside, a large open floor, and a central hill/SPNKER pit. Plenty of weapons and ammo, but the ring around the hill is the only way back up to the ledge. (Well, that, or dying...)
(9/22/96) (17K) M2 Large
Torsten "Totte" Alm

Fracas

Very big. Starts out being a big, rambling level surrounded by a sewage canal. A single switch gives access to a Tozter and a second switch, which really ups the amount of ammo available...
(9/22/96) (47K) M2 Large
MIS S.A.M.
  Name Description

Modified Duality v1.1

A version of the netmap that comes with the Infinity demo, modified to contain a pair of flechette guns and plenty of ammo. For those of you who feel the need to puncture your friends, instead of aliens, with flechette rounds... Update adds multiple depths to the pool, to allow experimentation with the KKV across media barriers.
(9/22/96) (37K) Inf Bungie
Claude Errera

8 Ways 2 Die v1.1

A large mazelike map, with a mushroom in the center (acting as the hill). Lots and lots of dead ends... but many of them aren't quite as dead as they look. All teleporters take you back to the center. In team play, we found it was pretty easy to rack up kills by chasing someone into a dead end... either they die there, or they die when they arrive at the mushroom, with a rocket waiting for them... Update fixes doors, and decreases desynchronization.
(9/22/96) (19K) M2 Large
Torsten "Totte" Alm

Hardercore Sounds

An alternative collection of sounds for M1. The life's work of The Scarlet Pumpernickel (well, okay, maybe a little less than his whole life...), these sounds are pretty harsh... they lend an entirely new feel to the game. Normally, I can't archive sound collections here, but 1) these are quite good, and 2) you try saying no to this guy... Complements Hardestcore Sounds and Music, for M2.
(9/20/96) M2 Sounds
Scarlet Pumpernickel

Hardestcore Sounds and Music

An alternative collection of sounds for M2, and 6 new music tracks. The life's work of The Scarlet Pumpernickel (well, okay, maybe a little less than his whole life...), these sounds are pretty harsh... they lend an entirely new feel to the game. Normally, I can't archive sound collections here, but 1) these are quite good, and 2) you try saying no to this guy... Complements Hardercore Sounds, for M1. (The link leads to a descriptive page)
(9/20/96) M1 Sounds
Scarlet Pumpernickel

Mark's Maps

Three maps. Basically simple, but very nicely done. Shoot the Curl is pretty simple-two identical rooms connected by an s-turn. Most ammo is underwater. Lots to hide behind. Ring of Power is a pretty cool 5-D map that takes a little time to get the hang of... but works really well, once you do. 4-Gun Clover is pretty well named... there's a ledge around the outside of the cloverleaf, and a cross cut into the center of it... all ammo is in the cross, which can be filled with PfhorSlime. Only 8 shotguns, max, so this one's really designed for smaller groups. Plays quite nicely, even on slower machines (although it's hard to look at in low-res).
(9/17/96) (43K) M2 Large
Mark Mann

Pfhor Flight

Wow, this puppy is BIG. I don't mean lots of polys, I mean BIG - 34,000 units (in Pfhorte), top to bottom. (That's roughly equivalent to 235 feet, or 72 meters.) And it's mostly in one room... The hill is waaaay up high, a tiny little platform hanging in the wind. There are some very narrow, short columns waaaay down from here, with lots and lots and lots of goodies on them... but hitting them (especially when getting shot at) is quite difficult. One thing's for sure... you'll never run out of ammo - there should always be tons of SPNKR and shotgun ammo around. (Plus other stuff.) The huge distances, combined with the plethora of 2x rechargers, assure that the death rates will be low, moreso if the aliens are turned off.
(9/17/96) (43K) M2 Large
Tom McKenzie

Temple Phelsuma 1.8

A very nice temple, with catacombs (filled with sewage) running underneath. Good attention to detail... will run a bit slow on slower machines (due to the large amount of open space). Update fixes a platform bug, and tweaks the term and bob placement.
(9/17/96) (26K) M2 Large
Clinton Bauder
  Name Description

Flash Death v1.0

Pretty slick small arena, with the hill on a small island, surrounded by lava. Nice sniper perches... Has a web page with a QTVR movie, so you can see what you're getting first.
(9/17/96) (15K) M2 Small
Martin Koistinen

The Pfhirm v3.0

Modeled after the author's workplace. Straightforward carnage... there is a way to get the flamethrower, and don't go out the windows... there's no way back in.
(9/17/96) (26K) M2 Large
Martin Koistinen

Pit of Darkness

Sort of a takeoff of Everyone's Mortal... except with a shorter hill, and more easily predicted transporters. In longer games, fighting will narrow down to shotguns and missile launchers (no other weapons will have ammo). Getting around is really easy...
(9/17/96) (6K) M2 Small
Gabriel Gilder

Shane's House

Exactly what it sounds like. (Except for the aliens, I hope.) A little rough around the edges (probably could have used the snap-to-grid feature of Pfhorte a bit more), but playable-no major problems. I'd have to disagree with the difficulty rating listed in the readme-I had no trouble clearing the level on Normal, first time through, with plenty of ammo to spare. Kinda fun, though... all the big baddies are in big, wide-open rooms, giving you room to maneuver.
(9/17/96) (94K) M2 Solo
Shane Crosby

Hiroshima Mon Amour v1.3

A larger, rambling level. You start on an outer, elevated ring, that cannot be returned to without some judicious SPNKer jumping. On the main floor, lots of constructs break up the line of fire, and provide hiding places... but secret doors and teleporters give access to all parts of the map very quickly, so there isn't much safety. Playable with two people (a little slow), but really comes into its own with 4 or more. Comes in two versions-with and without baddies. Update adds a third version of the map, this time with H-Bomb explosions to add to the ambience.
(9/17/96) (74K) M2 Large
Borzz

The Infinity Game Wimp v1.4

Is a lot like the Marathon Cheater, but with a few differences. It's a bit more flexible (with more info) on stuff like Oxygen, Invincibility, etc (it'll give you approximate durations). It will add fist power-ups. (I don't know what this means... I didn't see any effects when I tried it). It will play your Marathon Music while it's working. (This can be cancelled.) It only works on the Infinity demo, M2 and the M2 Preview and Demo. $5 shareware. Update adds a very cool Full Map feature, and a bunch of 68K-only enhancements (save anywhere, start with extra health/oxygen, etc.)
(9/15/96) (460K) Inf Tools

Meo My!

Two levels. Both are pretty intricate, although the first one has some problems on slower machines, due to its extreme size and openness. (It's a huge fortress, and would fit 20 players comfortably.) The readme is (very) misleading about Meo My!... don't give up on escaping the invincibility chamber. Secrets abound... The second level is well designed for KOH or Ball games. (There's a huge lower pool, which would be hard to fight in, except for the fact that all the SPNKRS are down there...)
(9/14/96) (40K) M2 Large
Shawn Keller
  Name Description

KreeNakoorie v1.3

A small map that seems much, much bigger than it is, due to the confusing layout (at first) and the plethora of baddies. (It comes in a version with no baddies, for net play... you'll probably get the hang of the flow better with this one.) Narrow ledges, tight corridors, doors that don't open nearly as quickly as you want them to... this one's definitely good for hunting. Update tweaks object placement, and improves flow by rearrangement. The more I play this level, the more impressed with it I become. It feels like a very open Mars Needs Women. Extremely well-suited to small (5 or less) group carnage. (Playable with more, but it would get a bit crowded.)
(9/14/96) (41K) M2 Small
Borzz

Romper Room

A huge, rambling level. There are a few funky textures, and it's really easy to get lost, but with a big enough group, there should be something for everyone. One thing's for sure-you'll never, ever, run out of ammo.
(9/14/96) (22K) M2 Pfhor
Dave Kupczyk

Too Young to Die... v1.1

Original version released in No Parole. This is a multi-level arena, with extremely fast-moving elevators bringing players to all levels. There's a small danger of non-regeneration due to the near-constant motion of the elevators, but otherwise, this is a really fast-paced level with plenty of weapons. Two versions-one with baddies, one without. Update adds new sounds, tweaks object placement.
(9/14/96) (13K) M2 Pfhor
Borzz

M2 Suicide Infinity/NorKorh

It had to happen... here are the three Infinity demo levels (and one from Nor'Korh), remade for M2, in the suicide tradition. Some are recognizable, some are not... all yield extremely high death rates.
(9/14/96) (86K) M2 Small
Butch Massoni

Island in the Sun

Original version released in No Parole. This version simply tweaks ammo and weapon frequencies.
(9/14/96) (11K) M2 Small
Borzz

Wash and Dry

Horrendously annoying water level (although that seems to be the point...) Four areas, separated by ledges... primary mode of transport is the water, which goes up and down a lot (and never when you want it to...).
(9/14/96) (11K) M2 Small
Greg Reinmuth

Foe Hammer

Shaped like a sledgehammer, with ammo at one head, the hill at the other, and SPNKRs at the bottom of the handle. Small enough that carnage should be extreme. Nice use of alien textures.
(9/14/96) (8K) M2 Pfhor
Greg Reinmuth
  Name Description

Four Dead Kings

A large arena with four hills. The hills are extremely vulnerable, from many sides, but only accessible from one point (each). Nice flow, and pretty to look at, as well. (You'll have to hunt for the teleporters the first time through...)
(9/14/96) (22K) M2 Large
Greg Reinmuth

Incubus v1.6

A small central arena with a shielded hill (user-controllable), and some very easy-to-navigate passages around the outside. Bilaterally symmetrical, which makes it easy to lose your bearings... Very few places to hide, so don't take too long a breather! Update includes a couple of nasty traps for the two remaining safe places on this map...
(9/14/96) (35K) M2 Small
Borzz

Criss Cross

What it sounds like. An open arena with a raised cross in the center. Ammo and shotguns on the main floor, assault rifle one level up, all the big guns are a little harder to get to... See what you can do about getting the flamethrower with someone on your tail.
(9/14/96) (11K) M2 Small
Dave Kupczyk

Pud's Pit

A small arena with a sewage-filled pit in the center (hence the name), but most of the action seems to congregate in the side passages, where the weapons are... Drop back into the pit for ammo and a recharge canister. Keep an eye out for secret passages...
(9/14/96) (10K) M2 Small
Dave Kupczyk

Blood Spray

Everyone starts out in a small, rectangular room filled with TOZTers and 3x canisters. You teleport out from here to a small cylinder, with shelves along the sides... a teleporter at the bottom brings you back to the top. Simple in layout, more weapons than you'll ever need, brightly lit. Expect really, really high carnage rates.
(9/14/96) (6K) M2 Small
Greg Reinmuth

What Ho! Jeeves

A short (okay, very short) but entertaining solo level, where you're a security officer on a cruise ship with a very proper AI. It won't take you long, but the terms are funny.
(9/14/96) (169K) M2 Solo
Frank Rattlehead

PipeLine v1.1

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 tweaks and aligns some textures.
(9/14/96) (19K) M2 Large
Jeffrey Wood
  Name Description

Re'fix 2.1

A pretty slick run-and-hide map, with lots of windows, and lots of escape routes. You can get almost anywhere from anywhere else... but everyone can see you do it. There are a few lava pits that might slow you up, but they can also be used as shortcuts to some of the more useful places on the map. Nice construction.
(9/9/96) (29K) M2 Large
Doug Moyers

Pfhunk Pfhiles v.911

8 net maps. These are split between a few standard (pretty nice, in most cases) arena maps, and several team-oriented game maps. There's a capture-the-flag variation (already released), a mortar-style combat map, a pretty slick KOH level, and more. Construction is good, ammo is plentiful, and for bigger groups, the team play should liven up your carnage-fests.
(9/9/96) (127K) M2 Large
Humberto Acevedo/Mike Miazgowicz

Fandango

As the readme says, it's in the Everyone's Mortal genre, except the area surrounding the hill is filled with deep water. The whole map's spread out a bit, since it was designed using the (enclosed) LTI physics model, which adds a bit to your jumping capabilities, among other things. Some very nice sniping positions.
(9/9/96) (15K) M2 Large
Doug Moyers

Bob's Pfhort

A two-level solo scenario. The first level is quite playable (assuming you choose the proper direction to navigate the loop... otherwise, it's a bear). The second level is hellish. Lots o' baddies, which would be fine, except for a framerate-sucking HUGE water-filled room that crushed a Q800 on Major Damage... Still, it's worth the effort, because it's just plain fun. The AI is a no-nonsense guy, but if you listen to him, you'll get around...
(9/9/96) (606K) M2 Solo
Peter and James Graham

Darius's NetMapPack

6 maps, mostly variations on Bungie's arena levels (M1 and M2). The biggest influences are Thunderdome, House of Pain, Everyone's Mortal But Me, and Waldo World. Generally nice construction, and plenty of weapons.
(9/9/96) (63K) M2 Bungie
Darius Gilder

The Search 3.11

The first level of a 3-level solo scenario. You're asked to activate a power station, and kill a few baddies along the way... okay, a lot of baddies. Well laid-out, in terms of action... some very nice visual effects. There are a few puzzles that need to be solved by finding hidden doors, but mostly, you need to keep your eyes open. Keep alert for those nasty cyborgs! Update fixes first term so you don't teleport out immediately.
(9/9/96) (83K) M2 Solo
Steve Campbell

M2 Suicide 18

Three more from the long-quiet suicide master. The first one is extremely aptly named, but the other two are quite fun. Death awaits you...
(9/9/96) (14K) M2 Small
Butch Massoni
  Name Description

OU812

A precursor to Good Day 2 Die, this is a pretty fun large map. This one favors the player who can change vertical targets easily... and it helps to know where the access to the secret areas comes from. Plays best with bigger groups, but 3 should have fun, as well.
(9/9/96) (25K) M2 Large
Steven Sauvey

Triangle of Doom

Wow. I thought the suicide levels were small and deadly. This is a collection of three maps, mostly one room each. (There's a bonus space in the last one.) The title map is tiny (about 7000 units across), with 7 starting positions! The other two aren't much bigger... Ammo is plentiful, but these would be unplayable with more than three players (and even then, it's Stand Up and Shoot Someone). Play these if you really, really need to kill a lot.
(9/9/96) (11K) M2 Small
Ken Alper

"Lights, Floors, and Ceilings"

Have you ever made a simple marathon map, with limited lighting types ,because you never figured out how to make those smooth fluctuating lights? Or maybe you know, technically, how to do it, but never got around to it, because of the tedium of creating all those lighting types. Well, wait no more-download this package. It contains 4 one-poly maps (yes, you'll have to add your own polys to make them functional), containing smooth gradations of lights using various steps. Also contains easy lookup tables for creating staircases.
(9/7/96) (21K) M2 Tools
Phil Maaris

SyncFilm v1.0

This drag-n-drop film fixer will synch a film with the map it was made from. Good for those times when the proper map is present, but Marathon refuses to recognize it...
(9/3/96) (6K) M2 Tools
Kirill Levchenko

alt.games.marathon FAQ

Finally, a FAQ for alt.games.marathon! Never again will you have to explain why you can't change views in net films in M2, or how to find out your frame rates. Contains info through the demo release of Infinity. (This puppy's so out-of-date, it's not funny... but it's still useful info, for the most part.)
(9/3/96) (62K) Info
Claude Errera

Blue Monday Revision Z

The map played at the Grayphics Marathon Tournament 1996. Pretty cool design, in terms of flow and targeting... but it relies very heavily on secret doors (checK out the film for a comprehensive list). Should fit 6-8 easily.
(8/31/96) (46K) M2 Large
Nick Esborn

The Moat v1.0

A large, sewage-controlled KOH level. There are a bunch of secrets, and lots of effort has been put into sound and lighting effects. There's a secret term that will bring you to a joke level... try not to use it during a net game. Lots of smearing due to media heights going above walls... non-fatal, though. Also comes in a much smaller, term-less version.
(8/31/96) (546K) M2 Large
Nic Munroe
  Name Description

Hoorah! Hoorah!

A big upgrade of Hoorah! Lots to do, seems to work better as a solo kill-everything level than a network level (unless you like lots o' monsters in your net levels).
(8/31/96) (15K) M2 Large
Dave Markowitz

Funky Town

A four-story house, with a yard. Overall, this is quite impressive. The attic is great, and the sniper positions outside are pretty cool. The interior (first and second floors) are a bit cramped... but what would you expect, running around a house with weapons of destruction? Check under the stairs in the basement for a Bungie-esque joke.
(8/31/96) (218K) M2 Large
David Shaw

Syltetoy's Levels

Twelve levels. These tend to be huge, open areas, with smaller side areas. Texture choices are odd, in some cases (and overabundant in most). The levels seem to get better as you go higher in the map set (although I encountered a freezing bug in the last level). A couple are extremely high in alien count.
(8/31/96) (71K) M2 Large
BjornKing@aol.com

Pfhorte Anti-Crash Guide v2.0

The first iteration of a guide to getting started in Pfhorte, and what pitfalls to watch out for. Shows how to set up defaults so that they're useful... and how to avoid common errors (including those caused by bugs in Pfhorte). Update adds a bunch of information, fixes some grammar.
(8/30/96) (223K) M2 Info
Alamar Sheltem

Keep Yourself Alive 1.0

A pretty interesting level, with lots of secret (or semisecret) doors. Flow is great, once you've figured out where these doors are... and there's a little something for everyone. Open spaces, tight corridors, hideaways... there's always a way out of wherever you are. Watch the double jugs (non-trivial to trigger, so you may not see them).
(8/28/96) (29K) M2 Large
Robert Lenne

TrenchWar

Take House of Pain, open up the outside walls, add crossed trenches in the center, and brighten up everything considerably, and you'll get this well-built large arena, equipped for up to 8 players comfortably. Nice roof...
(8/28/96) (20K) M2 Large
"Gairdt "Hans" Lundeen"

Nuclear Map Pak 1.0.1

The focus recently has been on solo levels, but this is a pack of 26 consistently very good net levels. These guys like narrow raised walkways and sharp corners, but overall, flow is great, texture choices are very tasteful, and weapons are plentiful. There are some very cool tricks (I liked the stairways on Pseudo Bridge a lot), and nice lighting on several maps. No matter what size your group is, you should find maps you can die in here...The only downside is that they're actually asking for money if you like the maps. Update fixes a couple of small bugs (one net level didn't show up in the Gather window, that sort of thing...)
(8/28/96) (430K) M2 Small
Jeff Gibboney and Tyler Grant
  Name Description

Kill Em All 1.1

Bobs, bobs, and more bobs. Some are explodabobs, some are not... Play it long enough, and you'll be fighting all of them, like it or not. A good test of how long you can stay alive against bobs. Update tweaks weapon availability.
(8/28/96) (7K) M2 Solo
David Markowitz

The Return II

An abandoned church, with a few elevators, some teleporters, and a secret passage or two. Always keep in mind-if you can see them, they can probably see you... Update adds lots of secret passageways, reworks some of the existing ones, and generally cleans up. (A much sneakier level, now...)
(8/28/96) (30K) M2 Small
Daniel Loebl

Hide

A pretty cool small level designed for two players. You face each other across a lava moat. Both have a large wall to hide behind, but your opponent can raise yours with a well-placed projectile, leaving you defenseless... and for those who believe the best defense is a good offense, you can build a bridge across the moat (although it's not necessary-you can simply run across, using the alcoves on the side).
(8/24/96) (11K) M2 Small
Matt Mogavero

CrossFire

A solo level with no save term. You'll find yourself doing it several times, as you run into each new trap... and parts can be pretty repetitive, but it's a fun half-hour or so. Fun terms.
(8/24/96) (719K) M2 Solo
Matt Mogavero

Pfhor Complex 7

A large level with a few open areas, a suicide room, and lots of passageways that look the same. The room with the fluctuating pool has some neat features, though...
(8/24/96) (111K) M2 Large
Matt Mogavero

Pfhor Corners

A simple arena in two flavors... one has a walkway around the outside of a lava pool, the other is the same with a hill poly in the center. Weapons are really tight (looks like they're set up for two-player games... which is okay, I guess, since more than three (or maybe four) would be insane.
(8/24/96) (9K) M2 Small
A112551@aol.com

The Battle

Two huge rooms (lots and lots of smearing) filled to the brim with aliens, and bobs, and S'pht'Kr. No weapons... you're supposed to do your fighting with what you can pick up off the dead bobs... Frame rates below 5 fps on a Q800.
(8/24/96) (8K) M2 Large
Ronald Sweeney
  Name Description

Detention Center

A sequel to Lunar Fort. Very well-done, and quite playable... it's three levels, but only the second one counts, in terms of gameplay. Worth the download, for sure...
(8/24/96) (212K) M2 Solo
SeigfriedH

Everybody In The Pool

An arena level with a large pool in the center. Half of the bottom rises and falls slowly, making a good high spot (or missile block). Teleporters speed up end-to-end travel, and light switches control who's visible and who isn't...
(8/23/96) (13K) M2 Small
Matt Mogavero

BOBlienation Trilogy

A three level scenario in which you're helping a mining colony's AI fend off an attack from Explodabobs. Generally, I don't like Explodabobs, but this was a playable scenario. The biggest problem was a complete lack of save terms-you have to play the entire thing in one sitting. (Luckily, it's not too big.)
(8/23/96) (359K) M2 Solo
Paul Roberts

"Much Better, Thank You v1.8"

A pretty straightforward solo level. Not horribly difficult, unless you try to face the jug at the beginning instead of the end. Very bright... and there's one pretty cool room, watch for the hunters.
(8/23/96) (244K) M2 Solo
Steve H. Wiedemann

BOB's Alien Ship

Two levels. One is a conversion of Bob World HQ (no credit to Mark Conahan, the original creator), using the alien textureset, and the other is a small insanely busy arena with a raised cross in the center.
(8/23/96) (37K) M2 Pfhor
Jim Hart

Duality for M2

The net level included with the Infinity demo, for those of you unwilling or unable to download the 19 meg file yourself. The only change was Type code, so that M2 would recognize it. Otherwise, it's the same as the Infinity level.
(8/20/96) (31K) M2 Bungie
Eric Hoffman

Nokrah Torture Chamber

A KOH level with a big central hill, and waterfilled arms around it... you can come out low, or you can come out high. Problem is, the hill is big enough that it ain't like shooting fish in a barrel...
(8/20/96) (29K) M2 Small
Alex Black
  Name Description

Majordomo 1.3

A large, two-level arena. The hill is elevated, and can be reached from walkways at all four points of the compass. Travel between the floor and the upper areas is well-facilitated, and in general, flow is quite nice. The hill's big enough that you can dodge almost anything coming at you... in order to knock someone off, it'll be necessary to get on it yourself. Update tweaks alignment and object placement.
(8/20/96) (10K) M2 Large
Mackman

Good Day 2 Die

The main room is a bunch of walkways between raised areas. There are overlooks that give you a birds-eye view of the arena (this was the author's original impetus), and lots of back passageways for hiding in/getting to sniper positions. More ammo than you'll ever need.
(8/20/96) (25K) M2 Large
Steven Sauvey

Kill or be Killed

A large map, broken into a few rooms. Lots of ledge shooting... and doors that look like walls. Should boil down to an arena map, with a few areas to take breathers in.
(8/20/96) (27K) M2 Large
Steven Sauvey

"Ok, Cannon Fodder"

6 maps, and a physics model. A pretty good spread-a bungie tribute, a few KOH maps, a novelty level, and a couple of flavors of a nice paintball-style arena. Fast-paced, generally...
(8/20/96) (172K) M2 Small
Nick Singer

Mission: Improbable

A sequel to Operation: Exaggeration. 12 levels (or so... a couple don't really count, in terms of gameplay). This one's a winner. It's not the most visually stunning, or the hardest... but the AIs are very funny, the physics are brilliant, and the tributes are really, really well done. Don't miss this map-it'll give you ideas for your own maps. (And the sense of humor shown in the storyline is really refreshing, after all the 'save the universe'-type plots.)
(8/20/96) (756K) M2 Solo
Jeff Isselee

M2 Suicide 17

Three more levels, all original. The first one's pretty much deadly, and the second is hard to look at... but the third is a blast.
(8/20/96) (23K) M2 Small
Butch Massoni

Reservoir BoBs

The third installment in the Origin of Species series. Definitely up to the standard set by the first two chapters... with very nice term art, and some hellishly good level design, this one should satisfy the Tony Smith cravings induced by previous releases, at least for a little while...
(8/15/96) (553K) M2 Solo
Tony Smith
  Name Description

Glory Hole

This is a net level, but it doesn't matter if you aren't connected to a network-get this map. It doesn't matter if you don't like the design (I find it a bit labyrinthine, but others love that style) - get this map. Dave Turner has once again shown what can be done, by creating a map that uses three different media types (water, lava, and sewage) and two different texture sets (sets 1 and 2, water and lava), all on the same level! And just for fun, he's tossed in some cool tricks (switch-activated teleporter, multi-level elevator, retractable recharger). He also includes info on repeating the magic, if you feel so inclined.
(8/14/96) (105K) M2 Large
Dave Turner

The Last Stand

Two maps, one for small groups and one for large. Neither is huge... At first glance, this is a very simple map, but some of the dead ends actually make nice ambush spots, and a few of the escape stairwells will catch your feet if you're running away and not paying attention...
(8/14/96) (29K) M2 Small
Jeremy Whitman

fifty one fifty

Narrow walkways rise above and split the floor. Teleporters bridge the gaps... weapons aplenty, and more than enough 2x powerups. A few out-of-the-way rooms give you a bit of breathing space. Nicely balanced-the high ground is hard to keep, because a spanker shot blows you off the ledge you're standing on.
(8/14/96) (26K) M2 Small
Steven Sauvey

Dying is Easy

An open area with multi-level platforms, and a lot of intricate hallways and stairwells around the outside. Look for the sniper positions that give access to long-range kill shots... but beware the counterpositions! A deceptive map, for there are many areas that seem safe to rest in, but aren't...
(8/14/96) (31K) M2 Large
Daniel Loebl

Suffer Me v1.1

A hill, surrounded by shallow lava, and overseen by several sniper perches. Getting on the hill is non-trivial, but stop in the lava if you need a little height... This should have some fast games. Update makes the sniper perches MUCH less secure.
(8/14/96) (10K) M2 Small
Borzz

Bob Factory v1.0.1

This is a really nice three-level scenario. (Well, the first and third levels are pretty short, but they're still quite good.) I was running around the last level, doing my best to stay alive long enough to get to the end, and I was trying to figure out what I liked so much about it... I decided it's monster placement. It's great! (Well, a little light at the start, but he makes up for that.) It's really tight on ammo, at least at first, so you need to plan your routes quite a bit. Brought back the best parts of M1 for me... Update removes the one annoyance, by making terms and pattern buffers look right.
(8/14/96) (259K) M2 Solo
Darrell Olson

No Stinking Type Pfhor Errors

A sequel to the DMMC Scenario Preview. This is another impressive effort, with a lot of fun touches (a working sink, video games, judicious use of juggernauts). A bit confusing if not completed in the order intended, and I ran into a bizarre bug with the first uplink chip insertion point, but all in all, an enjoyable scenario.
(8/14/96) (1826K) M2 Solo
Grag
  Name Description

Mad Pfhortes-II

A couple of buildings and some surrounding courtyard. You can get to every place you can see, but the teleporters that make this possible are not at all obvious. You may have to resort to a map editor to find them... but once your group knows where they are, this becomes a very fast-moving map.
(8/14/96) (18K) M2 Small
Kitt Thompson

Deadly Vengeance 5.3.3

A HUGE level. Would fit about 30, but has weapons for maybe 2 (and that's pushing it). Pretty nice to look at, though... 775 polygons, so don't bother with a low-end machine. Designed as a net level, but can be played solo.
(8/14/96) (318K) M2 Large
f515karl@mbox.tu-graz.ac.at

Monkey's Fist

Very similar to Everyone's Mortal in layout, but much different in actual play. Very fast, with a defendable hill.
(8/14/96) (8K) M2 Small
Stuart Glenn

M2 Crosshairs

A small program that runs concurrently with Marathon. Adds a small crosshair in the center of the screen. Not a patch to Marathon, so but a separate entity... so getting rid of it is easy. Only tested with M2, but probably works with M1 and Infinity as well. PowerMac only-will crash your 68K machine.
(8/13/96) (33K) M2 Tools
Greg Parker

Pfhorte 2.0 Guide FINAL

YES, YES, YES! Randall Shaw, mapmaker extraordinaire, has beaten several groups to the punch and released the first (semi) comprehensive guide to Pfhorte 2.0a9 (now a14). (He plans to update it with each release of Pfhorte.) It's by no means perfect, but it contains HUGE amounts of useful information for anyone making (or trying to make) Marathon 2 Maps. GETTHISGETTHISGETTHISGETTHIS...
This is the final version that will be made, since it seems Steve won't be updating Pfhorte any more. It includes some new info, and helper apps (Hex, Clut Converter, the film viewing patch, and Ignore Zero Divides).
(8/11/96) (1759K) Inf Info

Let's Rock!

An interesting level with several distinct areas. Big enough to support 6 (that's all the player points there are), but since the ammo is concentrated near the central arena, people should be sticking around there, making it playable with 2-3. As with the M1 level that inspired parts of this (Triskelion), a strategically placed fusion bolt can help increase the death toll on your enemies, while leaving you out of the carnage...
(8/1/96) (36K) M2 Large
John Bingham

Bubbleworld v1.1

A bunch of large, well-lit rooms, some waterfilled catacombs beneath them, and darkened narrow passageways connecting everything. This one is absolutely HUGE-any one of the rooms would be big enough for a 2-3 person game... but if you've got the party, come on in!
(8/1/96) (18K) M2 Large
Andrew McClintock
  Name Description

Bloody Dreams Level 1

The first level of an upcoming scenario. Very nice chapter art... an interesting take on the Marathon universe. As for gameplay: let me give you some advice. DON'T try to kill everything... just do your best to get to where you need to go, as quickly as possible. If you're lucky, you'll survive to see the final term. Some nice dead ends (these would bother me quite a bit if it were a longer level), and a couple of nice visual tricks.
(7/30/96) (524K) M2 Solo
Jesse Freeman

E=Dope MC

A remake of E=MC what!, with very cool lighting effects... update tweaks ammo, weapon, and powerup placement.
(7/30/96) (13K) M2 Bungie
Ben Suppe

Sexual Chocolate

A pretty fun larger level. In theory, action should revolve around the central arena (the one with the cross and the crushers. In practice, there's quite a bit of running up and down stairs (careful of the pits!), and some good spanker action in the waldo-like side arena. Nice lighting effects.
(7/30/96) (26K) M2 Large
Dominic Ryan

Wheatgrass Chakra v1.5

An interesting level. On one hand, it's nicely designed... three (or two or four, depending on how you count) killing rings, with easy access between them. On the other hand, there are many little funky sections, which serve no gameplay purpose, but are pretty cool to look at... some very nice uses of polygons. Run through this level once by yourself-you may not have time to admire the window dressing during a net game. Update tweaks ammo and weapons, and seems to pretty a few areas up.
(7/30/96) (108K) M2 Small
Ben Suppe

Buckets of Fun

Eight levels, all aimed at smaller groups (3-4). There's a bit of everything here... a modification of Waldo World (very claustrophobic), some ledge maps that are really reminiscent of Mark Conahan's M1 work (Go Wif Jeza comes to mind, or Canyonlands), and some have been seen before (Bobcorn is a lot like Bob Hot Air Popper and Way Down should look like Lord of the Sky). There's also one nasty bug, and some misaligned textures... but in general, it's a pretty fun pack.
(7/30/96) (84K) M2 Small
Alex Weissman

Iron Buddha Chakra v1.5

Another well-designed level (from a flow perspective), with some very nice lighting effects. Getting to the flamethrower requires exposing yourself a bit... update tweaks ammo and weapons, and makes a few aesthetic improvements.
(7/30/96) (109K) M2 Small
Ben Suppe

Netwired 2.0a

Very nice conversions of 2 fun M1 levels... Dementia came out better than the original author's conversion attempt, imho. These are both arena maps, with narrow staircase/hallways around the outside. Torque also has some nice crossbeam action.
(7/30/96) (25K) M2 Large
Paladin
  Name Description

M2 NetHell 2000

A large arena, with lots of running room. There are also several narrow passageways around the outside, which provide access to sniper positions... The jug keeps things interesting for solo play. Size comes from an included sound clip. (This description was snagged from the the M1 version, which is included here.)
(7/30/96) (128K) M2 Large
Matthew Ramquist

Gemini Station

A huge, rambling, fantastically engrossing level that makes up the first of six to eight parts in this scenario. (The Tony Smith model of serial level release might be catching on.) There are a few (minor) bugs, like telepost bugs, and places you shouldn't be able to get to, but on the whole, this is really, really well done. The storyline gets weird at times, but it's quite intricate, and self-consistent. There are even a couple of never-before-seen tricks here... check out the self-destruct timer! Worth every byte...
(7/23/96) (1002K) M2 Solo
Mike Trinder

Don't Get Pfhunked

Another type of capture the flag. Find the switch in your opponent's base, then come back and flip your own. Your opponent's base will fill with lava. (Likewise, if he gets to yours first, upon flipping his, your base will fill with lava... should make you think twice before flipping...)
(7/23/96) (21K) M2 Large
Humberto Acevedo/Mike Miazgowicz

Four Pillars v.3

A very slick, extremely confusing (at least the first time) large map. There's a bit of everything here... open space, sniper nests, 5D space, crushers for your enemies... you name it, all packaged in a very visually appealing map. The motion detector is close to useless, and there are many ways to get around. Use the various elevators as cover... Has a web page with a guided tour, if you get lost. Update cleans up a few bugs, consolidates polys (should run faster), adds sounds and aliens, and generally improves play. The web page has been updated, as well.
(7/23/96) (29K) M2 Large
Aaron Welton

Life Experience

A spaceship level, with small rooms and lots of corridors. Some texture alignment needed...
(7/20/96) (28K) M1 Large
Michael Svendsen

BobKill

A huge pit, with a ring around the outside. Bobs galore, mostly just for killing...
(7/20/96) (7K) M1 Small
Andreas Rønning

A_A

Four maps, none of them really playable. They're mostly idea maps... sort of trying out new architectures. A couple would make nice additions to existing maps...
(7/20/96) (19K) M1 Novelty
Casey Lewis
  Name Description

Where'd That Come From?

A pretty nice-looking net level-quite bright, good flow-but no weapons. (Well, there's one spanker, and ammo for it, but...)
(7/20/96) (10K) M1 Small
Casey Lewis

Bob World Headquarters

A bunch of bobs, and a bunch of aliens... the only weapon is a single spanker. The readme says wait until you have it to start killing bobs... but when I did that, there weren't any bobs left.
(7/20/96) (8K) M1 Small
Casey Lewis

Trek Walls 2

A full set of textures (and scenery, and the Borg Cube) from Star Trek. You can see a good representation by patching your Shapes file, and playing Arrival (the first Bungie level) with these shapes...
(7/20/96) (429K) M1 Shapes
Michael O'Brien

Party/Live at London

Two maps. Party is 4 big rooms, LIve at London is a ring with sniper ledges and a central recharge area. Weird smearing because of a no-thickness wall...
(7/20/96) (23K) M1 Small
Andreas Rønning

NetHell 2000

A large arena, with lots of running room. There are also several narrow passageways around the outside, which provide access to sniper positions... The jug and the MADD keep things interesting for solo play. Size comes from an included sound clip.
(7/20/96) (102K) M1 Large
Matthew Ramquist

Nothing Special

A big, rambling level that works better as a solo "kill everything" level than a net level. Lots of narrow passageways, and a bit light on the ammo...
(7/20/96) (14K) M1 Solo
Andreas Rønning

Satan's Muffins M2

A nice port of an interesting M1 level. As with the original, it's a great arena, if you stay away from the edges... but if you do, you'll miss the goodies.
(7/18/96) (13K) M2 Small
John Bingham
  Name Description

Network Preparation

Thunderdome, slightly modified and with a nasty physics model. The elevators go all the way up now, but the ledge side never got textured, which makes for some trippy views if you're looking out at the arena... There are aliens now, and the physics model makes 'em really nasty. Supposed to be a training level.
(7/18/96) (58K) M2 Bungie
Craig Durkin

Compactor of Pfhunk

Very strange. The hill is truly dangerous to get to... and nasty to defend. Once you've figured out how to get up and down, it's a really fast-moving level... Aliens make it a pain in the butt.
(7/18/96) (9K) M2 Small
Mike Miazgowicz

Badluck

A striking map, designed for king of the hill. You want to stay on the high ground, because there's a switch that will flood most of the map in lava... The hill is quite reachable from this switch, so beware the cherry picker. (The lava's supposed to drain if you leave the switch, but I found with a little fancy footwork, you could make it to the hill with the lava in place... it'll go off when they die and regenerate, but this is a cheap way to get a few extra seconds of hill time.)
(7/18/96) (24K) M2 Large
Mark Conahan

Carnage Island v3

Fast-paced, multilevel map. Ostensibly a circular arena, but most of the action occurs in narrow passageways or the small central room. Best with bigger groups. Update tweaks textures, makes it harder to take a lava bath. (Although there certainly are benefits!) V3 update: The central area is now outdoors. Readme lists other changes, but they don't really seem major in terms of gameplay...
(7/15/96) (15K) M2 Large
Jeremy Whitman

Operation: Exaggeration

A tongue-in-cheek 11-level solo effort. Inspired greatly by Douglas Adams, this map is very funny for the first several levels, at which point it suddenly turns downright mean. I stopped laughing at about level 7... and it didn't get nice again until the very end. However, it's very playable (if a bit difficult). Comes with a really fun physics model (that wouldn't make sense in most maps, but works wonderfully here). The only real gripe is the lack of alignment for all comm terms/pattern buffers. Other than that, this scenario is a blast..
(7/15/96) (328K) M2 Solo
Jeff Isselee

Krylark The Demo

First level of a 5-level scenario, Krylark the Fallen. Interesting plot, but the AI can't spell worth a damn. The level is almost too difficult to bother with... lots of tight corridors filled with purple compys and tanks (nowhere to dodge projectiles, or explosions). Nice construction, though... the transparent walls in front of lava might be overdone, but there are some nice tricks. Also comes with a copy of Carnage Island (looks like version 3, but I can't be sure).
(7/15/96) (1166K) M2 Solo
Jeremy Whitman

Holodeck Waldo v2.1

Billed as the Ultimate Waldo World. There's a little that's new, but basically it's Waldo Conversion number 432...
(7/15/96) (34K) M2 Bungie
Peer Schmitz and Kevin Lim
  Name Description

Outerspace

A run-around-and shoot everything level.
(7/15/96) (20K) M2 Solo
kosmo

Hadley's Hope

A small, bug-hunt-like level. There's an outer ring into which everyone must enter from their starting points. Inside that, there are a few small rooms with lots of cover... even though it's not large, you can stay alive a long time if you play it right. (Not much open space.) Inspired by the colony of the same name in Aliens.
(7/15/96) (25K) M2 Small
John Bingham

Yellow Seas of Blood 1.1

Two levels. (More are planned.) The first level plays nicely, but the plot is a bit weak... Update beefs up the second level (a little), tweaks lighting and object placement, and improves the plot.
(7/14/96) (138K) M2 Solo
mduda@capaccess.org

Covered Bridge

A small 5D number... bigger than it looks. Really nice use of landscape texture on the roof of the bridge...
(7/11/96) (7K) M2 Small
cisselee@usa.nai.net

The Dkkanichron

This is the sequel to The Wrath of the Sentinel. Huge vistas... a very workable storyline... some minor problems. (I got trapped in a poly near the end and had to restore from a saved game, there are a few spurious walls, that sort of thing. Nothing major, nothing that'll ruin the experience for you.) Quite a difficult start, but once you find that first save buffer, you're okay. Very enjoyable. Comes with its own obscenely graphics-rich web page.
(7/11/96) (606K) M2 Solo
Will Starck

The Bomb v2

A simple, Everyone's Mortal-type net map (but not quite as fast-paced).
(7/11/96) (11K) M2 Small
Robert Chambers

Paradise Can Wait

A small arena with a ledge around the outside. Needs texture alignment...
(7/7/96) (25K) M2 Small
Draquo
  Name Description

King's Court

An interesting little map, with lots of walls and windows blocking and facilitating long-distance shots... The hill's really not a safe place.
(7/7/96) (24K) M2 Small
Derik Copus

Virtual Spaces

A collection of maps of buildings, and new textures to make them look right. No weapons, and no aliens (well, there are bobs in one...). It's more of an architecture display than anything else... A couple are spectacular, but many textures are badly pixillated.
(7/7/96) (1200K) M1 Combo
Paul Gronemeyer

Bridge

A port of You Don't Need to See My ID. Some hallways (claustrophobic in the M1 version) are now wide enough for three people abreast... and at least one semi-open room has become seriously tight.
(7/6/96) (26K) M2 Bungie
Derik Copus

Seige

A large, (technically) symmetrical level, with open, well-lit spaces, dark rooms, and some tight maze areas. Good for bigger groups.
(7/6/96) (26K) M2 Large
Ian Korf

EvenFlow2

Three maps. A major Juggie in every one (well, at least one...). Despite that (does my bias against monsters in net levels show?), these are relatively playable... except for the first one. (DON'T leave the main arena...) The third one's actually quite intricate... Update adds a fourth level (pretty simple, but quite fun).
(7/6/96) (163K) M2 Large
Borzz

Wrath of Tycho 2.0

Tycho didn't die when his ship crashed... and now he's back, and he's pissed. He wants you dead. The levels here are not easy, but they tend to be tough not because of good planning, but because of overwhelming numbers of baddies, and lack of ammo. 6 or 7 blue hunters at a time, e.g. Update adds much better term text, a new level, and some tweaks.
(7/6/96) (434K) M2 Solo
Matt Kelley

Return of the Cyborg

A sequel to Foreign Legion 2.0. One level, with the ending leaving an opening for one more level. Very heavy on the puzzles... very nicely constructed. Enormous. Author expressed concern that the bar keeps being raised for quality, but he needn't worry just yet... This is another winner.
(7/6/96) (255K) M2 Solo
Luca Uggeri
  Name Description

No Parole

Two maps. The first is also the new map in Evenflow2. The second is a seriously frenetic multilevel circular arena. Pretty nice use of Alien textures...
(7/6/96) (33K) M2 Small
Borzz

Another Brick in the Wall

Basically, two rooms, separated (and enclosed) by a wall wide enough to snipe from. There are also three lookout areas that don't seem to serve any purpose at all...
(7/6/96) (10K) M2 Small
Matt Kelley

Pacmaps

An M1 and M2 version of the Pacman maze. Very different feel to the two versions... too big, though, to recognize where you are until you go into map mode.
(7/5/96) (40K) M2 Large
Chris Canul

The Splattitorium

A large, pretty arena with a raised hill and a waterfilled outer ring. Don't bother with less than four... you'll never kill anyone.
(7/5/96) (26K) M2 Large
Chris Canul

Marathon Revisited

A pretty incredible 26-level scenario from a Danish mapmaker. Quite a bit of new art, as well as art "borrowed" (with credit) from other work... The storyline is conveyed in chapter screens-the terms you find simply contain the secret terms from the original Marathon, in case you missed them the first time around. Some unpleasant tricks are here (save whenever you get the chance, since there are more than a few dead ends), and some silly stuff (pictures of naked women in the marine jail cells, the bobs are now boobs (and pretty well done, too), that sort of thing), but overall, this is pretty enthralling.

Alternatively, use the floppy-sized digestible chunks page.


(7/5/96) (9546K) M1 Scenarios
Søren Bech Jensen

Baraka 3/3 Demo

A three-level demo of a 10-level solo scenario. (The first level has been altered a little from the original Baraka demo.) Also included are three net levels, as well as lots of peripheral info... a silly movie (you'll need a tool that can make it visible, like ResEdit), screen shots, sketches of work and info on the mapmaking process. Fun, but it seemed to go by pretty quickly...

You may want to look at the floppy-sized digestible chunks page.


(7/5/96) (5147K) M2 Solo
Michael Gaines

Smiley ID's Maps

5 levels. Very large, generally quite playable. Lots of symmetry, as well as a bit of carelessness (bad textures in places you don't go very often, etc). A couple are very pretty to look at, and a couple seem to use textures gratuitously (that is, there are texture changes that seem to be nothing more than an attempt to get another texture in).
(7/5/96) (65K) M2 Large
Morgan Odland
  Name Description

The Revolver

Big weapons are in the center, behind a wall you have to walk up to to open. (Don't get trapped inside-the only way out is to blast your way past someone else coming in.)
(6/30/96) (8K) M2 Small
CIsselee@nai.net

Jeff's M1 Maps

13 maps. Eight are already here, as Vertigo Maps. The other 5 are worth the download... generally, interesting-looking maps. (Some look better than they play.) One of these will make you go blind if you play it too long...
(6/30/96) (148K) M1 Small
CIsselee@nai.net

Bucho Needs Women

A pretty straightforward port of Mars Needs Women. Nice job, overall... The only additions are small, to take advantage of some of the improvements of the M2 engine. The intention was to create an M2 version that stayed truer to the original than most of the existing ports, both in feel and in playability. In that, it is a success. Now has its own web page, along with the author's other maps.
(6/30/96) (100K) M2 Bungie
Steve Weintraub

Dyad Destruction

A symmetrical map using water cannons for rapid movement. Clean, and easy to get the hang of... very fast-paced carnage.
(6/30/96) (10K) M2 Large
Ian Korf

Three Chips

A single-level solo map. Your goal is to collect three repair chips... two are pretty easy, one's a bit tricky. A nice little 5-D area in the middle...
(6/30/96) (28K) M1 Solo
Jim Prouty

MurderDome

A shallow, waterfilled central arena and some interconnected passageways around the outside should keep you looking over your shoulder for that next grenade...
(6/30/96) (12K) M2 Large
Ian Korf

King's Throne 2

A pretty nice KOH map-the light switch behind the hill makes the king VERY vulnerable.
(6/30/96) (11K) M2 Pfhor
CIsselee@nai.net
  Name Description

Spaceship Station

A very nice multilevel map. Teleporters are color-coded, to help you figure out where you're going, and lights can make hallways safe or dangerous, depending on which side of the switch you're on...
(6/30/96) (38K) M1 Large
Josh Hoffert

MIS S.A.M Archive

7 levels. All are pretty simple in layout, and all have way too many baddies for net play, but they've got generally good flow... Mostly arena-type stuff, but a couple are more complicated. Not bad for burning off a little steam.
(6/30/96) (93K) M2 Small
MIS S.A.M.

There Can Be Only One (m2)

An awful lot like Waldo World, with a few twists.
(6/30/96) (9K) M2 Small
Draquo

Spankos

A great KOH map-incredible flow (there are lots and lots and lots of ways onto the hill, and most of them have vulnerabilities). Mostly a dark room, with a well-lit hill and four well-lit sniper towers. Looks nice, too...
(6/30/96) (10K) M2 Small
Steve Bush

11 Netmaps

11 pretty big maps. Generally very well-constructed, but using a huge variety of textures per map (adds to eye fatigue after a while). Flow is usually pretty good, and textures are nicely aligned. Worth a look if you have a group of 4 or more.
(6/30/96) (537K) M1 Large
Tschet@aol.com

Everyone's Stupid But ME

Everyone's Mortal, with the outer walls set to landscape.
(6/30/96) (8K) M2 Bungie
Draquo

Let's Put the Pfhun in Fun

Reminded me a lot of Spiral Insanity. An outside ring borders a mazelike multilevel building, with lots of ways to get around. A little jarring at first, but after playing it for a while, it starts to look quite nice. Best views seem to be while lying on your back in the outer ring, looking up...
(6/30/96) (30K) M2 Large
Steve Bush
  Name Description

Anderson's Tool Shed

A three-level arena-type map, with a hill on top, an outer ring below it, and access to the hill on the bottom. Very hard to keep an eye on all areas...
(6/30/96) (11K) M2 Small
Steve Bush

Stairway to Heaven

Very simple, but it plays well. High carnage with anything more than 2...
(6/30/96) (5K) M1 Small
Andreas Rønning

Industrial Strength (M2)

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... A little bit of smearing at the bottommost corridor, where the lava comes up too high, but nothing major.
(6/30/96) (19K) M2 Large
Mark Conahan

Jeff's New M2 Maps

Three maps. Dark Temple is just what it sounds like. (Pretty open though...) Mash Pit is a tiny arena, with a smaller hill surrounded by pfhorslime... looks like horribly high carnage rates. The Island is a Thunderdome-style map with the central area filled with water, and the hill reachable by retractable bridges.
(6/30/96) (28K) M2 Small
CIsselee@nai.net

Cherry 2000

There are eight rechargers in this map, but you probably won't be very successful at using them. Our experience was, the lowest scores were achieved by those trying to recharge. Some of the better weapons require fancy footwork.
(6/30/96) (16K) M2 Large
Ian Korf

Hata v4

A nicely laid-out KOH-type arena from Randall Shaw (check out his maps page). Normally, I'm not really fond of big baddies on net levels, but the Juggernaut makes defending the hill a very interesting challenge. (Don't worry, if you kill him, he'll be back...) This is a final version, and contains some minor tweaks and one new secret. It has also been included in the Nor'Korh distribution.
(6/28/96) (45K) M2 Small
Randall Shaw

The Little Room 2.1

Two square open rooms (small), joined by an open doorway. More weapons than the Marines used in Granada. No cover, no secrets... just stand-up-and-shoot-the-guy-next-to-you carnage. Update changes walls from huge floor-to-ceiling windows to white with tiny windows. Also includes several films.
(6/28/96) (136K) M2 Small
Draquo
  Name Description

Waldo for M2-Better

Another trio of Waldo World ports. The lighting on Waldo 2.0 is actually pretty nice...
(6/28/96) (30K) M2 Bungie
Draquo

Axiocranium V.4

A small arena with a lot of outside running room, and a few good ways to get in. Nicely laid out. Randall Shaw is becoming the M2 mapmaker to watch... This is the final version of this map, and incorporates a few big changes (the sewers are gone, the map should run faster, and so on). Listed on FrigidMan's very nice Maps Page. If you've already downloaded Nor'Korh, you have this version.
(6/28/96) (40K) M2 Small
Randall Shaw

Pfhor Winds V.4

One of the best early M2 maps, and still a very impressive piece of work. Lots of nice features... See if you can find the way into that sniper tower outside! A very, very nice-moving map. Some texture realignment, and small fixes... Also listed on FrigidMan's Maps Page, and included in the Nor'Korh distribution..
(6/28/96) (27K) M2 Large
Randall Shaw

Gravity? v.4

Pretty cool. Uses liquids as a sort of anti-grav fluid... (at least, that's how it works if you're running all the time). No stairs, just waterfalls... Pretty fun. Nice use of sound. You should also check out FrigidMan's Maps Page. This final update has a few tweaks, and can also be found as part of the Nor'Korh distribution.
(6/28/96) (24K) M2 Large
Randall Shaw

Phorthcoming

Inspired by Acid Jazz (and using the same general texture scheme), this is a great-flowing small KOH map. Weapons can be found in the room under the hill... Very polished map.
(6/28/96) (124K) M2 Small
Richard Stogran

Pie in the Sky (m2)

A pretty well thought out KOH arena. The hill is somewhat protected, but also has unique vulnerabilities. Some weapons are harder to get to than others... This one supports (well) any number of players from 2-8.
(6/28/96) (48K) M2 Small
Michael Coyle

Desperate Measures v4

Another FrigidMan map. This one feels really big, and very industrial. Lots of high ledges, but they're not very good for sniper shooting... Update fixes an annoying out of memory bug, and removes a crashing room. This is also included in the Nor'Korh distribution.
(6/28/96) (33K) M2 Large
Randall Shaw
  Name Description

Carnage Heights v.4

Another FrigidMan creation. The central pool is a good place to stock up on weapons, but watch your back... entrances from above and below. The Juggernaut will give anyone in the central area problems, but take him out and the only ones you'll have to worry about are your playmates. This is the final version-minor tweaks. It's also included in the Nor'Korh distribution.
(6/28/96) (50K) M2 Large
Randall Shaw

Pool Levels v.4

Originally called Radient Levels, these were the first totally original M2 maps. Lighting has been redone (no more single lighting types). These are also included in the Nor'Korh distribution, or on FrigidMan's Maps Page.
(6/28/96) (42K) M2 Large
Randall Shaw

B'rak Station v.4

A total overhaul of this level. Since it was included as a solo level (in very different form) in the solo scenario Nor'Korh, the net version was completely reworked. It's much smaller (so it runs faster), which makes it more suitable for net play. It's included in the Nor'Korh distribution, or available separately from FrigidMan's Maps Page
(6/28/96) (67K) M2 Large
Randall Shaw

Seige of Nor'Korh

18 levels, including updated versions of all of FrigidMan's M2 maps, plus chapter screens, splash screens... the works. The six-level solo scenario is one of the most impressive pieces of worK released to date. (This includes Bungie levels.) Astounding.

Get it in floppy-sized pieces on the Digestible Chunks Page!


(6/23/96) (6576K) M2 Solo
Randall Shaw

Testland Physics

A map set up to test hairy physics models. It's you against way, way too many baddies... load up your meanest physics model, and see how long you can survive.
(6/16/96) (12K) M2 Solo
Draquo

Thick of the Fray

One large arena with several perpetual baddies, and lots of fake walls hiding passageways. Look for misaligned textures when you can't get out of a room.
(6/16/96) (16K) M2 Small
Draquo

69 Ways to Die v1.1

A pretty nice multilevel map, with lots of ways around. Update fixes whatever weird was making it 10 times bigger than it had to be...
(6/16/96) (13K) M2 Large
Thumper 12
  Name Description

Temple of Moo

A circular main arena, with a passageway circling it at ground level, and another on the second floor. Sniper ledges with lots of cover are also on the second floor. There are two additional versions of the map included, for smaller groups-one removes the ground floor outer passage, and one removes the second floor outer passage.
(6/15/96) (43K) M2 Large
Torsten "Totte" Alm

Some of my Favorite Things...

A two player map. Each player is in an enclosed space, facing the other across a no-mans land. Death rates will be low, unless your opponent doesn't know how to take cover.
(6/15/96) (5K) M2 Small
Joel Blecher

Rehabilitation

Actual level title is much, much longer. (Check the readme.) Very dark, with crushers everywhere... and no way out of the pit.
(6/15/96) (8K) M2 Small
Joel Blecher

100 D.P.M.

Seemed an awful lot like a cross between Thunderdome and House of Pain (using HoP's textures).
(6/15/96) (9K) M2 Small
Draquo

Don't Start With Me!

A small, donut-shaped arena with a series of stairs around the outside, and some notches on the inside. Too small to stop moving for long...
(6/15/96) (15K) M2 Pfhor
Drew Ivan

Tunnels

Narrow passageways filled with knee-deep water, and several fisheye powerups. Makes for drunken carnage...
(6/15/96) (14K) M2 Small
Matt Donino

Carnation

Five very simple levels. Mostly, they emphasize a specific play style, or a specific weapon. Carnage rates are high.
(6/15/96) (17K) M2 Small
James Taylor
  Name Description

Over The Hill

A small diamond-and cross configuration, with a pit in the center. Stay out of the pit. Textures will make your eyes hurt after a while.
(6/15/96) (4K) M2 Small
Joel Blecher

StoneGarden

Huge. Lots of square rooms, with floating stones i the center, and sewage pits filled with drones, linked by sewage passageways. Some cool effects, but no plot to speak of (well, stay alive long enough to see the whole thing...).
(6/15/96) (100K) M2 Solo
Paul Grone Meyer

The Meat Grinder

A straightforward carnage arena. Two pillars in the center, a sewage-filled passageway around the outside, and some outside ledges. There seem to be some bad walls (poly edges with actual textures assigned, even though it's supposed to be open space), but I didn't get any crashes because of it...
(6/15/96) (12K) M2 Large
Stuart Glenn

Pfhight Like a Man

A small, tall room with stairs around the outside, a couple of protected rooms with big weapons (and teleporters as the only entrance), and sniper pillars. Vertical distance is big enough that you actually have to aim.
(6/15/96) (15K) M2 Small
Drew Ivan

Decahedron

Claustrophobic.
(6/15/96) (18K) M2 Small
Eric Jorgensen

Paranoid Turrets

A multilevel arena. The textures keep you from getting your bearings for a little while... and your opponents will keep you from it for as long as you play. Very open, with lots of ways to get from point a to point b. Always check above you...
(6/15/96) (17K) M2 Small
Daniel Loebl

DMMC Archive 10

Three levels. Pfhort McHenry comes with an authentic flag. Intrepid Death relies on fake walls for secrets.
(6/15/96) (58K) M2 Large
Durandal Map Making Club
  Name Description

9 Minutes 37 Seconds

A 3-level solo scenario. As the author says, the plot's a little hokey, but the levels are quite well done. (I've got a pretty big gripe with the last level... if you leave the tower, you can't get back in. There's a door, but it's only one way... You've got to restart from a saved game, and I didn't have one.) Watch yourself when you're close to a goal... the baddies have a nasty habit of showing up at the last minute.
(6/14/96) (2438K) M2 Solo
Chris Wondra

Axio-WEE

A modification of FrigidMan's Axiocranium (authorized). New secrets, many more baddies, and some really, really death-dealing physics. (Do NOT, under any circumstances, be holding the fusion pistol when it overloads.)
(6/14/96) (85K) M2 Small
Rob Griffith

Death By Accident

A large, rather geometrical level. Lots of different areas, with different challenges and tricks. Heavy use of windows-use 'em for sniping.
(6/14/96) (27K) M2 Large
Martin Koch

Lost Angles2

7 maps. A few are ports of the M1 version of Lost Angles (I think). Others seem to be new. Generally decent layout, a little bit sloppy (lots of bad textures, misaligned textures, that sort of thing), but good play.
(6/13/96) (162K) M2 Large
spockers@aol.com

Squish

Imagine Everyone's Mortal But Me with deadly sniper seats... A grenade from the hill into any sniper seat will make life very uncomfortable for anyone in there, whether the grenade hits near them or not. A pretty fun secret that will never be seen by folks not using custom physics models (like the one enclosed).
(6/13/96) (12K) M2 Small
Craig Stanton

MerryGoRound

Four maps. Two are straightforward arenas, but the other two have some unique features... See how long you can stay on the hill on Piston (sniper points are placed particularly well), and InnerSpace is pretty cool.
(6/13/96) (61K) M2 Large
Hand Jam

No Soup For You!

An arena with a sort of a spiral staircase looping around and above it. Lots of wall openings, but once you're past the first ring, you're pretty much out of range unless your opponent is REALLY slow.
(6/13/96) (19K) M2 Large
Jacob Welch
  Name Description

The Corporate Ladder

Simple in design, but pretty fun in netplay. Four staircases meet in a cross, with the hill at the top. Around the bottom is another ring, with ammo... but you actually have to be coming up the stairs to get a shot at anyone at the top. Watch the walls when wielding that spanker...
(6/13/96) (21K) M2 Small
Stuart Glenn

Hunting Hunters (m2)

A pretty nice little arena, with lots of side passages, and WAY too many hunters. I guess if you were into practicing against them... Don't get trapped in the bob generation room.
(6/13/96) (12K) M2 Small
Dave Siddall

The Junkyard 1.2

A ten-level solo scenario, and a net level (Lava Extreme, also available separately) Some of the levels are bigger than others, but except for the last one, you can run through the whole thing in under an hour. The story revolves around Durandal and Tycho, but they're not the Durandal and Tycho you know... Use IZD on an 040. (The last level shows what happens when you give someone All Roads Lead to Sol and DOPE and tell them, "make a level kind of like this one, but with more monsters.")
(6/12/96) (746K) M2 Solo
Aaron Pollock

Compound Pfhracture 1.1

Square, and symmetrical in gameplay. Easy to get lost at first, but not too bad to learn. Two levels, with many ways between them... Nice central bridge area. Update tweaks textures and object placement.
(6/12/96) (20K) M2 Large
El Bozo

Never Forever 1.0

It's the week for solo scenarios, I guess... Here's a four-level spinoff of the Bungie universe. Map design is quite good on all levels (there may be some problems for 040 players on level 3-too much stuff). The story progresses well for the first two levels, then seems to become a Bungie derivative (I felt like I was listening to a juvenile Durandal). It ends with a bang, though. (You are gonna get SO lost on level 2...)

Check out the digestible chunks page, for floppy-sized pieces!


(6/12/96) (3146K) M2 Solo
Dan Preston

In Your Pfhace

Just what it sounds like. A small arena, with both elevators and water columns to move up and down. Really fast-paced... and it looks nice, too.
(6/12/96) (13K) M2 Small
El Bozo

Foreign Legion 2.0

This map is the reason I got 3 maps tested this evening, instead of 20. Very pretty to look at, with a really well-thought-out story (well-written, even!), and great monster/ammo placement. This one'll keep you on your toes... The only faults I'd list are a few trapping polys (polys you can't get out of once you get in), and one set of bad doors (always keep an older saved game around-otherwise you'll do what I had to do, and start over). Definitely worth playing-this one's great.
(6/12/96) (316K) M2 Solo
Luca Uggeri
  Name Description

Lava Extreme!

A simple net level, probably best with two players. A couple of ledges are separated by a lava pit. One player can control the lava, and teleporters from one side to the other are at the bottom... just make sure your opponent's nowhere near the switch when you jump in.
(6/12/96) (6K) M2 Small
Aaron Pollock

Wrath of the Sentinel

A large, rambling level with a lot of water tricks. An early juggernaut makes things a bit difficult, but this one's playable... a fun story goes along with the gameplay. Also available in a smaller version (349K) (missing the term art, for the most part).
(6/11/96) (1046K) M2 Solo
Will Starck

Lava Me Tender

Installment 2 in the Origin of Species series (The Goo, the Bad and the Ugly was installment 1). I'll keep this short-get this map. It's really, really hard, but really, really good. Amazing art, and amazing level design. Wow.
(6/11/96) (507K) M2 Solo
Tony Smith

Wet Arena

A large, symmetrical arena with a central area that fills with water once the teleporters are used... Water height is such that if you miss the jump from dry spot to dry spot, your opponents will most likely kill you before you get out.
(6/7/96) (19K) M2 Large
Stuart Anderson

Descent 1.3

A 7-level descent into Hell. Visually, this is a stunning map. From the opening sequence (VERY cool doors) through the final battle, I was surprised by some of the unique touches of this map. The update has cleaned up quite a few crashes, and added terms, secrets, and battles. Also, I was wrong- no cheating necessary to get off the first level. There are still a few minor bugs, but nothing major.
(6/7/96) (584K) M2 Solo
David Gordon

I Dare You!

A two-level arena, with lots of nooks and crannies on both levels. Watch the crossfire!
(6/7/96) (12K) M2 Small
Daniel Loebl

Need Pfhore Speed

A pretty slick little arena, with zippy platforms, a water cannon you can access from a couple of places, multiple exits from almost every area, and enough firepower to level Cleveland. Carnage should be high, with any number of players above one...
(6/7/96) (20K) M2 Small
Kit Robinson
  Name Description

DG's 4 Map Pak

4 levels (what did you expect?). Three are originals, one is a remake of someone else's M1 map. The remake is pretty impressive (a really large fortress, lots and lots of different areas), the originals are ordinary maps.
(6/7/96) (90K) M2 Large
David Gordon

Compilation

A bunch of Marathon players took 54 of their favorite small maps, edited them a bit to their liking (more ammo, lower ledges in some cases, etc.), and stuffed them into a single Map file, to make net play easier. Unfortunately, the documentation is a bit sparse... (hard to tell which map comes from where, or what was done to it). If you're looking for a large collection of maps that someone else has already said is above average, download this.
(6/7/96) (926K) M2 Small
Chris Butcher

Kairn Pfhortress

A very large, extremely good-looking castle. Very nice lighting... Construction detail is on the order of Villa Banzai. Readme says it crashes 68K machines hard, with IZD not making a difference, but I had no problem on a Q800 running IZD. You'll probably need 4+ to keep the kill rates reasonable...
(6/7/96) (68K) M2 Large
Henrik Lindqvist

Phforte 2.0a14

Bunch of tweaks, bug fixes, new features. Check out the latest changes. Guides and other helpful documents can be found on the Information page.
(6/6/96) (740K) M2 Tools
Steve Israelson

New Toys v1

Bungie's Thunderdome meets MetaTool's Goo. A pretty nice arena... comes with a physics models that makes those long shots easier to connect with.
(6/6/96) (18K) M2 Small
Daniel Russett

Jeff's M2 Maps

7 maps. A real grab-bag... some have really annoying texture combinations, and some are quite enjoyable. (The last one is a pretty fun 5-D space kinda thing.) All maps are geared for smaller groups, although some will support more.
(6/6/96) (63K) M2 Small
Jeff

Platoon

A three level scenario, but you could count it as one... the first two levels seem kind of pointless. And since you can pick up an invincibility just before leaving level 2, and not have it wear off until you finish level 3, you might consider level 3 pointless as well...
(6/6/96) (202K) M2 Solo
Joel Blecher
  Name Description

Frankenstein v1

A perfect example of why Bungie should never have unleashed the alien textureset on us...
(6/6/96) (10K) M2 Pfhor
Daniel Russett

Pits of Despair

A really nicely constructed, meticulously lit, extremely annoying level. You feel like you're in a giant honeycomb filled with lava... you can cross areas when the lava's down, but it comes back up pretty quickly... Death rates should be much higher than kill rates.
(6/6/96) (16K) M2 Small
Daniel Russett

Hill Billies

Sort of a cross between the third-party Circular Death and Bungie's Everyone's Mortal but Me. Faster paced than both...
(6/6/96) (12K) M2 Small
Torsten "Totte" Alm

Shadows of Mordor 2.0

Looks like it was designed by a civil engineer on speed (except for the textures, when he switched to acid). This map is a sniper's dream. Well, if the sniper is good at moving... There is absolutely NO place that's safe from attack... Don't play this map if you're feeling paranoid. (I mean most of this in a good way- I don't think I've ever seen so many sniper positions in a single map. The textures, though...) Update tones the textures down a little, and adds some key strategic tweaks. Watch your back!
(6/6/96) (29K) M2 Large
Damon Swenson

Cookin' With Pfhor v1.0.1

Wow, I'm not really sure what to say about this one. It's WAY too hard, so much so that in order to see all of it, I cheated. Maybe it's possible to get through it without cheating, but I don't think I've got that kind of time... OTOH, it's a really nicely designed level, with lots of new things every time you go through an area. There are a few misaligned textures, but nothing to yell about, and sounds are used well. Just when you think you're stuck, you come across that overlooked switch, or that hidden uplinK chip... and another door opens. So, if the baddies were toned down a bit (or if I enjoyed their reactions at Kindergarten), this would be a great level. As it is, it's a nice showpiece... (or maybe I'm just getting old.)
(6/6/96) (117K) M2 Solo
Darrell Olson

Black Magic VI

A large, rambling level, with distinctive lighting effects, and some weird spatial quirks. Plenty of ammo and weapons... so as soon as you've figured out the flow, carnage rates should be high.
(5/30/96) (17K) M2 Large
Daniel Loebl

Midnight Carnage 1.1

A huge level, mostly centered around a very large open area. Ammo is a bit scarce, given the size of this map... and due to its vast openness, it's somewhat slow on slower machines, but it should be pretty nice with mid-sized groups on fast ethernetted machines.
(5/30/96) (30K) M2 Large
Vampile
  Name Description

Dave's World

A medium-sized map, made up of a series of small rooms and passageways. Lots of explodabobs in tight spaces...
(5/30/96) (14K) M2 Small
Eric Jorgensen

Villa Banzai 2.0

A conversion of one of the most beautiful M1 third-party levels ever created. This rendition is just as attractive as the original... and has the added attraction of real lava (instead of the simulated kind in M1). In fact, the biggest difference between the versions is the color scheme (the original was green, this one is brown). If you've got a fast enough machine, you have to get this-that's all there is to it.
(5/30/96) (43K) M2 Large
Tom Phillips

Close Quarters 1.0b

A tiny arena, with small rooms and passageways around the outside. Nicely laid out, with a switch that converts the whole thing from daytime lighting to dusk. Comes in two versions-the second one has the central hill raised, making for a better KOH game.
(5/30/96) (25K) M2 Small
Eric Jorgensen

Lethal Injection v2.0

A small central arena (with a smaller central room) and a passageway (with secrets) around the outside. I think the intention was to make the central room only escapable by shooting switches, but the platforms that block access are player controllable... (Read that as: there's an easy way to get that spanker.)
(5/23/96) (24K) M2 Small
Steve Fenton

Battle Dome

A very simple map (very similar in layout-but not inspiration or beauty-to the original M1 Arena).
(5/23/96) (7K) M2 Small
Kenny Kohlmann

Urban Warfare

A large, rambling team level. There are bases to guard, features that can only be accessed by two people working together, and lots and lots of places to sneak up on someone. Not a high carnage level... more of a hunt-and-be-hunted one...
(5/23/96) (40K) M2 Large
Mark Thomas

Ghost Town

Modeled after a western town, complete with jail, saloon, bordello, mines, and Boot Hill! A bit linear, but that comes from trying to set it up around Main Street (as most old west towns were), and there are usually multiple ways out of a room.
(5/23/96) (37K) M2 Small
Drew Ivan
  Name Description

Blood-O-Rama

A pretty nice little arena with a nearly indefensible hill. Carnage should be really high, and you can enjoy the good looks of this map as you fly above it, blood pouring from every orifice...
(5/23/96) (9K) M2 Small
Charles Lechasseur

Kleptomania 1.0

Lots of passageways and stairs, with one Spanker (hence the name).
(5/23/96) (29K) M2 Small
Damon Holmes

Jake's Revenge

A bizarre level. Mostly a figure eight with a bunch of dead ends, but with a few secrets that make the dead ends not quite so dead. Did weird things to my computer while testing (momentary freezes-no crashes, though).
(5/23/96) (8K) M2 Small
Chet

Another Net Map

The actual level is called "Another Small Net Map", but I think that's not right... it's pretty big. Decent flow (there's usually more than one way out...), and some secrets (look for that spanker!). Don't forget IZD if you're on a 68K machine-it's not clean.
(5/23/96) (34K) M2 Large
Martin Sandin

Vermicide 1.1

Another very nice small arena. Well thought-out in terms of movement... for example, you can't jump straight into the center from one of the side passages (but there are a few non-direct routes...) Our experience was that this little feature gave the hill guy that extra second to get a shot off... until people got used to the layout. Update tweaks textures, sounds, placement, and adds a room.
(5/23/96) (36K) M2 Small
Damon Holmes

Ret Bested

A small, very simple, high-carnage map consisting of a bunch of intersecting hallways. 5D space without the 5D-there's no place to hide.
(5/23/96) (7K) M2 Small
Drew Ivan

Football

Another unique concept in team Marathon. Using the enclosed physics model, you'll be able to shoot the skull at one of two speeds-one for passing, one for shooting on goal. There's a small room off to one side with two sets of 4 switches... you throw one from your set when you score. The first team to 4 wins. Try it!
(5/23/96) (277K) M2 Small
Craig Stanton
  Name Description

Territory

Inspired by the M1 map Chunnel. The object is to flip the switch in your opponent's base. (Similar to, but still different from, the Assault! concept.) Very nice layout. Size comes from a sound file the author uses to describe the map.
(5/23/96) (176K) M2 Small
Craig Stanton

Above it All v1.0

A very geometrical (mostly squares, actually), multilevel arena. There are a few secrets, but mostly you'll be jumping from block to block, avoiding spanker shots from all around...
(5/23/96) (15K) M2 Small
Daniel Loebl

Still Here?

An awful lot like Four Leaf Clover, but without the lighting effects... a simple arena with four curving stairwells leading to sniper postions.
(5/23/96) (8K) M2 Small
Charles Lechasseur

Carnage Collection v1.0

In the spirit of the M1 MultiMapPaks, this is a collection of one group's favorite 10 net levels. They've been put into a single map file for ease of play. Original readmes are included.
(5/23/96) (246K) M2 Large
Jimmy Mitchell

Do you have a Cherry?

Very big. Compartmentalized, mostly... lots of big rooms. Sort of laid out in concentric rings, but with a catwalk spanning rings. A bit of smearing on one long staircase, but nothing serious.
(5/17/96) (46K) M2 Large
Paul Vesco

Neato 1.47

A mostly underwater map (the bulk is taken up by a large pit). Ammo is mostly at the bottom. Comes with physics that allows weapons to fire underwater.
(5/17/96) (19K) M2 Small
Curtis Hiller/Mark Hershey

"Eye of the Tiger, Bart"

A big, rambling level. There's some of everything-the author says he was experimenting. Could use some variation in lighting...
(5/17/96) (36K) M2 Large
Drew Ivan
  Name Description

Circle of Kings

Based on "OK, HunnyBunny". The author says this looks better in hi-res, and he ain't lyin'. (Hurts my eyes in lo-res.) A few secrets, and nice touches (use the water jets behind the waterfalls to your advantage...). Great flow.
(5/17/96) (20K) M2 Bungie
ma_israel@mietec.be

Did you get that number?v2.1

A pretty nice little arena. Good flow around the outside, and lots of sniper locations. More than three or four would probably be a little too much... Update has more tweaks. Horizontal texture alignment is down, now it's time to work on vertical alignment...
(5/17/96) (27K) M2 Pfhor
Jeffrey Wood

Yossarian v1.1

A central arena (more action on the ledges than the floor, at least for us), and some outside narrow passageways. Author says powerups and rechargers were kept to a minimum... I guess we have different definitions of "minimum". (There are 2 2x rechargers, and a 3x powerup, that I found...) Teleporters in the outside corridors make sure it's never hard to find spanker-fodder...
(5/17/96) (34K) M2 Small
Steve Fenton

Good vs. Evil

A large temple. Nice lighting effects, pools that are easy to exit, and some neat little tricks (shown in the included film) make this a pretty well-done map. Too big, really, for 2 or 3...
(5/17/96) (49K) M2 Large
Philippe Gervaise

BobbyCount 1.0

Most areas have more than one exit, and the small central arena has lots. Fast moving platforms and teleporters keep you out of missile lock, if you use 'em right... Nice big weapons in the lava rooms, but they might be a little hard to get to. Still has a pair of bad textures in one of the lava pits (they're big walls, or it wouldn't matter much).
(5/17/96) (41K) M2 Large
Mr. Nerd

Bump in the Night

Two maps, one designed for 3-person games (although it'll fit up to 6) and one for 4-person games (but with eight starting points). Premise is simple-there are small platforms at the vertices of the polygon that is the map (a triangle for the 3-player version, a square for the 4-player), with the hallway before it (in the clockwise direction) teleporting to it. Hit the teleporter, you bump the platform sitter off... but watch your back.
(5/17/96) (11K) M2 Small
Jeffrey Krauss

Chipper McFlappy's Playpen

Two maps. Both make use of water as an accelerator-one in a pretty humorous way. Nice flow... Look in the pool for ammo.
(5/17/96) (46K) M2 Small
Chris Leonardi
  Name Description

SuperMaraMacros

Designed to be used in conjunction with the Maramacros above, these add tweaks like hundreds of spanker shots per clip, or grenades, or whatever... 13x shields... extravision, infravision, invisibility... you name it. Works best with v6.5.3 of MacsBug.
(5/15/96) (8K) M2 Tools
Tim Swihart

"The Goo, the Bad, and the Ugly"

A very nicely done solo level... the first of a series that will make up the first installment Marathon map ever released. Quite difficult, as are most of Tony's maps... but very satisfying. If you can't figure out what you need to do next, go back and check recently visited areas, looking for changes. Great term art (the best use of Bungie art to date, imo). As usual, dive into the melee; wield superior firepower; endure. (Just don't cheat-this one's too much fun...)
(5/13/96) (468K) M2 Solo
Tony Smith

Pull Down the Shades v1.1

A small, simple arena, with a twist. There's a hill in the center, and four rooms around the outside. The rooms have windows through which players can shoot (in either direction...). The doors leaving the rooms are one-way, out. However, with a little searching, you might find another way back in... but watch that you don't get SPNKed while you're looking.
(5/13/96) (13K) M2 Small
Seth D. Kromholz

World Cup Soccer

Another team variant. Somewhat like the Assault concept, but with a few differences. The map layout is mostly a large soccer field, with a ring around the outside. (Check out there for bigger weapons, guarded by lots of explodabobs...) The object is to flip switches in the opposite goal... one nasty side effect is that the switch flipper is crushed to death. Oh, the sacrifices you make for your teammates...
(5/13/96) (21K) M2 Pfhor
rodeo/floop

The Tower

A big ring in a bigger room. You can use the center pool to get to the outer rings, or you can grenade-jump there directly... Check the water for treats, and look around for a tozter... One bad texture in the tozter room.
(5/13/96) (9K) M2 Large
Nathaniel Weston

"Tanks, What a Wonderful Thing!"

A radially symmetrical map... the hill can't be reached directly, but the path up also can't be guarded by the hill occupier... simple in design, but high in playability.
(5/13/96) (13K) M2 Large
Jason Wood

High Anxiety

Another team map. There are two forts, each with a few ways in, all of which involve a very exposed, very slow elevator ride. Lots and lots of weapons in the forts, lots and lots of ammo in the ammo dump (nowhere near the forts). This is a very big map-play this if you like the hunt, not if you're looking for in-your-face carnage. Some cool tricks, like bunker shutters (windows that close from the inside, but don't open from the outside...). Not viewable with Pfhorte.
(5/13/96) (54K) M2 Large
Mark Thomas
  Name Description

Brain Surgery

Layout is simple, flow is great, and textures need serious alignment on this pretty nice two-level map.
(5/13/96) (15K) M2 Small
Nathaniel Weston

Fever of Unknown Origin

Derived from Tanks, What a Wonderful Thing, this map has lots of water, lots of passageways, and just enough depth change to get you to blow yourself up every so often.
(5/13/96) (23K) M2 Large
Jason Wood

The Pfhorum

Huge. There's a central area filled with water, and lots and lots of places to go and hide. Can be played solo, or networked with large groups... The basic goal of the mapmaker was to provide multiple access points to most places. He succeeded... It's really hard to trap anyone-there's always a back door.
(5/13/96) (54K) M2 Large
ruggiero@aol.com

Colonworld

A port of an M1 map that was included with the Go Wif Jeza package. I didn't like the original very much, because I kept getting whupped on it... but this is a very nice translation, taking advantage of lots of nice M2 features, and the next time I run into these guys...
Download it for its diversity of altitudes, its great flow, its ubiquitous ammo. The biggest negative would have to be its overabundance of rechargers, and I can live with that... Staying on the hill is a non-trivial exercise.
(5/6/96) (25K) M2 Large
Mark Conahan

Alpha 43

Geometrical, with multiple routes of entry and exit from each area. Use the sewers... they're faster than the ledge routes. Overall, a highly polished map. Comes with a bunch of Marathon icons.
(5/6/96) (112K) M2 Large
Richard Stogran

Arena Gold Collection

4 levels. (Only 3 of them use the Pfhor texture set.) Need work... misaligned textures, missing textures (the center of the last level, for example), not enough ammo or too many powerups...
(5/6/96) (60K) M1 Pfhor
ad690@dial.pipex.com

By Fire & Night 2.0

Too much lava for my tastes... A large arena with smaller areas around the perimeter. Problem is, they're mostly filled with lava... Example-there's a 2x recharger, but you can't get to it without at least 2x shields... and we haven't had a chance to test it with a big group, but it seems to be a little short on weapons. The large size comes from a screenshot that's been blown way up to become a scrolling chapter screen.
(5/6/96) (302K) M2 Large
Zach Joress
  Name Description

QuasiMoFo 1.3

A pretty big map, but very pleasant to look at, and open enough (with enough access to most points) that even smaller groups should enjoy it. Great lighting and sound... one of the more impressive releases off the (now-defunct) Testing Grounds. Update is only for email address change.
(5/6/96) (46K) M2 Large
Colin James

Death by Chocolate v1.1

Three interlinked arenas (one waterfilled). The explodabobs provide convenient access to the ledges in the low-grav environment...
(5/6/96) (12K) M2 Small
ad690@dial.pipex.com

Llamas are Larger than Frogs v1.2 (m1)

A nice little arena with a few teleporters, some sniper ledges, and lots of flow paths. Good carnage for small groups. (Not enough weapons for larger ones.) Update adds new weapons, aligns some textures. This should be a final version.
(5/6/96) (12K) M1 Small
Jimmy Mitchell

Look at the Loser in the Middle

A nice simple arena-like space... a central cage, and a light-and-shadow area around it. The central person gets a spanker, and invincibility, but can't move. The outside folks get fusion pistols and assault rifles... and shadows. This isn't new, but it's been lost in the depths of my hard drive for months.
(5/6/96) (7K) M1 Small
Mike Salegui

Overlap

A small 5D space. Won't support large numbers (not enough weapons), but should be pretty fun for small groups. Pretty intuitive... hard to get lost, even though you've got very distinct regions.
(5/6/96) (14K) M2 Small
Philippe Gervaise

Blunderdome 1.0

A duplicate of Thunderdome, except it's dark.
(5/6/96) (17K) M2 Bungie
Damon Holmes

Garden

An extremely well-done 8-level solo scenario. (Well, the count's a little suspect-there are a couple of levels that probably shouldn't be counted (they're added for story continuity, but except for weapons refreshment, they don't have much on 'em), and one net level that's simply the last level, redone for netplay-but the important part is that it's a full scenario.) The story revolves around the battle for a water supply plant... and has a non-standard ending. The chapter art is inspired. Highly recommended.
(5/6/96) (248K) M2 Solo
Kirill Levchenko
  Name Description

Cut in the Sublight Engines

A pretty nice 5D map, in the vein of 5D space. A couple of secrets, but nothing you can't live without... (for example, there's a hidden spanker, but they'll show up in the main area after a little while). Good use of ambient sounds.
(5/6/96) (16K) M2 Large
Matt Drance

Hexidecimal

4 incredibly simplistic levels. About 4 polys each... (I may be exaggerating, but not much). Some texture smearing because of room size. Whatever.
(5/2/96) (34K) M2 Solo
Eric Milan

Kool and the Gang Maps

12 maps. Lots of (too) sharp angles, and some jarring texture choices, but there's some pretty nice use of platforms here...
(5/2/96) (76K) M2 Small
Ryan McCullough/Todd Weller

Alamap-Cloud Port

Textures are painful at low res, but this map'll keep you moving (those nasty purple compilers just keep shooting...). Big weapons carry a penalty.
(5/2/96) (17K) M2 Large
Jeremy Whitman

M2 Suicide 16

4 maps (the M2 ports of Suicide 26). I like 'em much better than their M1 counterparts... there are a few bad sides (textured air) in the last one.
(5/2/96) (76K) M2 Small
Butch Massoni

Minos

A pretty simple maze, with a somewhat hard-to-find center room. (Much easier if you're not playing this networked... more time.) Nasty Minotaur... but he's not too bad to kill, the first time.
(5/2/96) (12K) M2 Large
Tony Neal

'Cuz You're a Boy

2 maps. Both are pretty nice-Double Helix takes a bit of getting used to. (Seems like it's got a 5-D aspect to it, but it doesn't...) This is one of the few attractive Pfhor levels. Lysurgic Dilithimide requires quick footwork to stay out of the lava...
(5/2/96) (35K) M2 Large
Tony Neal
  Name Description

Welcome To The Machine

Another very pretty map from Dr. Mace. The center platform thing doesn't seem to be horribly useful (more for show than anything else), but other than that, this looks to be a fast-paced map.
(5/2/96) (33K) M2 Small
Dr. Mace

Pure Carnage II (Revisited)

Complete overhaul. This map is now MUCH faster on non-powermacs, and the outside water trap is now more like a skating rink. Concentrate on your human opponents...
(5/2/96) (26K) M2 Large
Richard Stogran

5th Spiral

Concentric hallways spiraling out... hence the name. There are shortcuts at some of the outside corners, and at least one secret room. Also comes in a solo version.
(5/2/96) (15K) M2 Large
David Markowitz

Those Tiny Towers

A smaller version of the author's last map, The Towers 3. Still hasn't had textures aligned.
(5/2/96) (16K) M2 Small
Stopher T

CrossPfhire

This map is a joy, both to look at and to play. Small enough that 2 don't get bored, but big enough to fit 8 without overcrowding. Very, very nice use of 5D space... hard to even notice it. (But it really makes the map work.)
(5/2/96) (28K) M2 Small
Laurent Stanevich

Snakes!!

Lots and lots of twisty passageways, leading into monster-filled rooms. I'd recommend turning aliens off for netplay... or you're going to have a hard time finding your human opponents.
(5/2/96) (18K) M2 Pfhor
David Markowitz

Suicide 26

4 maps, all original. A couple are really slow on 040 machines. These are not quite in the same style as most suicide maps. (Well, two are, but the other two are very big, with much lower carnage rates.)
(4/30/96) (33K) M1 Small
Butch Massoni
  Name Description

New Pfhorte2 Menus

Changes the names of Monsters, Objects, Texturesets, etc. to more descriptive choices.
(4/30/96) (4K) M2 Tools
Tim Humphrey

Cordially...

Modeled after a formal dining location. Readme gives credit to the creator of Villa Banzai, which is good, since it looks like that was the jumping-off point for this level. With 2 players, it was a bit slow, but more makes a very nice net level. Update fixes a few bugs.
(4/30/96) (38K) M1 Large
Bill Cameron

Escape!

A three level solo scenario. You're a prisoner, and your job is to escape, rescue Robert Blake, and get out. If you can finish this level on TC, consider yourself a true vidmaster. There are an absurd number of aliens here... and very limited recharging capabilities (unless I missed 'em all).
(4/29/96) (285K) M2 Solo
Matt Kelley

Unauthorized Access

Two bases, with lots of ammo and weapons in each (but shotgun and its ammo are split...). The object is to get to the other side's base... Texture choices make long-distance kills very difficult at low res.
(4/29/96) (14K) M2 Small
Matt Kelley

MapInfo 1.3.1

This is a really cool little tool of use to both mapmakers and players. Now works with both M1 and M2. Drop a map on it, and it'll create a text file containing lots of information about the map. Object info, lighting types, textureset, number of polys, number of platforms, number of points, total volume, and on and on... Use it for error checking (your map is crashing and you don't know why? Make sure the landscape texture you used is the one defined for the map. Want to make sure you haven't passed the 64 platform limit in your map? Save yourself lots of tedious counting with this. yadda, yadda, yadda...), use it for info (Which textureset did that map use again?), use it for giggles. Small enough that you can't complain about the download... and don't forget to send the author feedback! Now gives info on Films, too. Latest version gives lots and lots of object placement info.
(4/29/96) (34K) M2 Tools
Kirill Levchenko

Bermuda Triangle

A two-level arena, with a sort-of-open area underneath, and three passageways meeting in a small triangle above. The hill is the small meeting patch (not accessible with weapons from below...)
(4/29/96) (16K) M2 Large
Seth D. Kromholz

What Goes Up

A straightforward port of Bungie's M1 level. A pretty nice job-stays true to the play of the original, except that there are WAY too many invincibility powerups.
(4/29/96) (17K) M2 Bungie
Tom Phillips
  Name Description

Pfhalopian Tubes

A cool little map-very simple, but with great flow. Check out the map view for a clue as to where the name came from. (The textures could use some work.)
(4/29/96) (6K) M2 Small
HackdSabre@aol.com

Assault! River of Death v1.1

Introduces an alternative to capture the flag. Each team has a base, with four switches in it. If you manage to flip the switches in the opposing base, you raise a pillar in the center of the map, and show everyone you won the game. Pretty slick... has a few nice tricks even if you don't have enough people to play it. New version removes the chapter screen, and fixes a bug or two.
(4/29/96) (32K) M2 Large
Eric Hoffman

Wichwadeego

There's a central room, but most of the action is gonna happen in the outside rooms and hallways. Watch the nasty corner rooms...
(4/28/96) (43K) M2 Small
Steve Fenton

Assault: Bunker Attack!

Another map using the concept introduced by Eric Hoffman in Assault! River of Death-two teams, two bases, the object to flip all the switches in your opponent's base. A nice alternative to Capture the Flag (which never materialized).
(4/28/96) (22K) M2 Large
Seth D. Kromholz

Middle of Nowhere

A small arena with some not-so-apparent ledges. Watch the nasty platform in the lava.
(4/28/96) (6K) M2 Small
David Markowitz

Clara Dickson

The outside arena is HUGE, and pretty slow on slower machines if there's anything in it... This is a model of the mapmaker's dorm. Some nice flow touches...
(4/28/96) (31K) M2 Pfhor
Matt Drance

Stay In Control

A KOH map with the hill surrounded by movable platforms, sitting in lava... relies very heavily on fake walls (walls that aren't really there, but that look fine until you run through them). Several secrets, and lots of switches, the use for some of which only becoming apparent when you hear the screams...
(4/28/96) (17K) M2 Small
Matt Mogavero
  Name Description

Pfhor Squared = 16

3 variations on a theme. Amazingly simple maps-one room, square, with a hill in the center and teleporters in the corners-but they play pretty well. One's dark, one's landscaped, and one plays with current.
(4/28/96) (9K) M2 Small
Jeffrey Krauss

Hex Documentation v1.1

Ben Matasar has written a very concise, easy-to-read guide to using Hex!, based on a USENET post by Brian Ridge. If you're at all confused about how to use Hex!, or what the various options are, grab this-it's small and useful. Update adds a crucial bit of info about the linkage between terms and lights in Pfhorte 2.
(4/28/96) (58K) Inf Info

Hoorah!

A small map. More than two or three would get really crowded. A couple of secrets, but basically, this is a first effort... sort of a test bed. (There's a little of everything...)
(4/28/96) (9K) M2 Small
David Markowitz

Pfhor the Good Times v1.0

A Waldo World-like arena, except that the ledges are much higher. Lighting favors snipers. Feels a bit claustrophobic, but that's not necessarily a bad thing...
(4/28/96) (24K) M2 Pfhor
Steve Fenton

Scarpi

You're a navigator on a mining ship where things have gone horribly wrong. You're the only member of the crew to escape capture... and it's up to you to set things straight. New shapes, sounds, physics, art, and a 9-level solo scenario make this a package worth checking out!

Check out the digestible chunks page!


(4/26/96) (3405K) M1 Combo
Chris Ashton

Pfhred 1.3.1

A shape editor that lets you scale and rotate character shapes. Lots of fixed bugs-this is a great choice to use with the Marathon 2 Wall Extractor... Here's the readme.
(4/25/96) (112K) M1 Shape Tools
Jeremy Parsons

Sideways Door Hack

A really quick hack in response to a Usenet post asking about faking sidways doors in M2...
(4/24/96) (5K) M2 Novelty
Claude Errera
  Name Description

All Too Easy v1.1

A nice wheel-like ring, but you can shoot through the inside wall of the outer ring across the center. Made for KOH, but be careful... the Hill is surrounded by polys that'll teleport you into a bob-crusher you can't escape from. One good grenade at someone standing on the hill is usually enough to knock them into the bob-crusher circle, if they don't start moving immediately. Update is no longer 68K-clean, but has some lighting updates.
(4/23/96) (17K) M2 Small
Damon Holmes

Mineshaft v.2

A little loop of a map, with a great mineshaft as one arm. Great place for ambushes! Update adds quite a bit to the mines... lots of places to hide, lots of stuff to find.
(4/23/96) (58K) M2 Small
Ben Matasar

Faster! Faster! Kill! Kill! 1.0

A two level arena...Carnage should be high. Don't look at the ceiling-it's a bit weird. (While you're trying to figure out why it bothers you, you'll get a grenade in your back...)
(4/23/96) (10K) M2 Small
Daniel Loebl

P Pfhunk

8 Maps. (Well, 7.) The first 5 are M2 ports of the Pfhunky Pfhive collection (and a pretty good job, although there's some nasty texture smearing on Motion Sickness), and the last two are new levels (one original, one yet another port of Waldo World). Snazzy lighting (like the first version).
(4/23/96) (93K) M2 Small
PatBoie

Glitter Dome 1.0

Claustrophobic. One big room, a bunch of too-small ones... and lots of ways to blow yourself up. Jarring textures, as well... Should appeal to the Carnage Palace Deee-luxe crowd.
(4/23/96) (11K) M2 Small
Eric Jorgensen

Quadropfhenia

A very cool little arena which is more than it looks, due to some funky 5D stuff. Great flow, and it'll keep your group busy, even if you're small (we had fun with just two).
(4/23/96) (25K) M2 Small
Laurent Stanevich

"Joel, Slayer of Trees 2.0"

Almost all the bobs have been pulled, and a few secrets have been added. A much better map than the last version. Still works best with small groups...
(4/23/96) (67K) M2 Small
Damon Holmes
  Name Description

Izzy's Pizza 1.0

A big central waterfilled room, with passages off it in various directions and at various heights. Because the main room is waterfilled, there isn't much sniping to do... most firefights seem to happen in the side passages (and there aren't really enough exits...)
(4/23/96) (28K) M2 Large
Richard Cowgill

Marathon 2 Wall Extractor

Well, you might have to wait until Infinity comes out for an in situ editor, or one that can handle sprites, but this nifty little tool should help immensely in the meantime. It allows you to extract wall textures from M2 Shapes files, and save them in M1 format. You can then edit them with any of the Marathon 1 Shapes editors, and then reinsert them. I only did preliminary testing, and there are quite a few restrictions (read the docs), but it seems to do exactly what it say it'll do. Texture editors, go at it!
(4/22/96) (217K) M2 Tools
Ambrose111@aol.com

Minimum Wage

The film's a scream.
(4/22/96) (4K) M2 Novelty
Kirill Levchenko

M2 Fodder Wall

A nice conversion of a Mike Neylon M1 map. Lighter than the original, I think... has an added water pit below the stairs, but I've found it's pretty hard to hit, at least from the top.
(4/22/96) (19K) M2 Small
Laurent Stanevich

Are you Yeti to Rumble?

A standard small arena, except for the Yeti room... they don't seem to attack, as long as you stay on the ledge. Also contains some pretty disorienting elevators (ever see a river jump?).
(4/22/96) (12K) M2 Small
Ryan J.

WaterDome

Thunderdome with a large pool in the center. I'm not sure if it still has a hill... The arrows in the side rooms are fun.
(4/22/96) (19K) M2 Bungie
Seth D. Kromholz

Inpfhorno 3.0

A slick little arena. Very slow on 040 machines, but pretty nonetheless. Sort of a glorified Thunderdome (okay, very glorified). Watch the lava...
(4/22/96) (149K) M2 Small
Dr. Mace
  Name Description

You Don't Need to See my ID

A pretty straightforward port of the M1 Bungie net level. It would have been nicer if the fighters had been mapped back to fighters, instead of left as ticks... they're pretty annoying.
(4/22/96) (32K) M2 Bungie
Dan Farmer

Reservoir Dogs

This is a pretty fun map... lots of switches change the flow through various sections... some areas are only accessible via water, some become inaccessible until a switch gets flipped again. Nice water effects. .
(4/17/96) (27K) M2 Large
Tom Phillips

Bob Karnage

Basically, a bunch of rooms set up to waste bobs in various ways. Whatever.
(4/17/96) (35K) M1 Solo
Christopher Meyer

The Towers 3

A pretty standard arena, with some pillars which can be used as vantage points. Really slow on 68K macs (probably because it's so open), and the lack of texture alignment is jarring.
(4/17/96) (15K) M2 Small
Stopher T

Full 'O' Bobs

Two main rooms, one full of explodabobs, one mixed, plus a room full of rechargers and another with an extra pistol and some ammo. I guess the point is to see how long you can stay alive...
(4/17/96) (9K) M2 Novelty
Daire O' Neill

Moonlight Skirmish

A pretty straightforward arena, with a small tower in the center. (It's not set up for KOH, but if it were, the hill would be pretty difficult to reach. There are other reasons to go up there, though...) Comes in two versions (with and without aliens), and with a physics model to make the aliens less nasty.
(4/17/96) (17K) M2 Small
HackdSabre@aol.com

Bik's Net Maps

Well, they're nothing much to look at, but they play quite well. Heavy reliance on elevators. Some nice concept maps (Evilution contains randomly appearing walls, which can act as aid or hindrance, depending on how well you judged their reappearance frequency...).
(4/17/96) (75K) M1 Small
biks@tiac.net
  Name Description

It's Not Easy Being...Red?!

A port of Mike Neylon's It's Not Easy Being Green. M2 is a bit short on green textures, so this one's mostly red... a pretty nice job.
(4/17/96) (17K) M2 Small
Laurent Stanevich

100% UESC Choice Carnage

Very dark arena, with a sniper ledge running around the top edge. Very nice flow-there are multiple ways to get to most spots.
(4/17/96) (13K) M1 Small
brianv430@aol.com

Apocalypse

Huge, and rambling. Random teleporters in hallways (check your map). Says it's a net map, but you'd need about 15 just to find each other...
(4/17/96) (34K) M1 Large
Kjetil@aol.com

Gladiators (m2)

Very simple map. (Comes in two versions-one for two-person net play, one for solo play.) Basically, it's very similar to Evan Vetere's Joust- each player tries to knock the other off his platform into the lava below. Solo version substitutes a trooper for your net opponent.
(4/17/96) (7K) M2 Small
David Gordon

Vertigo Maps

9 maps. The two that were in the last iteration, and 6 more, plus a version of one of the originals with textures redone to be more lo-res compatible. Generally open, with lots of aliens.
(4/17/96) (121K) M1 Large
Vertigo314@aol.com

NY Subway

Modeled after the Union Square IRT station in New York City, this is one of the better renditions of a real subway... requires IZD on 68K macs. Not really new, just new to this site.
(4/17/96) (13K) M1 Large
Thomas Greenwald

Ultra Series Elite Maps

10 maps, ranging from quite good to downright annoying. The first several have heavy emphasis on water. The last few are unplayable-we were getting framerates of less than 4/sec on ethernetted powermacs. With fewer aliens, less ammo, and less open space, they might be okay...
(4/12/96) (198K) M2 Large
NeelixBeta@aol.com
  Name Description

You're Going Down v1.1

Made with the flow concepts of Bungie's What Goes Up in mind. Pretty nice flow. Contains a pretty superflous crusher (docs say it's for the player who likes to hide in small rooms and shoot people who come in (I guess like the spanker room in What Goes Up), but who'd go into it after the first time?). Update adds a bunch of new features (new stairwell, a window, some minor tweaks).
(4/12/96) (14K) M2 Small
Seth Kromholz

Let Me Drown

Interconnected passageways and a small pool with goodies in it. The door controls introduce some nice flow oddities. Comes with a physics model that allows bullets and grenades to penetrate water.
(4/12/96) (11K) M2 Small
Dave Steinhage

Quarrel Quarry

Very big, with two distinct sections. There's an outdoor arena with some connecting passages for multiple entry points, and an indoor set of corridors that give you lots of corners to hide behind. A bit slow on 68K machines...
(4/12/96) (14K) M2 Large
Chris Stetson

Constant Carnage

This map just about maxes out object limits in Marathon, and because of this is horribly slow on anything but a powermac (and even then...) Otherwise, it's a pretty straightforward map with lots and lots and lots and lots of ammo and baddies and stuff.
(4/9/96) (66K) M2 Solo
Tim O'Regan

Dragon's Maw

Inspired by Everyone's Mortal But Me. Look around for the invincibility...
(4/9/96) (105K) M2 Small
Von R. Glitschka

Subliminal

A straightforward arena with a few nice twists. The "hill" is a pretty dangerous place to be... This map was created because "there are very few maps with [the pfhor texture set], and even fewer good ones."High-quality.
(4/9/96) (11K) M2 Pfhor
Kirill Levchenko

Knee-Deep in S'pht v1.1

The first two levels of a rather large scenario. (All the levels are there, but only the first two have polygons in them... well, the third has a pair so that you can teleport in, but...)

Generally pretty difficult, but more for techical reasons than anything else. The central shaft on the first level (by which most intra-level travel occurs) is a bit tough to get the hang of. Once you've figured it out (and ignored the bad textures inside), it's pretty cool... and there's a nice trap on level two.
(4/9/96) (123K) M2 Solo
Mike Woodrow

  Name Description

Bowling v1.1

Comes in two versions, one for solo play and one for net. The net version has a more interesting design, and is missing the gimmick that gives the solo version its name...
(4/9/96) (19K) M2 Small
Matthew Drance

The Once and Pfhuture King v1.0

This is easily the best KOH level I've ever seen. Wow, I don't think I've ever said anything like that before... Check it out. This map is good.
(4/7/96) (27K) M2 Small
Laurent Stanevich

M2 Suicide 15

3 maps (ports of the maps in Suicide 25). A good batch, but very open-really slow on slower machines.
(4/5/96) (19K) M2 Small
Butch Massoni

Demolition 4

9 maps. There are some really, really good ones here... the last three are a lot of fun. Emphasis is on vertical movement via silent, fast elevators. Lots of sniping positions-you'll need to experiment with teleporters to figure out what goes where. You're rarely safe, even on the larger levels...
(4/5/96) (71K) M1 Small
Randall Scott

Photoshop CLUT Converter

Converts Photoshop color tables to clut resources. Very handy for folks making 8-bit chapter screens...
(4/5/96) (22K) Inf Tools

Suicide 25

3 maps, all original. Spanish Magic Castle is a lot of fun, but watch folks who guard rechargers...
(4/5/96) (14K) M1 Small
Butch Massoni

Cross Guard 2.0

Another port of a Kendall Redburn M1 map. This one's square, with all flow in one direction (clockwise). Makes for dicey spanker shooting (you're often in narrow walkway spaces).
(4/4/96) (16K) M2 Small
Laurent Stanevich
  Name Description

Bad Omen v1.3

Several small, interconnected rooms. Sniper positions tend to be below a level, rather than above... pretty fun. 1.1 update added quite a bit of new space (including an out-of-the-way arena), and changed the alien balance. 1.3 update aligns textures, adds lots of water, and seems to decrease total alien population. This is no longer a small map.
(4/4/96) (56K) M2 Large
Eric Jorgensen

Sex and Drugs

A big series of rooms connected by teleporters. Feels like a normal level (actually plays pretty well, although it's way too big for anything less than 6 people), until you check out the map view...
(4/4/96) (30K) M2 Novelty

Palace 2.0

A small, circular arena, a remake of a Kendall Redburn M1 map. It was a nice map to start with, and this version keeps the gameplay of the first one while upgrading the look.
(4/4/96) (14K) M2 Small
Laurent Stanevich

Transformers 3.0

Designed to look like a ship from Transformers (a comic book). Very geometrical. Update really cleans things up. Textures are now aligned, baddies teleport in nicely, the recharger can be disabled. 68K macs will need Ignore Zero Divides to keep from crashing... Latest update adds a nice touch at the back of the Arc, fixes a few bugs (but not the 68K-crashing one), and allows access to all weapons.
(4/4/96) (41K) M2 Large
Jonathan Westin

Prison! 1.1

A three-level solo scenario where the bobs are your enemies, and everything else (well, almost everything) is on your side. (Comes with a physics model to make it work.) Well-planned levels take advantage of situations where bobs are superior, fighting-wise... pretty difficult, even on Normal.
(4/4/96) (1870K) M2 Solo
Jesse Snyder

Why the Caged Bird SIngs

Lots and lots of baddies, and a wacked out ai who just got too tiresome to listen to after a while... Less ubiquitous use of the deaf/blind flag would make for a more interesting game.
(4/2/96) (660K) M2 Solo
Home Fries Software

The 80 Monster Killer

You're in a central pit. In a raised walkway around you are 80 baddies (mostly explodabobs). Step on the central poly, and you close a crusher, starting a chain reaction that kills almost all the rest. A single fusion pistol and a single assault rifle (no extra ammo) let you finish whoever didn't get wasted in the first wave... Another map I just don't get.
(4/2/96) (7K) M2 Novelty
David Gordon
  Name Description

M'Netta Operation v2.5

This puppy's BIG. Also dark, with winding, twisting passages, and many many levels on top of each other. And bright, with open, airy areas with nice views. (Did I mention it was big?) Don't bother using your map... it's nearly useless. Engrossing, but watch the traps-you'll have to start from your last save if you get caught... Update fixes a few things that are funny, adds baddies, aligns textures... It's also not bright anymore. (It's at night.)
(4/2/96) (616K) M2 Solo
Michael Nuceder

Electric Bill 1.0

A long, dark rectangle with a lava pit in the middle.
(4/2/96) (6K) M2 Small
Joel Blecher

Pfhar Lap

A simple arena, with a couple of ledges around the outside. There are elevators to get you up, but they've got a hell of a delay... and you're pretty brightly lit. There's some nice goodies underneath, but to get them, you've got to run a sort of gauntlet. Works best with at least 3...
(4/2/96) (23K) M2 Small
Laurent Stanevich

The Deep End 1.2

Um, yeah... well, I guess you could play it networked... (Basic design is a very narrow walkway running through PfhorSlime. One misstep, and you're toast... No way back up, no recharging, no weapons down below... it's kinda silly.)
(4/2/96) (8K) M2 Novelty
Matt Kelley

The Daily Grind

The primary feature of this map is the crusher. There are lots of them, and they're all user-operable. Makes a great way to kill your friends... (you won't get credit in the carnage report, but their death tally will still go up). Very nicely done, overall. Worth a look.
(4/2/96) (93K) M2 Large
Digital Hooligan

Pfhilm Pfhixer v0.9b

Another drag-n-drop film fixer. Makes all players on the same team, and changes the filename.
(3/30/96) (38K) M2 Tools
Konrad Schafer

Magnum Farce

This guy keeps putting out great solo maps. He still doesn't use terminals, but maybe someday... (send him mail). A lava-based level, with plenty of Fire F'licktas to keep things from getting too slow. Really well laid-out-in fact, my only complaint is the reliance on fake walls. (In a couple of places, there are openings that look like the surrounding wall. One I only found by accident... I was backing away from a droid and found myself in a new room.)
As always, he's got timing down-when it's time to take a lava bath, you've got enough time to get in and out, but if you miss the ledge the first time around...
(3/29/96) (79K) M2 Solo
Tony Smith
  Name Description

Predator & Prey v1.1

Seriously dark atmosphere. Very well-done map. Quite large, with lots of secrets, and cool stuff. Nicely hidden recharger (always useable, but you can certainly fool your teammates the first time around...). Update makes recharger much harder to use, and fixes a bad texture.
(3/29/96) (53K) M2 Large
Richard Stogran

HoneyComb

An interesting combination of area styles. Players (mostly) start out in small rooms, but there are teleporters and secret doors to bring everyone together... the main areas are long, open hallways. There are a couple of nice touches (the explodabob pit is always good for killing the guy in front of you, and the textures behind the rechargers are cool). Looks like 4 or so for optimal play...
(3/29/96) (24K) M2 Large
Steve Fenton

Cool Death Arena II v1.1

Still a pair of arenas, but textures have been aligned, the water moves a bit, and other small tweaks have been performed. Update adds an invincibility.
(3/29/96) (10K) M2 Small
Robert Jurek

USIT v.1

A model of a piece of the author's work building in Norway. Mostly narrow passageways, and until you've played it for a while, weapons are very scarce (there aren't any out in the open).
(3/29/96) (21K) M2 Large
Joakim Magnus Taraldsen

Suicide 24

4 maps, M1 versions of the maps in M2 Suicide 14. These are just as fun as their M2 counterparts...
(3/28/96) (16K) M1 Small
Butch Massoni

Levitus Shapes Patch

So you can't handle a 5.5 meg download? And you have lots of RAM? Here's a patcher, made by UpdateMaker, that turns your standard Shapes file into the Levitus Shapes file, described above. It's less than 300k... but the bad news is, it requires almost 20 megs of RAM. (Virtual memory should count...) I'm still looking for a patcher that can handle dataforks, and doesn't require that both the old and new files be read into RAM before the patch can take place...
(3/28/96) (280K) M2 Shapes
Power Computing

Suicide

Looks like it was designed as a solo level, but it's so small, it would make a better net level. Really sharp edges, and one bad (but non-fatal) texture. Ammo placement leads me to believe it was designed to be played on Kindegarten.
(3/28/96) (8K) M1 Small
Jonathan Mitchell
  Name Description

Fishhead

6 Maps. A couple of these are big, but most can be played with small groups, so I classified it as Small. These are really good... They range from amusing (maps in the shape of people or fish) to addictive (Phort and Capture the Flag are great for team games). Very enjoyable.
(3/28/96) (55K) M2 Small
Jesse Snyder

M2 Suicide 14

4 levels, all orginal. Some very nice twists on KOH-type games... and one that wouldn't work with two people (it's called Eyes in the Back of Yer Head, and you wouldn't need 'em without a third person...). Carnage rating-very high.
(3/28/96) (22K) M2 Small
Butch Massoni

Gillo's Gambit

A small arena, with lots of ways to die... There's always some fighting going on, wherever you are.
(3/28/96) (89K) M2 Small
TOMMYMAC15@aol.com

Net as Good as Sex

A small, simple arena with catwalks above sewage pits. The flamethrower takes a bit of flying to get...
(3/28/96) (5K) M2 Small
HackdSabre@aol.com

Suicide 23

3 Maps. These work better (imo) as M2 maps, although they play faster, for some reason, as M1... The M2 version is called M2 Suicide 13.
(3/28/96) (13K) M1 Small
Butch Massoni

Quantum Reality

A huge, sprawling 5-D space level. Very easy to get lost, lots of narrow passageways. (You can use wall textures to help you navigate, until you run into that infrared powerup...)
(3/28/96) (10K) M1 Large
Frobozz007@aol.com

FilmEdit v1.0

Drop films on this program, and you can change team, color, and player name of any entry.
(3/28/96) (14K) M2 Tools
Kirill Levchenko
  Name Description

Circular Death Tribute

An interesting remake of a great M1 level. This map won't play well on slower machines, but the original didn't either... great care has been taken to keep flow similar to the original, while making an interesting M2 map. Check it out!
(3/27/96) (22K) M2 Small
Laurent Stanevich

Net Jumping!

A very cool concept. 6 existing net maps (7, if you count the one that's duplicated) are strung together with terminals. They're all small arenas (Pfhorever, Citadel of Antiquity, others of that type), and when one player accesses the terminal, all players jump to the next level, with all their weapons. This should keep you from getting bored with the scenery... Now has its own page!
(3/25/96) (190K) M2 Small
CruiseMan

Tanz Mizery v1.0

Huge open spaces, surrounded by smaller rooms and even smaller passageways.
(3/25/96) (40K) M2 Large
Chris Dagsgaard

Umbrellas Recommended...

A convoluted map, with teleporters everywhere, lots o' baddies (or just some, depending on which version of the map you play), and the Gallerie de Despayre, where nasties fall on you unremittingly from out of the sky. Rain of Pfhorror, with the excess baddies, is great for solo practice, and Drizzle of Pfhorror holds an acceptable number for net play. Been sitting in my inbox for way too long now...
(3/25/96) (192K) M1 Large
Bill Cameron

"1,000 Ways to Die v1.1"

This map's a blast (literally). The only weapons (besides the pistol you carry) are the shotgun and the SPNKR. There are enough corners and ledges that you should be able to avoid getting blasted every ten seconds, but grabbing that SPNKR is a bit difficult, if someone's watching... Update fixes a freezing bug. Now can be found on its own page.
(3/25/96) (16K) M2 Small
Daniel Loebl

M2 Pfhorno Lives!

A port of a small M1 map. Tries to give a little of everything to the player-open areas, sniper ledges, narrow passageways... generally good flow.
(3/25/96) (18K) M2 Small
Steve Weintraub

SmallPorts

2 maps. Ports of Mike Neylon M1 maps-Subway Station and Absolut Marathon Revisited. Emphasis is on carnage.
(3/25/96) (17K) M2 Small
Noah Schabacker
  Name Description

TunnelRat

A small but flexible map. Most places have more than one entrance or exit, or are defendable. Your first order of business is to clear out the explodabobs, and then you can concentrate on wasting your buddies...
(3/25/96) (442K) M2 Small
BAGoRAMA@aol.com

House of Pain 2

2 maps. Modifications to House of Pain. One water map, one lava map.
(3/25/96) (160K) M2 Bungie
oMaT

Pink & Blue Arena

An interesting take on the Everyone's Mortal-type arena. Way too many bobs-this is only useful if you want to use this level as a practice gallery. Weapons are segregated (SPNKR on the hill, shotgun ammo in the back rooms, etc...).
(3/25/96) (10K) M2 Small
BAGoRAMA@aol.com

Ready Pfhor Action v1.1

An interesting looking level... lots of elevations. Watch the landscape areas... they'll kill you in more than one way. (It's kind of satisfying to take out a Juggernaut that can't hurt you, though...) Update fixes a crashing bug.
(3/25/96) (45K) M2 Large
Tatsushi (Tat) Nakao

Chock Full 'O Shots (m2)

Huge. Lots of water, lots of open areas, lots of very, very narrow passageways... horrendously slow on a Q800 at minimal settings. Plan accordingly.
(3/20/96) (64K) M2 Large
Richard Bushey

M2 Suicide 13

Three levels, all quite a lot of fun. (Swiss Cheese, especially...)
(3/20/96) (17K) M2 Small
Butch Massoni

Platforms to Heaven

Three enclosed rings. All the good stuff is on the top one, but you start at the bottom...
(3/20/96) (40K) M2 Large
Steve Fenton
  Name Description

Rampfhitheatre

An open arena with waterfilled launch tubes. Now comes in two versions-one containing fisheyes and one without. (Who says feedback gets ignored?). It's a bit slow on non-powermacs, but it's still a blast of a level. The more, the merrier!
(3/20/96) (37K) M2 Small
Laurent Stanevich

CoyleMaps

Three maps. These weren't submitted-I snagged them off their web page. They're simple-they were designed to play well on a passive-matrix powerbook-but they're fun. And they're quite small. The readme is simply the text of the web page.
(3/20/96) (25K) M2 Small
Jack Coyle

DMMC Scenario Preview

One level of the upcoming scenario release from the DMMC. If the rest of the scenario lives up to the standard set here, this'll be a beautiful piece of work. This is really, really nicely balanced. Flow is great, alien placement is great, there are no horribly misaligned textures... This level, by itself, is a lot of fun to play. As level 7 of an 13-level scenario, it's tantalizing...
(3/20/96) (1327K) M2 Solo
Grag

"Can You Fly, Bobby? v1.1"

A simple arena with a bunch of teleporters. Be in the right place, and you can take 'em out as they 'port in... Update cleans up some stuff, adds a few tweaks.
(3/18/96) (51K) M2 Small
Damon Holmes

2105BMA

An arena with a few secret rooms. The water in the center does cool things... careful of the rising platform, though.
(3/18/96) (18K) M2 Small
Ingvar Hreinsson

Lunar Fort

Short. Well built, but the baddies are too easy to kill... nice graphics.
(3/18/96) (88K) M2 Solo
SeigfriedH

Columned Fun

Huge, with lots and lots of baddies. More designed as a practice level, but It could, in theory, be used as a net level as well.
(3/18/96) (79K) M2 Solo
Bill Irwin jr.
  Name Description

If English is Good Enough for Jesus...

Large. Very similar, in some ways, to Give Him Two (above). This one has much more fun with water, though...
(3/18/96) (37K) M2 Large
Brian Ridge

Killing Fields 2.2

I'm not sure this belongs on this page, since it's a modification of an M1 map that was a modification of a Bungie map... this bears just about zero resemblance to the original (a piece of Try Again). However, it's here, so deal with it. This is a gorgeous rendition of one of our all-time favorite M1 netmaps. (I didn't make it, I just like it.) It was originally released in an early Suicide collection, and this version has had a few changes made to the layout based on the author's net experiences with it. Update fixes a small bug that only bit people who played with dropped weapons on.
(3/18/96) (10K) M2 Bungie
Laurent Stanevich

"A Clean, Well-Lighted Place"

An attempt to make the perfect net level. Very nice attention to detail (great lighting!), and very good flow. It certainly is a good example of the arena genre...
(3/18/96) (22K) M2 Small
Kirill Levchenko

For a Few Shotguns More

A wide-open, weapons-out-the-wazoo level. I guarantee, you'll never run out of ammo. Flow is great... It's fast with two, but should support 8 without too much trouble. Daniel's Map Page now adds stories to this and other maps...
(3/18/96) (11K) M2 Small
Daniel Loebl

Ashes in your Mouth

An arena with a pit. There's an elevator to get out of the pit, but it gets harder to hit after it's been hit once... Comes in two versions, of varying complexity. (One works better on 040's.)
(3/18/96) (13K) M2 Small
Eric Jorgensen

Space Tower

A really tall tower, a ring around the bottom, and all the good stuff between the two. Lots of fun if you like flying, frustrating as hell if you don't.
(3/18/96) (21K) M2 Small
Laurent Stanevich

Shoot Me Quick!

A simple arena, with pillboxes connected by secret passages around the outside. The only weapons are pistols, but it comes with a physics model that makes this fact irrelevant.
(3/18/96) (26K) M2 Pfhor
Steve Fenton
  Name Description

I Hate Crossword Puzzles

Designed to look like-yep, you guessed it-a crossword puzzle. From the included films, it seems to work okay, flowwise.
(3/18/96) (32K) M2 Small
Damon Holmes

WHERE IN THE #@&# AM I?

A couple of overlapping loops. Gets old quickly...
(3/18/96) (9K) M2 Small
BioHazard Maps

Pfhornication IV

A very nice port of a good M1 level. Water is used quite well here. If you've played Pfhorno before, you'll like this version. If you've never seen it, you're in for a treat.
(3/18/96) (162K) M2 Large
Steve Weintraub

Buckum's Maps

A pair of maps. One's quite big, the other just seems it. Decent flow, and a few tricks...
(3/18/96) (57K) M2 Large
CnF

"Grenade Jumping FAQ, v1.1"

Contains a tutorial, faq, walkthrough, and six films with a practice map, all designed to get you grenade for folks who want to cheat.
(3/14/96) (48K) Info

2 Dollar Tour of Hell

3 solo levels, not a full scenario (the levels aren't linked together), and still in alpha phase (according to the author). Guess he never got around to finishing it...
(3/13/96) (96K) M2 Solo
JPMelrose1@aol.com

Acid Jazz v12

A gorgeous, sprawling level that had 10 releases in 36 hours (mostly little tweaks). This one needs lots of people... but worth a look even if your net group is small. More little tweaks...
(3/11/96) (61K) M2 Large
Zach Norwood
  Name Description

Kick Ass!

Another no-plot stress reliever.
(3/11/96) (27K) M2 Solo
Wim Koornneef

StormBull's Maps

5 maps. 3 M1 conversions (maps they liked), and two originals.The conversions are quite well done. The originals rely pretty heavily on teleporters...
(3/11/96) (68K) M2 Small
Toby Kimball

Castle

Just what it sounds like. Go outside... lots of secrets out there. Watch the traps, though...
(3/11/96) (32K) M2 Large
David Gordon

"Give him two, he thinks he's God"

Pistols only, and lots of windows to shoot through. Lots of window ledges to hide behind...
(3/11/96) (22K) M2 Large
Brian Ridge

Malum Locum

A very large level. Doors don't look like doors...
(3/11/96) (67K) M2 Large
Richard Stogran

Hectic

2 levels. The AI's kind of fun, but the levels are a bit linear-even the maze parts.
(3/11/96) (300K) M2 Solo
Ballistic2

Crown of Worms v1.0 (m2)

A straightforward conversion of an M1 arena.
(3/11/96) (17K) M2 Large
Eric Jorgensen
  Name Description

Drop Zone

Just a kill-everything-that-moves map... again, a good stress reliever.
(3/11/96) (30K) M2 Solo
Wim Koornneef

ArenaFest 1

Three maps. Pretty nice arenas... a few small bugs (smearing in a couple of places), but nothing serious. The third arena has really nice flow... They have their own page.
(3/11/96) (45K) M2 Small
Duncan Willson

King of the Pit

A large map, designed for (a pretty nasty) KOH game. The hill is a small, deep pit... Once you commit, you're in there until someone kills you. Pretty cool recharger... (it's not in the pit.)
(3/11/96) (25K) M2 Large
Rupert

Feel The Burn 2

A flamethrower level. For those who like the flamethrower (obviously). The best part of this is opening it up in Pfhorte. Has the most unjustifiably pompous (bar none) readme I've ever seen.
(3/11/96) (46K) M2 Large
Nate Hawkinson

"Pure of Heart, Brown of Trousers"

Another totally engrossing map from Tony Smith (Dad, Get Me Out of This and Rescue Bob!). Still no terms, but now he knows about Hex. There's one platform that'll take a bit of work to get on...
(3/11/96) (73K) M2 Solo
Tony Smith

Netmap 1

A pretty simple arena. The sewage channels are deeper than they look.
(3/11/96) (18K) M2 Large
Tim Wagner

The Labyrinth

6 levels (5 plus a network level). Insane numbers of baddies, but generally a pretty nice layout. lots of ammo... and you can start on most levels, because the creator was nice enough to add extra weapons as you go along. If you're playing on a 68K machine, be careful in the big outdoor area in the vacuum level... you might want to use Ignore Zero Divides to avoid a crash from certain views
(3/7/96) (206K) M1 Solo
Tim Humphrey
  Name Description

Return To Mars 1.0.1

Dave Turner, creator of the Rocket Trooper patch and co-creator of M1's Hutch, has recreated Mars Needs Women for M2. This isn't just a remake of the map... this is a remake of the level, textures and all! There are a couple of twists, but generally, this is very close to the original. See how this map really feels in M2 clothing! Also comes with a document explaining how the textures were imported, detailed enough to repeat with your own project. Now a very reasonable size, thanks to the Wall Extractor (above).You can read about how Dave did it in his document on the subject.
(3/7/96) (360K) M2 Shapes
Dave Turner

Noah's Ark

A complete overhaul of the Alien Shapes 3.0 package. The artwork is very, very impressive... It's now packaged as a full scenario. 7 level solo map (a little buggy, but nothing critical anymore), new sounds, a physics model, and 4.5 megs of new shapes... the ambience of these levels is incredible. The new textures add tremendously to the feeling of claustrophobia... play this with headphones cranked, or plug your mac into your stereo system and turn it up! Don't get lulled by the cakewalk-like feeling of the first couple of levels... you'll pay for it if you don't stay alert. This one gets three thumbs up (I found an extra on level 3...).

Check out the digestible chunks page, for floppy-sized pieces!


(3/6/96) (3407K) M1 Combo
D. Aguero

Mara Carte v.1

Kinda reminds me of Carnage Palace Deeluxe, only with more to do. A bit dark, but a pretty fun little level.
(3/6/96) (19K) M2 Small
Tatsushi Nakao

36th Chamber

Larger than 7th Chamber, with lava that seems to be just for show... but it looks nice. Update tweaks lighting, and adds a couple of nice features.
(3/6/96) (22K) M2 Small
Brian Ridge

5D Arena

A very subtle use of 5D (it's pretty easy to miss that you're actually in it). A small central pit with tiered hallways around it... the good stuff's pretty exposed, so be careful.
(3/6/96) (14K) M2 Small
Laurent Stanevich

Pfhorte 1.0d26 FAT

The last version of the M1 version of Pfhorte. This one allows up to 36 textures per set... Thanks a million, Steve! Check out the changes (goes back to d2). Guides and other helpful documents can be found inf the Info section.
(3/3/96) (586K) M1 Editors
Steve Israelson

My Own Private Thermopylae

Bungie's level, hacked down to playable net size. Still pretty big... my guess is 4 would feel lonely. Check out Vapor's Net Maps page!
(3/3/96) (35K) M2 Bungie
Eric Hoffman
  Name Description

House of Water

The trench around the arena in House of Pain has been filled with water. Also available on Vapor's Net Maps page.
(3/3/96) (16K) M2 Bungie
Eric Hoffman

Where the Twist Flops

Again, Bungie's level cut down to net-playable size. Lots of nooks and crannies... just like the original. Only this time, it's your friends you need to worry about, not hunters... This, and several others, are available on Vapor's Net Maps page..
(3/3/96) (33K) M2 Bungie
Eric Hoffman

Five Alive

A pretty mazelike wheel, with what looks to be a truly deadly hill... check out the lava paths, it's worth your while.
(3/3/96) (27K) M2 Small
Derik Copus

DC Arena

A big arena with a recharger (not too safe) and entrance rooms for four players.
(3/3/96) (9K) M2 Small
Derik Copus

Nipfhty

A waldo-like arena with tons of compys and fighters. Good for solo, or for coop play.
(3/3/96) (13K) M2 Small
Derik Copus

Sight Patch v1.1.1

Adds sights for all weapons (nice ones, too), and now works in full-screen mode. This version adds support for PCI macs.
(3/3/96) (134K) M1 Shapes
Stefan Joos/Stefan Berner

King of the Island v1.4

A pretty cool little arena using some of the water tricks first seen in Banzai!. Very nice flow, at least for small net games (not enough machines to test for large ones...).
(3/1/96) (15K) M2 Small
Tatsushi Nakao
  Name Description

Torture Chamber

Big, open spaces, and a small maze. Two crushers, mostly just for fun. (Don't watch 'em too long, your friends will waste you.)
(3/1/96) (17K) M2 Small
Richard Stogran

Kill your Television

A few tweaks to the first room of that level, but basically it's just a big, open arena with the sniper level far, far away from the pit. Check out Vapor's Net Maps page!
(3/1/96) (22K) M2 Bungie
Eric Hoffman

Another Arena 2.1

A port of an M1 arena (by someone other than the original author). Still has great flow. All aliens have been removed. Update tweaks lighting (for the better), makes the hidden flamethrower available again.
(3/1/96) (10K) M2 Small
Laurent Stanevich

HunterPrey 2.1

A port of an M1 map (by someone other than the original author). Two levels, bottom level has pistols, top level has spankers. This version modified to give pistol folks a few free shots. Update adjusts placement of ammo to keep from blocking the view, and a couple of other tweaks.
(3/1/96) (15K) M2 Small
Laurent Stanevich

Billy 2.0

A loving remake of one of the best M1 maps of all time. This is really nicely done, and maintains the feel of the original, while nicely updating it to take advantage of the M2 engine.
(3/1/96) (26K) M2 Small
Laurent Stanevich

Jump!

A very simple map, designwise, but it plays beautifully. Watch those nasty invisible compys, though...
(3/1/96) (17K) M2 Small
BioHazard Maps

Waterworld

A nice little level with a claustrophobic feel and a few nasty surprises...
(3/1/96) (15K) M2 Small
John Hopper
  Name Description

Inside Out

A small arena, with a passageway around it, and some nice transfer between the two.
(3/1/96) (15K) M2 Small
Tom Phillips

M2 M1-Network Maps

A collection of the author's favorite M1 modifications (all of the enclosed levels can be gotten individually off this page, except one-the enclosed Mars Needs Women has been modified furthur).
(3/1/96) (152K) M2 Bungie
Patrick Gray

Semantic Spaces 1.2

Sort of like Everyone's Mortal But Me, with a twist. Designed for King of the Hill, and would probably be pretty boring in any other mode (only one guy can get kills...). Check it out! A few more tweaks here...
(3/1/96) (11K) M2 Pfhor
Zach Norwood

Holzp's Trimaps

3 large, geometric maps. (The third one uses a Marathon texture.) Lots and lots and lots of baddies...
(2/26/96) (33K) M1 Pfhor
Thomas Leen

Demolition 1

If these maps remind you of the Suicide series, it's because the creator of that series got the three Demolition collections started. All three of these collections have 10 maps in them. Most in this set are modified M1 Bungie maps (very much in the spirit of the first few Suicide maps, only with better texture alignment. Great flow, more weapons and ammo than you can ever use, no aliens. Very nice.
(2/26/96) (88K) M1 Bungie
Randall Scott

Demolition 2

10 more levels, in the same vein as Demolition 1... Get these and maximize your carnage!
(2/26/96) (64K) M1 Bungie
Randall Scott

Durandal Object Placement Editor 1.20

Does for M2 what the OPE did for M1. Allows simple placement of objects (including baddies and bobs) on any level. Add nasties to Bungie's net levels, so you can play them solo! This version adds a much faster searching algorithm and the Marathon 2 default set.
(2/26/96) (100K) M2 Tools
  Name Description

Water World

Very large, very open, very blue. Readme says almost all weapons are available, but frequencies mus be set very low-I never saw any.
(2/26/96) (23K) M1 Large
Brandon King

Alien

Designed with the now-defunct Aliens Marathon project in mind, this map works quite nicely with the recently uploaded Aliens Shapes 3.0 package from the combo page. Dark, and well planned... Current versions can be found on the author's Marathon page. This update has 3 complete levels, and the beginnings of the last.
(2/26/96) (122K) M1 Solo
joshstr@ksu.ksu.edu

Demolition 3

The third of 3 nepacks (10 levels each). This one's mostly original. Inspired by the Suicide series, these maps have the same play feeling, but more attention has been paid to details. Very nice maps.
(2/26/96) (75K) M1 Small
Randall Scott

Logan's Maps

2 Levels. Pretty well-done maps... One is a very nice rendition of Mike Neylon's The Pit. (Doesn't look anything like the original, but that's what the readme says...) The other map is a model of the creator's house.
(2/26/96) (32K) M1 Small
Lansing Pugh

McSlink's Net Maps

9 levels (in 6 maps). Generally very good flow, good object placement, lousy texture alignment. Two (heavily) modified Bungie levels.
(2/26/96) (104K) M1 Small

Pfhorty Two

A fun level with a few good secrets. You can really surprise your playing mates if you find the good teleporters (and the flamethrower). Watch the big guy at the beginning...
(2/24/96) (124K) M2 Large
kimble

Abuse Me!

A nice little arena, with a couple of good sniper positions (one's *really* hard to get to), set up for King of the Hill (or just plain carnage). To see more of the author's work, check out Vapor's Net Maps page.
(2/24/96) (12K) M2 Small
Eric Hoffman
  Name Description

Isaura

Based on a literary passage that describes a city with a lake beneath it that doesn't go beyond the city's borders. Well done, but can be confusing figuring out where you are.
(2/24/96) (25K) M2 Small
Martin Grider

Do or Die

An interesting little arena, differing from many KOH arenas by the fact that it doesn't favor the person on the hill...
(2/24/96) (9K) M2 Small
Ryan Jackson

M2 Rising Sun

Another Mike Neylon M1 port. I like the textures better than the original...
(2/24/96) (4K) M2 Small
Mike Neylon

Claustrophobia

A windy, creepy little level... lots of places to pop up in someone's way, guns blazing. Watch your back... Check out Daniel's Map Page!
(2/24/96) (13K) M2 Small
Daniel Loebl

M2 Suicide 12

5 maps, all conversions of M1 suicides. We hit 12 dpm in a two-player game on Neither High nor Low...
(2/24/96) (28K) M2 Bungie
Butch Massoni

Warlord v1.2

A very nice 4-level scenario. Emphasis is on puzzle-solving, although there should be plenty of carnage... Some very cool new ideas here. Update fixes a few minor bugs, and majorly changes one level.
(2/24/96) (361K) M1 Combo
Tarl Roger Kudrick

Planet X

A KOH level. Has a pretty nice secret ammo stash... see if you can find it. (No, scratch that-it's pretty easy to find. See if you can access it before someone wastes you.)
(2/24/96) (22K) M2 Small
Shaun Groves
  Name Description

MaraKart

Based on level 2 of SuperMario Kart (whatever that is...). Pretty simple map, just straight corridors to dodge in.
(2/24/96) (8K) M2 Small
Russel Fleming

Rescue Bob!

An amazingly engaging map-I found myself saying "Okay, just one more try" at least 15 times. Quite difficult, but satisfying to finish. Would benefit a lot from terms (now installable by Hex!-hint, hint).
(2/24/96) (132K) M2 Solo
Tony Smith

Red Sector A

Visually very appealing. As far as I can tell, the pistons are for show only (there's no reason to risk getting on them...). Nice little secret alcoves. Check out Vapor's Net Maps page!
(2/24/96) (15K) M2 Small
Eric Hoffman

M2 Dark Side

Mike Neylon's port of his popular Light and Dark Side of the Moon. Very pretty, but the dark side isn't really dark enough.
(2/24/96) (10K) M2 Small
Mike Neylon

M2 WWW

Another Mike Neylon port of a very good M1 map... I love the new textures!
(2/24/96) (11K) M2 Small
Mike Neylon

Hit the Switch

Big, lots of baddies, no ammo or weapons. (After about 4 minutes of running around, I had collected exactly one shotgun shell and no weapons.)
(2/24/96) (39K) M2 Large
Wim Koornneef

Happy Pfhunball

The hill's not where it seems to be... No readme (but you can read about it on its web page). Do not taunt happy pfhunball!
(2/24/96) (19K) M2 Small
Shaun Groves
  Name Description

Achille's Hills

A windy, twisty map with lots of places to get lost. Good for KOH. No readme (but you can read about it on its map page).
(2/24/96) (23K) M2 Small
Shaun Groves

Gridlock

Contains a pretty cool use of current. No readme (but you can read about it on its web page). The hint supplied isn't the only solution...
(2/24/96) (25K) M2 Small
Shaun Groves

M2 Suicide 11

7 maps, all original modifications of M2 Solo bungie levels. These are almost all great. (A couple are too big for serious carnage...)
(2/24/96) (111K) M2 Bungie
Butch Massoni

The Kanjah Crisis 2.0

A pretty well thought-out level. There are a few annoying glitches, but nothing fatal (even on a 68K mac). A lot of running back and forth...
(2/24/96) (775K) M2 Solo
Colin James

On A TopS

A pretty map with lots of ways in and out of most areas. Good for surprising folks...
(2/24/96) (21K) M2 Large
Chris Santana

Where am I?

This one looked interesting, but I got freezing crashes twice during testing, and gave up.
(2/24/96) (18K) M2 Small
Rupert

Hop This!

A King of the Hill map designed around the concept of missile jumping. (It's not totally necessary, but it will give you an advantage...) The hill is overlooked by a couple of shelves that make nice sniper ledges...
(2/19/96) (17K) M2 Large
John Hazen
  Name Description

Pfhortresses v1.0

2 maps. Both variants of capture the flag... designed with two teams in mind, there are two fortresses in each map, and two skulls. Grab a skull, hide it and stock up, and let the searching begin!
(2/19/96) (34K) M2 Pfhor
Martin Grider

Devil's Island b1

2 maps, sort of variations on a theme. Simple arenas, but with ledges and dropoffs that provide cover. Pretty nice for small groups... Upgrade adds an online readme (it's in a (bunch of?) terms), and a few other tweaks. Poetry during netplay... a new concept.
(2/19/96) (59K) M2 Small
Eric Jorgensen

Marathon: The Spank(ter)ing

2 Maps. (One's actually pretty small...) The first one's pretty cool-stop anywhere on a water texture and teleport. Good for avoiding missile attacks. The second one's a bit confusing...multilevel, with a *very* fast elevator.
(2/19/96) (12K) M2 Large
Derik Copus

Term Installer 2.1

This is of use only to scenario makers. You can use it to make an installer that will install shapes, sounds, terms, STR# resources, splash screens, chapter picts, film resources, and custom icons, all in one swell foop. Horrendously useful... If you're making a big scenario, this will save you (and your users) more time than you want to calculate.
(2/19/96) (22K) M1 Tools
Kirill Levchenko

Land of the Small v1.1

A major update on a very early M2 map. The readme is actually included in a comm term... The biggest problem with this map is the lack of trigger polys. (I was able to run all the way through it at Normal without ever shooting anything-only about half the baddies even woke up when I came near.) Fire a shot, though... and you'll find out how hard mini-fire F'lickta can be!
(2/19/96) (43K) M2 Solo
Stephen Ritchie

Frank Will Die...1.1

A large net map that has all types of net play offered. Lighted square arena, with some secrets. A dark screen arena, you control the lights with some secrets and a square media filled arena with some secrets. This map contains alot of frills and is basically just a wide open shoot em up. Lot's of room for manuvering and some tricks to help you out. Ammo is plentiful, but with 5 to 8 players it would probably get thin...Everything can be found on this map from dark sniper posts to hidden napalm!!

A update of a previous map..This version adds some tweaks and their are hidden areas...I found them without Forge, so take your time and you should have no trouble...
(2/17/96) (42K) Inf Large
Mike Holder


Black Market Carnage

This one sets the standard for what a good solo level should be. From the opening effects to the final battle with troopers and droids, this map keeps the adrenaline flowing. If you're like me, there will be several battles you'll need to repeat, with different tactics, in order to finish. This one's not boring, not repetitive, not derivative. Play it, you'll like it.
(2/16/96) (433K) M2 Solo
Stephen Ritchie
  Name Description

"Will U Spank Me, Daddy?"

A simple map with tons o' bobs and tons o' spankers... bad combination if you don't like killing innocent bobs...
(2/15/96) (10K) M2 Small
Tim O'Regan

M2 Suicide 8

5 more. Somehow these slipped through... it's a great set, though, so I'm glad they finally made it out.
(2/15/96) (25K) M2 Small
Butch Massoni

Save Yourself... Kill Them All v2

A fun romp through a bunch of rooms... a couple of secret ammo dumps to find, and basically just a lot of carnage to keep you busy for a while. Update adds a couple of terms, courtesy of Hex!
(2/15/96) (366K) M2 Solo
Michael Nuceder

7th Chamber

A simple arena with pretty nice flow.
(2/14/96) (14K) M2 Small
Brian Ridge

Four Leaf Clover

A simple arena with some funky lights. Cool looking stairs.
(2/14/96) (17K) M2 Small
Chad Whipkey

"Dad, Get Me Out Of This!"

A really nicely designed level. No fancy lighting effects, but you'll be too busy staying alive to really notice... Documentation says Ignore Zero Divides is necessary for 68K users, but the map worked fine on my Q800. Crashed for the developer on an fpu-less 040, though...
(2/14/96) (63K) M2 Solo
Tony Smith

PfhorSquare Tower

Big, and geometrical. Lots of nooks and crannies... play it once before you get your friends together for a net game-it's in your interest to understand the switches before you begin.
(2/14/96) (16K) M2 Large
Martin Grider
  Name Description

M2 Suicide 9

5 more, all M1 original ports. Watch your back!
(2/14/96) (26K) M2 Small
Butch Massoni

Denver International Airport

Gets its name from the baggage conveyor around the outside... pretty nice for target practice. (On your friends, of course.)
(2/14/96) (10K) M2 Small
Ed Hirsch

Carna

This is in the same vein as 20 Minutes of Hell, for you M1 solo players. No plot (well, there is background in the readme, but it's mostly just window-dressing) - the point is to kill and stay alive as long as possible. A good stress-burner.
(2/14/96) (21K) M2 Solo
Kirill Levchenko

M2 Suicide 10

Six maps, conversions of Bungie solo levels (hacked to be small). A couple have really nice starting positions...
(2/14/96) (83K) M2 Small
Butch Massoni

Thread the Needle

Very small, very dangerous. (Very similar to a couple of Suicide maps...) Don't get stuck at the bottom!
(2/14/96) (6K) M2 Small
Chad Whipkey

Mr. Map

Two very simple arenas. (Actually, one has enough angles to get you killed fast with any concussive weapon...) Good for very small games.
(2/14/96) (9K) M2 Small
Samuel McCallum

DMMC Archive 9

10 levels. A couple of fun solo ones, but the net ones are pretty uninspired.
(2/12/96) (159K) M2 Large
Durandal Mapmakers Club
  Name Description

Don't Fall In!

Has a few bugs (telepost bugs, weird textures, that sort of thing). Basically a run-around-and shoot-stuff map.
(2/12/96) (8K) M2 Small
Wim Koornneef

Beware of the Treata Nons!

A very simple map. Just a square with a waterfall loop and a teleporter...
(2/12/96) (17K) M2 Small
Damon Holmes

Cake and Friends

4 maps. A couple of these are built like layer cakes (hence the name). The best one, Soggy Layer Cake, has a bizarre bug that causes it to crash ONLY Powermacs. (I've never seen this before.) It runs fine on 68K machines, though...
(2/12/96) (38K) M2 Small
Martin Grider

M2 Suicide 7

Again, 5 converted M1 Suicides. Couple of killers here... Peekaboo really benefits from the ambient sounds, compared to the M1 version.
(2/6/96) (24K) M2 Small
Butch Massoni

Alchemist 1.0b3

>Michael Hanson's Physics Model editor for Marathon 2. Make flying bobs, or flame-shooting pfhor, or... whatever you feel like. Update fixes lots of bugs, adds a couple of features (customizable lists!).
(2/6/96) (296K) M2 Tools
Michael Hanson

Be My Shotgun Messiah

A simple arena, with lots and lots and lots of shotguns, lots of blue pfhor, and one spanker. Great as a practice arena, too (there are never fewer than 4 blues alive at any point).
(2/6/96) (17K) M2 Small
Tim O'Regan

Mutual Satisfaction (m2)

A hellish tiny arena. My advice: get down, get a weapon, and get up as fast as you can. Otherwise, you're gonna be in a world of hurt... Shows up also on its author's Maps page.
(2/6/96) (8K) M2 Small
Ben Matasar
  Name Description

Waldo World Arena B v1.4

I only call it this because it's the second conversion of Waldo World to be uploaded... I actually like this one better. GREAT use of background texture in the dead-end room! Update adds loads of nice features. This one is a real improvement on the original Waldo World... a great net map.

If you like this map, check out the
Waldo World Collaborative Project!


(2/6/96) (10K) M2 Bungie
Peer Schmitz

M2 Suicide 6

5 more... a mix. Launching Pad is great, but really slow on slower macs... and there's a map here that reminds me how much that Alien textureset hurts my eyes.
(2/6/96) (31K) M2 Small
Butch Massoni

Free Fall

A pretty nice level with a mission. Get the repair chips... No terms, but a couple of very nice perks. Up to Bach's high-quality standard for solo maps... Cool beginning, nasty ending. (You'll see.)
(2/6/96) (30K) M2 Solo
Kirill Levchenko

Österizer's Net Maps

Three maps. Chess is pretty unique... and Guerrillas in the Mist has a couple of very nice secrets.
(2/6/96) (36K) M2 Small
Tony Mantler

Funnels

I don't think I get this one. Narrow passageways, with lots of bobs, and small sewage pits filled with F'lickta. These would be dangerous, if not for the fact that you never need to get deep enough for them to bother you... Oh, well. Good for a bob shoot, anyway.
(2/6/96) (7K) M2 Small
Brian Bell

DMMC Archive 7

11 maps. Not my style at all... well, the last four maps are okay. (The last two are actually pretty fun solo.)
(2/6/96) (288K) M2 Large
Durandal Mapmakers Club

Marathon 2 Film Patcher

Will allow you to post-patch films to put everyone on the same team, so that you can watch from any point of view. Pick the shirt color, too...
(2/5/96) (12K) M2 Tools
Naoki Yokoyama (nao)
  Name Description

Marathon 2 Film Patcher (batch)

Does just what the Film Patcher does, but gives you fewer options and allows batch conversions.
(2/5/96) (11K) M2 Tools
Naoki Yokoyama (nao)

Marathon 2 Film Handling Patcher

Does just what the Film Patcher does, but by patching your Marathon app instead. Get this one if you watch a lot of films-you won't have to edit each one.
(2/5/96) (49K) M2 Tools
Naoki Yokoyama (nao)

Banzai! v2

The most innovative use of current I've seen yet. Aptly named (and spelled right, now). A really, really cool small map. Check it out! (You might need the map view to figure out what's going on, if you're facing the wrong way...) Update adds a few tweaks. Send films to the author. Do it. And check out his maps page!
(2/3/96) (11K) M2 Small
Ben Matasar

M2 Suicide 5

5 more converted M1 suicides. The texture choices are getting much better. Mountains o' carnage...
(2/3/96) (29K) M2 Small
Butch Massoni

Beyond Thunderdome

The author says this was designed as a solo practice level, and it has no lighting effects. I'd say it's a pretty nicely designed level, quite big (4+ players), and its only real shortcoming is the abundance of open space (making it very slow on 68K machines). Lots of goodies, though...
(2/3/96) (25K) M2 Large
Steven Osugi

Recharge It! Pfhor Get It!

Very geometrical, seems to take a lot of inspiration from Bungie M1 maps (I was reminded of What Goes Up, and Bob-B-Q, for example). Great flow, and the single 1x recharger provides just enough temptation to get your buddies blown away.
(2/3/96) (33K) M2 Large
Kent Rich

JC Net Collection v1.1

Jeremy Condit's net maps (4 of 'em), converted from M1 and enhanced. These were great levels for M1 (usually with some sort of unusual twist), and he's really improved the feel of them for M2. Stop the Press!, for example, doesn't feel so claustrophobic anymore, now that the outer ring is outdoors... These are all worth a look. And read the readme... there's quite a bit of useful information there. Update fixes a bug, and adjusts ammo...
(2/3/96) (53K) M2 Small
Jeremy Condit
  Name Description

CA Maps

3 maps. Nice concepts. Two require teams to be much fun... but the teams can be as small as one person each. These are well-designed, and worth the download.
(2/3/96) (20K) M1 Small
Chris Ashton

All Roads Lead to Waldo World

Yet another Waldo port... this one uses the pfhor textures, and entrance to the side rooms is via teleporter instead of a door (makes it pretty hard to back out...).
(2/3/96) (11K) M2 Bungie
Will Craig

Absolut M2

A port of the M1 Absolut map. This one might actually work as a net level, though... it's full of water.
(2/3/96) (3K) M2 Novelty
Kirill Levchenko

Gatling Gun

Modifies your assault rifle to look, act, and sound like a Gatling Gun. Very,very slick. Check it out!
(2/2/96) (318K) M1 Shapes
Chris Ashton

Calien

Turns fighters into nasties from the movie Aliens. Pretty high quality, but something about the arms bothers me...
(2/1/96) (260K) M1 Shapes
Chris Ashton

Damian's Hills

2 maps. The first is a pretty cool King of the Hill candidate. The second will piss you off if you can't walk a tightrope...
(1/30/96) (43K) M2 Small
Damian Griffin

Arena of Death 2.2

Crashes 040's hard, but it's pretty playable on powermacs. Much nicer than its M1 counterpart, IMHO. Update cleans some stuff up. Latest version actually lets you out of the death trap... Now has its own page .
(1/30/96) (30K) M2 Large
NeoN
  Name Description

Head Pfhor The Sewers 1.1

A nicely proportioned outdoor arena. Far better than Thunderdome for King of the Hill... Update adds some niceties. Now has its own page.
(1/30/96) (12K) M2 Small
NeoN

M2 Suicide 4

5 more. Kill everyone quickly. Or die. Whichever... carnage will be high either way.
(1/30/96) (20K) M2 Small
Butch Massoni

Send In the Bobs

A straightforward KOH map, with some nasty penalties for the king...
(1/30/96) (9K) M2 Small
Jamie Osborne

DMMC Archive 6

4 maps. Nothing spectacular, but Dodgegrenade is a pretty fun play on a kid's game...
(1/29/96) (84K) M2 Large
Durandal Mapmakers Club

Rage'n N'Tool'n

Large, with lots of ledges, and lots of underwater stuff... a few cool secret places. This needs a lot of people.
(1/29/96) (30K) M2 Large
Richard Bushey

The Crush of Love

All the weapons are locked away in very dangerous rooms...
(1/29/96) (5K) M2 Small
Kenneth Schalk

Stick Around

An update to Pit of Despair. 2 maps. Pit of Despair has been improved to actually live up to its name. The second map, Stranded, is a variation on the same map, but with an entirely different feel... a central tower (perfect for King of the Hill) can be isolated via switches from the outer ring. Looks like this one would be great for teams.
(1/29/96) (44K) M2 Small
Shaun Shakib
  Name Description

Pfhinale 1.0

This is another rf reddig map, released many months ago in an almost finished state. I finished it. Enjoy. This is what a small arena should be.
(1/29/96) (43K) M1 Small
Randy Reddig

Sniping on Snipers

When I first tried this, I hated it. After about 3 minutes, though... this is a pretty decent map. Well laid out in terms of ammo/weapons vs. open space... there's no free lunch here. You want stuff, you got to take chances.
(1/29/96) (29K) M1 Large
Brian Blovett

Le Chasse (The Hunt)

A very large, very pretty, very nastily-designed water level. All ammo is on dry land. Almost all dry land has shallows next to it, making it very hard to get up... but that doesn't stop the Flick'ta underwater from whaling on you...
(1/29/96) (28K) M2 Large
Richard Bushey

Death Awaits You All!

An arena with a ring around the outside. The central pit can be filled by the use of switches. Check out Ben's Maps page!
(1/29/96) (8K) M2 Small
Ben Matasar

Fortress of Solitude 1.1

An open arena with a tower in the center, and a spiral path around the outside to reach it. This version fixes the zero length line bug the original had.
(1/29/96) (13K) M1 Small
Rob Steel

Devil in a Blue Dress 1.5

The first release of the Marathon Mapmakers Guild, Devil contains 20 levels, along with cool original art, an entirely new storyline, and some nice twists. (Yes, I'm biased-I edited it.) This version is intended only for folks who haven't played Devil yet. It fixes or works around all known bugs, and beefs up the documentation a little. This is the final release of Devil.

Problems? Read the Devil FAQ!

If you downloaded 1.0 or 1.1, Read this!

And check out the digestible chunks page!


(1/26/96) (2256K) M1 Combo
Marathon Map Makers' Guild

M2 Suicide 2

5 maps, again all converted M1 suicides. Some good maps, but pretty nasty texture choices...
(1/25/96) (23K) M2 Small
Butch Massoni
  Name Description

M2 Suicide 3

5 maps, again... all great maps (some of the best of the M1s), but again, the textures will hurt your eyes. (They're still fun, though...we hit 12 dpm again on a 2 player game on Cylinder...)
(1/25/96) (26K) M2 Small
Butch Massoni

Cosmic v2

Small, simple, very nice flow for small groups. Getting onto the upper ledges from the water takes timing... This update decreases that timing need (and changes a few textures). Now shows up on its own page.
(1/24/96) (9K) M2 Small
Ben Matasar

MaraMacros 1.2

These are really, really cool if you're into cheating. They're MacsBug macros that allow you to give yourself unlimited health, ammo, weapons, oxygen... all from within M2, without needing to edit a saved game. (Ever wanted to waste those first 8 bobs with a spanker blast? Now you can!) Comes in two flavors, 68K and PPC. The 68K ones are a piece of cake to install-create the proper folder (if it doesn't already exist), drop in the macros, and reboot. The PPC version actually requires a bit of work, but there are step-by-step, very explicit instructions to guide you. If you're not afraid of your debugger, these are wonderful. (Requires MacsBug, available at various Apple ftp sites.)
(1/24/96) (8K) M2 Tools
Tim Swihart

Splattering Fun 1.5

5 levels. No plot whatsoever-just kill everything you see. (You don't need to-the level teleporters work whether everything's dead or not.) Lots of crushers, lots of exploding bobs... took about 7 minutes on Normal to finish. (And that's because I was hunting for secrets.) Good for clearing the mind...
(1/23/96) (12K) M1 Solo
Jason Carter

Devil's Slide 1.0

A nice canyon map, where you and some marines need to wipe out the alien intruders. No terms, just carnage... This map requires both the Canyonlands and Dogs of Pfhor patches to work.
(1/23/96) (17K) M1 Solo
Paul Vella

Barrel of Monkeys

A multi-level arena. Light plays a pretty key role here... and there are secrets to be found, if your playmates don't kill you first... It's on the small maps page because it's all pretty much in one room, but it can easily support more than four players.
(1/23/96) (14K) M1 Small
Daniel Loebl

M2 Suicide 1

The Suicide Maps are moving to M2... here's the first 5. Get ready for mass carnage!
(1/22/96) (20K) M2 Small
Butch Massoni
  Name Description

Carnagey Hull + (m2)

I really don't know what Bungie was thinking this time around with the alien textures. Sort of like a bad golfing quartet on acid... and this map makes full use of them. Sort of a big ring, with a small room in the center. Lots of minibobs and ticks... This version adds quite a few features, making it much more playable as a net map.
(1/22/96) (18K) M2 Pfhor
Jon Gilbert

You're in Hot Water!

Really, really tight on weapons, and the depth is that annoying one where you're half in, half out, with the screen jumping every second...
(1/22/96) (20K) M2 Large
Richard Bushey

Tic Tac Toe

A pretty simple arena, with all weapons in raised passageways. Unlimited Flick'ta.
(1/22/96) (8K) M2 Small
Kevin Baucom

King Carnage

A small arena, with the weapons mostly in the (hard to reach once you've left) outer ring. The fire Flick'ta are really annoying...
(1/22/96) (15K) M2 Small
Zach Norwood

Octagon 2.0

A big, rambling level. Lots of twisty, windy passageways with drop holes into water-filled tunnels... In order to facilitate flow, the underwater tunnels have been removed. Really shrinks up the subjective size of the map... See the layout on the author's maps page.
(1/22/96) (12K) M2 Small
Ben Matasar

Bullets and Butterflies

A large, water-filled arena. The central sniping tower makes a nice hill... really hard to defend.
(1/22/96) (27K) M2 Large
Richard Bushey

DMMC Archive 5

4 maps, for the week ending 1/7/96. Two have been seen before (Mutiny is good on the small maps page, and Assault of the Bobs from last week has been redone to be mostly underwater), but the other two are nice.
(1/22/96) (123K) M2 Large
Durandal Mapmakers Club
  Name Description

Current Castle

A totally underwater hill... and a physics model that lets you fire weapons there. Getting to the hill is non-trivial. (Something to do with the name of the map...)
(1/18/96) (27K) M2 Small
Zach Norwood

Wet 'N Wild

ThunderDome with an attitude (and a nice launching start...)
(1/16/96) (17K) M2 Bungie
Zach Norwood

House of Pfhun

A small arena, and a large ammo room... most of the ammo is suspended (get good at elevators, or die), and watch the lava traps! A few neat tricks...
(1/15/96) (35K) M2 Pfhor
Stephen Ritchie

Mutiny is good...

A small, tight, King-of-the-Hill arena. Great flow. See how long you can stay on the hill... this map should have some of the lowest winning times around.
(1/15/96) (10K) M2 Small
CarnaMan

Horse Gates

Cool name for a net map!! Once you play the map then the name will make more sense. Almost a rodeo style start with small narrow hallways that open into the large arena area, (reminiscent of stall gates). Some bugs with this one, along with some teleport problems. Don't play this net game with aliens on, you will run into tremendous problems.....Solo play-it might work, I haven't tried it yet. Flow is slow at times, and probably would only work best with EMFH.
(1/15/96) (37K) Inf Small
Alex Manus

Aviary

A straightforward port of the M1 Arena.
(1/13/96) (13K) M2 Bungie
Pete Lukow

Lord of the Sky

Conversion of an M1 map, Lord of the Pit. Don't fall off! (if you do, check out the bottom quickly...)
(1/12/96) (5K) M2 Small
James Willson
  Name Description

Matt's Tool

The first modified M2 map, as far as I know... This is a modification of Flight of the Toolator, with the lava removed and weapons and aliens beefed up.
(1/12/96) (21K) M2 Bungie
Matt Hughes

Wisp's Small Net Maps

A pair of small arenas. Nice flow, and no aliens (although the Bobs in Chess can be a hassle). The readme only covers the first map... Nice placement for the alien weapon on The Abyss. (You'll stumble on it...)
(1/12/96) (18K) M2 Small
Justin Wood

Mars Needs Women 1.1

Stays pretty close in feel to the original. One major difference, though... getting that spanker is a bit more painful than it used to be. (Seems like there are more purple compilers than in the original, too... those circling green bolts in the carnage pit are a pretty eerie sight!) Update has some tweaks (better lighting, some sounds, movement to the lava).
(1/12/96) (51K) M2 Bungie
Winston Hendrickson

Water Sports

All weapons and ammo are suspended in midair, and the only way up is inside the 5 water columns of this small arena. Tricky... but a lot of fun once you get used to it.
(1/11/96) (9K) M2 Small
Laurent Stanevich

Egan-Rac

This one's big, bright, and has some pretty cool areas. Very liberal use of ambient sounds, and some fun waterfalls (although a couple of them are just annoying). This one would be good with 5-8 players...
(1/11/96) (33K) M2 Large
Kevin Simson

Pfhlood

The first M2 map done (well, sort of) by AFCYdnar, the creator of Pfhorever and Pfhactory. This map was never finished (it's not 68K clean-use Ignore Zero Divides on those machines), and was never meant to be released, but it has already been leaked by some of his friends, so... It's actually a pretty nice small (sewage-filled) arena. Dark, and the liquid keeps the death rate reasonable...
(1/11/96) (10K) M2 Small
Randy Reddig

Suicide 22

3 levels. These didn't thrill me as some have... and Circle Jerk has a bit of smearing if you're looking at the platform next to you as it moves (somewhat unavoidable, given the Marathon engine). Still fun, though...
(1/11/96) (12K) M1 Small
Butch Massoni
  Name Description

Sky's The Limit 2.5

A nice, small, symmetrical arena. Flow is great, and the powerful stuff is a little off the beaten path.
(1/11/96) (11K) M1 Pfhor

Mars Revisited

This ain't Mars. Well, it has the same layout as Mars, and it's a pretty nice map in its own right, but it ain't Mars... The carnage pit is now a (very deep) pool, brightly lit. The upstairs is open to the air, with vistas... The compilers in the water are pretty cool, but it ain't Mars...
(1/11/96) (36K) M2 Bungie

DMMC Archive 4

The Durandal Map Makers Club is a group of AOLers who get together to make M2 maps. They release an archive each week, comprised of all the M2 maps made by group members over the week. This is their fourth release, dated 12/31/95. This one's four maps. Seems to be a water theme... (Except for Spanker Island, which felt an awful lot to me like the M1 map Cylinder (available in one (or more, maybe) of the Suicide Maps). Pretty good quality, overall... I wasn't overly fond of Water World Arena (which is *nothing* like the Bungie map of similar name), but Pfhlange and Assault of the Bobs were both pretty fun.
(1/11/96) (78K) M2 Large
Durandal Mapmakers Club

Pfhactory 2.2CS

The CS stands for Chapter Screen. This map is identical to the above version of Pfhactory, except that it has a great chapter screen at the beginning of it... I'll leave 'em both up, because the first one contains films and an M1 version of the map that this one doesn't have. Only change in this version is that the 8-bit version of the chapter screen is now in color. Has a very, very slick web page devoted to it... Check it out!
(1/10/96) (330K) M2 Large
Randy Reddig

PG Mars Needs Women v2

A modification of a modification. This one started with Mars Needs Women, above, and then went on to make a few tweaks. Includes the map he started with (so if you haven't already gotten it, you can get it here), and a list of changes made. This version fixes a small bug that kept the skull from showing up in Kill the Guy...
(1/10/96) (108K) M2 Bungie
Patrick Gray

Bear's Net Maps v3

This is now up to six maps (although two are just the same map with different net options...). One is unstable on 68K macs-use the Ignore Zero Divides program to get around this. A pretty nice mix... small, medium, and large arenas, some nice twisty areas, a bunch of enhancements to take advantage of the new M2 features. Bunch of tweaks (texture alignments, etc.) Now comes with three physics models which make the alien weapon a bit more deadly...
(1/10/96) (122K) M2 Large
Bear Weiter

The Ares Project

A loving renovation of Mars Needs Women. This one's better than the original, I think... the only criticism I have (and it's really minor) is that the upstairs may not be dark enough any more. Other than that, though... This is gorgeous.
(1/9/96) (48K) M2 Bungie
Evan Vetere
  Name Description

DMMC Archive 2

The second release from the DMMC (12/17/95). This one consists of 10 maps. Two are already on this page (Cruiseman Maps). All the rest were done by the group's president. They are all pretty high quality, small arenas with a nice eye to alien and weapon placement.
(1/7/96) (278K) M2 Small
Durandal Mapmakers Club

Ignore Zero Divides

If you play on a 68K machine, GET THIS! It's tiny, and it only does one thing, but it might just be the most useful utility out there for non-PPC owners. The biggest cause of crashes is the presence of zero-length lines in a map. This leads the cpu to attempt to divide by zero, which makes it crash... Bungie seems to have fixed the problem for the PowerPC code, but 040 and 030 owners were out of luck, before now... This little baby simply instructs your cpu to ignore any divide-by-zero operations. Run it just before you play Marathon, and you'll be free of those pesky Type 4 errors forever!
(1/7/96) (6K) M2 Tools
Christian Bauer

The Grottos

A big map, with water-filled areas being the main link between the separate open areas... Lots of hiding places.
(1/7/96) (39K) M2 Large
Kevin Simpson

Pfhactory v2.0

Conversion of a *very* big M1 level. Plays best with 8 players... This archive includes some films and the M1 version as well.
(1/6/96) (320K) M2 Large
Randy Reddig

Trench Warfare

You start in one bunker, and the object is to make it to the other bunker. Problem is, there's an awful lot of baddies in the trenches between here and there... Set up as a solo level (only one starting position), but could make a good net level for big groups.
(1/6/96) (23K) M2 Large
Ballistic2@aol.com

Citadel of Antiquity 1.0

Once again proving that Waldo World was Bungie's most popular M1 net level, here's another version of that beautiful arena. This one's outdoors, and sports M2 niceties such as vistas, whistling winds, and shootable lights. Oh, yeah, and a shotgun...
(1/4/96) (10K) M2 Bungie
Evan Vetere

Cruiseman Maps

A couple of converted M1 maps. There's an interesting port of Arena (looks like you're going swimming, but you're not), and a port of Halls of Death which is a bit hard to play in low-res due to the texture choices.
(1/4/96) (18K) M2 Large
Ed Hirsch
  Name Description

Torpedoes Away!

A mostly underwater map, which might be boring, except it comes with a physics model which allows firing of weapons. Lots of fun... (I wish the bobs would shoot underwater, too...) This doesn't crash my 68K machine, but it doesn't play, either-it just sits there (all sounds audible) with no visible image until I quit.
(1/4/96) (35K) M2 Large
Richard Bushey

Marathon 2 Bridgemap 1.1

A very nice conversion of the M1 map. The outdoor vista can really throw you off... Update adds lots of baddies and special effects.
(1/3/96) (30K) M2 Small
Stephen Ritchie

Firefight!

This is Axiocranium with a twist. Map's the same, but there are lots and lots and lots of bobs, and with the enclosed physics model, some of them don't like you very much... You've got to figure out which ones. Nicely frenetic. Contains the original Axiocranium (v2), also.
(1/2/96) (76K) M2 Small
Evan Vetere

M2 Sound Converter 0.5b

Converts M2 sounds to resources, where you can edit them, and then converts them back. Still in early beta format, but functional...
(1/2/96) (25K) M2 Tools
James Knight

M2-E=MCWhat!

Chris seems intent on converting all of Bungie's M1 maps by the middle of this week. He's doing a great job of maintaining Bungie's feel...
(1/2/96) (8K) M2 Bungie
Chris Silverberg

Marathon Xmas

A very nicely done novelty map. C'mon, download it, it's tiny! (It was out on Christmas eve, sorry I didn't get it up quickly...)
(1/2/96) (12K) M1 Novelty
David Twist

Carnage Galore

Lots of very long, very narrow passageways, and no real ammo. Comes with a physics model. Impossible without it (the hunters will take you down very quickly), but way too easy with it...
(1/2/96) (53K) M1 Large
HackdSabre@aol.com
  Name Description

The Forest

Dark. The better weapons are hidden...
(1/2/96) (27K) M1 Large
Fugahzi

Akira Complex

5 levels. Mostly simple, with no place to hide-geometrical. Good for carnage... The title map is somewhat more complicated.
(1/2/96) (49K) M1 Small
Nate Hawkinson

M2 Carnage Palace Deee-luxe

Another port by Chris Silverberg. This one doesn't seem as dark as the original... but that could be the difference in machines. (I played the M1 version mostly on 040's.)
(1/2/96) (20K) M2 Bungie
Chris Silverberg

Tesseract

A really simple 5D map. So simple, in fact, you may have trouble finding the 5D space... until your fodder is in it.
(1/2/96) (4K) M1 Small
Mark Levin

M2-Spiral Insanity

This one's grey instead of green... but I like it a lot.
(1/2/96) (16K) M2 Bungie
Chris Silverberg

The Host of Seraphim v1.0

A nicely flowing map on a couple of levels. Learn the switches quickly...
(1/2/96) (12K) M2 Large
Michael Gaines

Waldo World Arena

A conversion of the M1 Bungie net level. Stays pretty true to the original. Nicely done.
(1/1/96) (10K) M2 Bungie
Chris SIlverberg
  Name Description

Arena

A conversion of the M1 Bungie net level. Stays pretty true to the original. Nicely done.
(1/1/96) (10K) M2 Bungie
Chris Silverberg

M2-Showered with Grenades

A nice conversion of Bungie's M1 level. Feels a lot like the original. Great for nostalgia...
(12/31/95) (25K) M2 Bungie
Chris Silverberg

Pfhlush After Using

A very big map, mostly underwater. Some nice tricks. A little bit of texture smearing in a couple of places, but nothing horrible. PPC-Only (zero length line).
(12/31/95) (20K) M2 Large

Bob Hot Air Popper

A small arena with a neat little novelty first seen in one of Fusion's M1 maps. Looks better in M2, in my opinion... PPC-only (zero-length line error).
(12/31/95) (5K) M2 Novelty
Dr. Sardu

Throw 'Em In to the Lions

A small arena, built around a nasty waterfilled pit... Don't fall in!
(12/31/95) (10K) M2 Small
Dr. Sardu

Object Placement Editor 1.4

OPE is a quick way to add/remove different aliens on the net levels. Easier than doing the same thing with Mia or MME. This version fixes a few bugs.
(12/31/95) (80K) M1 Editors

Marathon Map Making Assistant 1.0d3

An Apple Guide document, with the basics of using Pfhorte 2.0 written into it. Stick it into the same folder as Pfhorte, make sure you've got the Apple Guide extension, and it should show up under Balloon Help when you're using Pfhorte (or any map editor, for that matter...) Still in development, but shows lots of promise.
(12/30/95) (45K) M2 Tools
Michael E. Gaines
  Name Description

MNB's Pfhorever

A modification of Pfhorever (also available here) whereby the secrets are easier to get to, and the arena is open-air.
(12/24/95) (40K) M2 Small
Curt Lewis

Pfhorever 2.0b1

A pretty nice arena in the style of Waldo World. Package also comes with a version for M1.
(12/21/95) (52K) M2 Small
Randy Reddig

Simply Elegant

A small arena with a fitting name. Comes in two versions: lowG and normal. A defended hill, for once...
(12/20/95) (24K) M2 Small
Chris Feist

Suicide 21

5 levels. A couple of them are great (Mount Pfhorabachi, Out of the Closet) and all are very playable. Up on a Pedestal is a little rough if you miss a weapon at the start, but I guess if you do, you won't live long, so it's not really a problem...
(12/20/95) (18K) M1 Small
Butch Massoni

Whiteout

A concept map. A totally white world... great for the holidays. REQUIRES the Maddox/Hijacker textures (357K) for the two textures it uses... If you play this solo, be prepared to get your butt kicked by those regenerating troopers. Never fear, there's a recharger here somewhere... if only I could find my way through the snow...
(12/20/95) (17K) M1 Small
Mark Conahan

Disco Inferno 1.0.1

Aaron Sommer's take on the original Disco Inferno. Since it's not an upgrade by the original author, I'm leaving both versions up... This one's worth a look, though. The teleporter hall made me sick. Not a new map, just new to this page.
(12/20/95) (32K) M1 Large
Aaron Sommer

Happy Happy Carnage Carnage

A simple arena for up to four players. Each player gets his own weapon, and ammo is down in the pit... The only way to change weapons is to die. (If this one gets converted to M2, it should have a totally different feel to it...) Not a new map, just new to this page.
(12/20/95) (10K) M1 Small
Aaron Sommer
  Name Description

Suicide 20

3 levels. Thor's Caverns is a lot of fun...
(12/20/95) (18K) M1 Small
Butch Massoni

Escher=MC.WHAT!

A nice 5-D take on Bungie's pillar net level. Much, much bigger than the original (or at least it seems that way, with the added dimension...).
(12/20/95) (23K) M1 Bungie
Aaron Sommer

HomerDome

A baseball diamond. Check the locker room for the really big guns. Not a new map, just new to this page.
(12/20/95) (15K) M1 Small
Harry Hahn

Hard Boiled

For such a small map, it sure is easy to get lost... Contains Harry Hahn's impeccable attention to detail (check out the Marathon logo in the big room near the top of the map, done in lights...) Not a new map, just new to this page.
(12/20/95) (21K) M1 Small
Harry Hahn

Starbase IX

Big, and dark. Pretty spooky, though... if you're playing this as a net level, be sure to have a big group. The readme says any similarities to existing work is coincidental or subconscious. He's got a pretty active subconscious...
(12/20/95) (41K) M1 Large
Mattias Engdegård

"If It Bleeds, We Can Kill It"

Totally non-040 friendly (looks like zero line length error...). and the textures and angles give me a headache on a powermac. Some nice secrets, though...
(12/19/95) (24K) M2 Large
Michael Gaines

Stardate 9508.18

A house. Not bad, but it feels cramped... very few places to hide. Nice use of sound.
(12/18/95) (22K) M2 Large
Michael Gaines
  Name Description

"Circular Death, M2 Style"

This was a great small map for M1. The addition of water totally changes the dynamics of the map (no more dropping to that lowest teleporter quickly to escape...), but it might work out to be just as fun...
(12/17/95) (10K) M2 Small
Damian Griffin

Ringworld v1.1

A really cool concept-king of the hill, with all the big weapons down in the ring that circles the hill, guarded by drones-but the implementation leaves a bit to be desired. The "hill" is so small that the big weapons aren't really needed...
(12/17/95) (17K) M2 Small
Jeff Eaton

Water Cannon

This map is included with Pfhorte 2.0a6, but I'm putting it here for the folks who like to play more than build. Well-named, and a really nice idea. Use the cannon to arm yourself! Brings back memories of Action Park. Needs more weapons and ammo, though...
(12/17/95) (9K) M2 Small
Steve Israelson

M2 Temporal Levels

A port of an M1 Portals-type map. I don't think the textures work very well here, but the water adds a nice dimension.
(12/15/95) (32K) M2 Large
Randall Shaw

Marathon 2 Enhancer: Kill the Bob (LeVitus)

Your favorite target, good old Bob, has been replaced with Bob LeVitus, Director of Evangelism for Power Computing Corporation. Because there are no great tools yet for making non-resource patches (if you know of one, tell me about it), you get the entire Shapes file... which is rather large. Also, it only works with the commercial version of Marathon 2, not the demo... you've been warned. (And you may have to set the type and creator codes for this file in order for it to show up in your Environment Shapes list.
The proper values are TYPE shp2, CREATOR 52.4.
(12/15/95) (5585K) M2 Shapes
Power Computing

V8 II

A port of the popular M1 map. Mike's done a great job with this-sewage works great here!
(12/15/95) (12K) M2 Small
Mike Neylon

Netwired 2a1

Two levels, one a Bungie port (What goes up, must come down) and one a port from the M1 Netwired collection (Dementia). The original level works better... I wish the water were deeper.
(12/15/95) (25K) M2 Large
Jason Parkhill
  Name Description

Gimme Shelter

Big, rambling arena. Snagged some nice features off of other maps.
(12/14/95) (18K) M1 Large
Mark Macbeth

The Green Room

Arena with some nice sniper positions. A lot of good stuff can be found in the Green room, but watch yourself there...
(12/14/95) (14K) M1 Large
Jason Katzman

World Wide Web 3

Yet another twist on the WWW theme. This one isn't done by Mike Neylon, though... This one's identical to WWW 2 (above), except the center nodes have been pulled for an arena. Nice touch, actually...
(12/14/95) (14K) M1 Small
Matt B

Marathon: the Gathering

A 20 level net pack. Most of these play with some neat trick. Some are great, some are downright stupid. On the whole, though, you can't go wrong downloading it... at the very worst, you'll learn something new about the Marathon engine.
(12/14/95) (103K) M1 Small
James Willson

Dropsight

Pretty cool multilevel arena. Bottom floor teleports you up to sniper positions, outside ring allows access to a drop zone in the center...
(12/14/95) (15K) M1 Small
Matt B

Scorn Net Maps

4 maps. Generally nice, but all four had bugs, and one (Deltitnu) I was never able to get functioning on an 040-based machine. Also, if you decide to play these, be sure to open them in a map editor, and delete the author's "signature"-all the polys used to make these are bad. (Again, causing crashes on non-powermacs.)
(12/14/95) (63K) M1 Small
Scott Cornelisen

Odes Netmaps

Created as odes to Carnage Palace Dee-luxe, these try to evoke the same feeling that map did. They succeed, mostly (although the third one reminded me more of Mars Needs Women than Carnage Palace...).
(12/14/95) (66K) M1 Small
Bruce Hartzler
  Name Description

The Grinder v.2

A very interesting concept map. Two player only (you can't play it solo-you need someone to let you out-and more than two doesn't work, either). One player has a SPNKR but is trapped, the other can move but has only a pistol (and access to a crushing elevator for the trapped one). Makes for some fun strategic games! Update contains a 1-player tryout (so you can see what's going on), and a second level... also pretty interesting.
(12/14/95) (25K) M1 Small
mike9m@netbox.com

Underpass v2.2

Nice use of elevators. The underpass is a bit too massive to give the sense that you're really passing under someone. Latest update contains another bug fix.
(12/14/95) (24K) M1 Large
Ben Levitt

Mia 1.0b19

The last version for Marathon 1. Changes aren't documented, but seems to be mostly pallette changes (there's now a Texture popup!). If you've got the space, definitely worth having around. Check out all the changes since 0.9.
(12/13/95) (426K) M1 Editors

Operation Tantalus v1.0

A 19-level solo masterpiece, with new sounds, shapes, terms, physics, bobs... and it's totally non-linear (you decide what order to do the levels in). Brought to you by the folks who did U.S.S. Raider, Athens Outpost, and the Marathon's Story page. Also comes in a Preview version (1 level and only some of the shapes/sounds of the full version, 1380K).

Check out the Operation Tantalus page!

And check out the digestible chunks page, for floppy-sized pieces!


(12/11/95) (3786K) M1 Combo
The Three

Marathon 2 Map Specs

From Ryan Martell, one of Bungie's programmers... Useless to non-programmers, priceless to anyone who wants to make extensions for Marathon.
(12/6/95) (39K) M2 Info

MultiMusicMovieMaker v0.5

A very simple little drag-n-drop app that will concatenate a bunch of quicktime movie MIDI files into a Marathon Music file.
(11/30/95) (13K) M1 Tools
Paul C.H. Ho

Sneakers Maps

3 maps. Nearly impossible solo (too many aliens, not enough hiding places), but some nice flow mechanisms for net play.
(11/29/95) (43K) M1 Large
  Name Description

Don't Fall

Author calls this a silly net map, but I disagree. This one's a lot of fun... Comes with a physics model, required. The point is not to kill your opponent, but to force him into a pit, where a modified hunter will do the job for you. The one with the fewest deaths wins.
(11/29/95) (8K) M1 Pfhor
mike9m@netbox.com

Carnage Haus 1.0

It looks really small, but the dropchutes make it pretty confusing. In a two player game, we had real trouble finding each other...
(11/29/95) (16K) M1 Small
StompBox

Lost Angles

Four levels, mostly cityscapes. Great for snipers.
(11/29/95) (101K) M1 Large
spockers@aol.com

The Tower 1.1

Big. Some interesting stuff (check the outside carefully). Update just adds random monsters.
(11/29/95) (29K) M1 Pfhor
Jeff Rebbeck

Suicide 17

3 levels (two chunks of Couch fishing and an original). He's still at it...
(11/29/95) (11K) M1 Small
Butch Massoni

The Hall 1.1

Brighter than the last version, with lots of teleporters and sniper ledges.
(11/29/95) (39K) M1 Large
Thomas Roemert

Black Hole Arena

Pretty fun with a few people. The arena is all space texture, landscape mode, so you've got no idea where anything is. A bunch of teleporters will take you to small waldo-world-like rooms for ammo and weapons, and one will take you to an invisibility powerup (which makes you pretty unbeatable, in the arena part). No spankers or tozters make for a fun shoot-em-up.
(11/29/95) (6K) M1 Small
mike9m@netbox.com
  Name Description

Plan 9

The author tried to make a map in the spirit of Mars Needs Women, and I think he succeeded. Nice flow.
(11/29/95) (30K) M1 Large
John Vizcarra

Suicide 18

3 levels (all original). All fun (use the low grav in Anybody In Here to your advantage...).
(11/29/95) (11K) M1 Small
Butch Massoni

Suicide 19

4 levels (three great, one so-so). Zig Zag is too open for slower machines, but the rest are some of Butch's best. (He's been busy since I've been here last!) One game on Press Box (6 player) racked up a kill rate of 36 deaths/minute! Think fast (really, really fast) or die.
(11/29/95) (12K) M1 Small
Butch Massoni

Digital Orange 3.0

Don't even think of turning aliens on for a net game. Troopers, troopers everywhere... Update has more secrets.
(11/29/95) (21K) M1 Small
Daniel Loebl

Painter's Minipack

4 levels. A couple feel claustrophobic, but there are a couple of nice ones here...
(11/29/95) (100K) M1 Small
Chris Painter

Marathorn v1.0

A very well-done, 7 level solo map. Pretty difficult... and it relies too heavily on doors that don't look like doors, in my opinion. but on the whole, this one's very entertaining. Uses Craig Mullin's artwork for chapter screens...
(11/29/95) (1027K) M1 Combo
thorn7@polaris.net

Aliens Shapes v3.0

A very well done package, containing new sprites for Fighters, Troopers, and Lookers, as well as overhauls of several weapons and the motion detector. Comes with a physics model to make it all work, and a map (recommended by the author, but not necessary). (Check out Noah's Ark, which is the v4.0 release of these shapes.)

Check out the digestible chunks page, for floppy-sized pieces!


(11/29/95) (3130K) M1 Combo
D. Aguero
  Name Description

LiteEdit 1.0

A neat little tool for viewing, and printing the light levels for a given map. Quite handy.
(11/26/95) (19K) M1 Editors
Kirill Levchenko

Rushin' Roulette

A small pit with all the big weapons, but very, very slow elevators for escape... Watch your back!
(11/10/95) (13K) M1 Small
David Santoro

Home Pfhor the Holidays

Sort of a two level map. The catwalks are almost a playing field unto themselves. Nice speedy elevators.
(11/10/95) (40K) M1 Pfhor
StompBox

Castle Anteries

A large, complicated castle with lots of neat tricks. Very pretty.
(11/10/95) (33K) M1 Large
Kendall Redburn

Platform

A very nicely done subway station. Some nice stuff to be found on the tracks, but be careful! Plays much better on Powermacs, due to the large open areas.
(11/10/95) (29K) M1 Large
Kendall Redburn

Greg's Maps

7 levels. Quality really varies. Some are quite fun, though... Quag's Keep was very enjoyable, and the last level is just about impossible at normal.
(11/10/95) (95K) M1 Large

Kendall Redburn Other Levels

7 levels. So named because he uploaded 10 this time, and three stood alone. These are the rest. On the whole, very well made (as were his last ones). Sort of concept levels-each is designed to be played in a certian way. (For example-Rocket is a low grav level with lots of tozters... built for vertical ambush.) Worth the look for smaller groups.
(11/10/95) (64K) M1 Small
Kendall Redburn
  Name Description

Castle Tao

By the maker of Castle Anteries. Smaller and less complicated, but probably more fun in net play (less distraction).
(11/10/95) (18K) M1 Large
Kendall Redburn

Suicide 16

Three more. A nice group... Fallin' to Pieces can get really, really messy with more than two players!
(11/10/95) (16K) M1 Small
Butch Massoni

Company Map

Designed to be used with the Aliens Shapes patch and the Giger Textures patch. Basically just a kill-everything-in-sight map. Also comes with a patch for the assault rifle that's quite nice.
(11/9/95) (155K) M1 Combo
Kevin Muñoz

Downward Spiral

Another MKN map. A central pit with lots of baddies, and a spiral ramp up to the weapons... Easy to get down, pretty tough to get up.
(11/9/95) (20K) M1 Small
Mike Neylon

High & Low Map

Another very high quality offering from Dave Turner (half of the team that produced Hutch). Consists of two parts, both of which can stand alone. The map is a very nicely done, very big arena-like area. Inspired by G4 Sunbathing and a ship loading terminal on the Seattle waterfront. Best with a fast machine. Also included (but not required) is a patch to turn Bobs and Troopers into fusion pistol or rocket-wielding characters. The troopers can be quite dangerous. The bobs are only dangerous if you get them mad. Check it out-you won't be disappointed. Very nice artworK on the shapes patches...
(11/9/95) (407K) M1 Combo
Dave Turner

Two Net Maps (m1)

Just what it sounds like. Suffers from the fall-in-this-pit-and-die syndrome (pits with no way out but suicide).
(11/9/95) (55K) M1 Large
reinhard@ppc.rhein.de

Temple Of Flesh

Quite large, or so it seems. The package is so big because the author has included all development versions of the map, along with films for each version.
(11/9/95) (693K) M1 Large
SnowCrash
  Name Description

Kid's Map

Designed by someone with young kids who thought Marathon looked great, but were a bit overwhelmed by the complexity of some maps. Simple, but with nice flow.
(11/6/95) (7K) M1 Small
Michael Coyle

Temple of the Pfhore

6 levels (The title level, and 5 bonus levels). Pretty well made, small but not simple. The bonus levels seem to be experiments... some work really well.
(11/6/95) (116K) M1 Small
Ric Ewing

Mile High Madness

Very simple map. You're on the roof of a skyscraper, with lots and lots of weapons. Fall off, and die.
(11/6/95) (4K) M1 Small
David Santoro

Click Here for Enlightenment

Three maps, 5 levels. One three-pack, normal. The other two are variations on the same map. They both require the textures from the Canyonlands package, and the second one was designed with the Dogs of Pfhor package, as well.
(11/6/95) (236K) M1 Large

Suicide 15

3 maps (one modified Bungie). An odd set, but Get Yer Ass Up Here grows on you...
(11/6/95) (14K) M1 Small
Butch Massoni

Deliverance 1.2

The first three of several levels. Quite hard, but playable. Level three is based in the Deliverance penitentiary. Pretty nice layout... this scenario is really coming along.
(10/19/95) (209K) M1 Solo
Bill Catambay

Stratum Interlude

Set between Arrival and Bigger Guns Nearby, this level expands on the Bungie storyline. Another strategy level-your only weapons are your pistol and your fist. Nice.
(10/19/95) (44K) M1 Solo
Kirill Levchenko
  Name Description

Doomsayer

The very beginnings of a Doom port. (Currently listed as v0.5.) Wait and see...
(10/19/95) (198K) M1 Shapes

Tozty

A large, rambling level with no real plot. Not really new-it was on the solo page because of a misunderstanding on my part... Best with at least four players. Comes with a film showing the sights of the level.
(10/19/95) (38K) M1 Large
Dennis Piatkowski

Roger's Map

Two levels (one finished, one mostly finished). Author worries they're too easy... he needn't have. A real strategy level. If you can't dodge, or you don't feel like you can leave a level until everything is dead, don't bother trying this... The end of the first level has a pretty creative use of hulks. (Who needs ammo, anyway?)
(10/19/95) (98K) M1 Solo
Roger Hook

Training Maps

Four levels. Exactly what they sound like. Each level consists of a room with one or two specific types of aliens in it. The included physics model simulates a hydrogen-filled atmosphere-use your gun and die. The idea here is to get good at killing with just your fist, and to stay alive as long as possible. Just 20 minutes a day, 3 days a week, and you'll have a flatter tummy in no time.
(10/19/95) (9K) M1 Solo
Kirill Levchenko

Festung

A large, bisymmetrical level. Set up to look like a fortress. Easy to become disoriented at first, but once you've figured out your way around, the flow's pretty good. Watch the doors in the river!
(10/16/95) (29K) M1 Large
ProleByter@aol.com

Ender vs. Meta

A large arena, continuing on the theme of 5D portals. The wall textures might hurt your eyes...
(10/16/95) (68K) M1 Large
Zach Norwood

WaldoVoid

Waldo World, but the arena walls have been mapped over with the space texture. Ledges are still lit, though...
(10/16/95) (10K) M1 Bungie
David Santoro
  Name Description

Blessed and Broken

Huge. Lots of juggernauts, hulks, etc. Had a few bad polys, which I fixed... comes with a film showing the creator and a buddy getting wasted by aliens.
(10/16/95) (66K) M1 Large
jeremedia@aol.com

Suicide 14

Five more, two modified Bungie maps and three new ones. This is the best batch in a while... If you aren't light on your feet and accurate with your shots, you'll end up very, very, dead.
(10/16/95) (17K) M1 Small
Butch Massoni

Twin Towers

Very big, and way too many secrets (most of which you'd never find on your own). Luckily, a film is included...
(10/16/95) (40K) M1 Large
David Santoro

4th Dimension

Another play on the Portals idea... Double waldo worlds. Where'd he go?
(10/16/95) (28K) M1 Bungie
Zach Norwood

Escalator

A very simple map, but with a lot of potential. You start at the top, outside, and the only way to go is down and inside... very little room to maneuver, so he who shoots best wins.
(10/16/95) (5K) M1 Small

Rick's House of Surly

Turns Hulks into big ugly fat dudes. Watch that right cross! Comes with a physics model (required) and House of Surly, a version of Bob World Headquarters (which you should get if you want to use this map-you need the shapes patch in it).
(10/14/95) (299K) M1 Shapes
Mark Conahan

Nodeworld

A waldo world-type arena, but more radially symmetrical. Comes with a physics model that'll certainly up your carnage level.
(10/9/95) (19K) M1 Small
Kevin Muñoz
  Name Description

NetWired 1.0

Six levels. Designed for 2-4 players. We found all six to be really enjoyable in three-person games. These games really favor the accurate shooter over the insdiscriminate aim-the-spanker-in-the-general-direction type.
(10/9/95) (78K) M1 Small
Jason Parkhill

SC-Temporal Lab 17

Visually very busy. Uses the same sort of 5-D tricks as Portals. 4 or more players, probably...
(10/9/95) (31K) M1 Large
Randall Shaw

Ty's Wigglies

Four net maps. Mostly arenas, with some extra twists... Readme is just the description of the upload from AOL.
(10/9/95) (36K) M1 Large
Clinamens

Pfhactory 0.9b

A huge level with lots of places to hide... Designed for team play. Comes with a 30 minute film (teams, 3 on 2) showing some of the niceties of the level. Don't bother with less than four.
(10/9/95) (154K) M1 Large
Randy Reddig

FineLine

A large, lava-filled room with the good stuff in the center. The only way in is a very narrow walkway that comes up with some switches...
(10/9/95) (22K) M1 Small
Mike Neylon

World Wide Web II

World Wide Web (above), with a twist. now the nodes are elevators, and travel can occur on two levels...
(10/9/95) (18K) M1 Small
Mike Neylon

Meta's Dual

A pretty straightforward arena. Like all Meta maps, this is designed for use with Fusion's Marathon 2 Textures (349K). Comes with a sound patch for the teleporter sound (pretty nice change).
(10/9/95) (75K) M1 Small
Zach Norwood
  Name Description

Meta vs. Aeon

A twisty, windy level, with a few nasty surprises (careful of that static region!). Like all the Meta levels, this is designed to work with Fusion's Marathon 2 Textures (349K) (which aren't included in this archive for space reasons).
(10/9/95) (67K) M1 Large
Zach Norwood

Pathfinder

You start in a pretty open arena, but switches really tighten things up...
(10/9/95) (20K) M1 Small
Mike Neylon

Bathtub

Mike Neylon's first attempt at a "Bungie-esque" level. Large central arena, with lots of tight passageways on the fringes.
(10/9/95) (17K) M1 Large
Mike Neylon

Suicide 13

3 more. Spanker Parlor is just Pistol Parlor (from Suicide 12) with spankers, but the other two are new. Pretty high carnage rates, even for Butch...
(10/9/95) (10K) M1 Small
Butch Massoni

MKN Maps v4.0

21 maps. The four new ones are available separately on this page (if you just downloaded the last version). A collection of all the maps done by Michael Neylon so far. None are very large, but they tend to be good net levels. A couple of the new ones are maps found on the novelty page, redone to be playable... They have their own web page, and are available individually from there.
(10/9/95) (196K) M1 Small
Mike Neylon

SuperCross 1.2

Kind of like a motocross course. Very pretty to look at, some of its features may not be quite so fun with someone chasing you... Rearranged a bit to facilitate flow. New version actually gets the invisibility regenerating...
(10/9/95) (20K) M1 Small
Harry Hahn

Marathon 2 Textures

Textures from Marathon 2. Used in most of the Meta series of maps.
(10/8/95) (349K) M1 Shapes
  Name Description

Attics and Cellars

A Mike Neylon map. Ledges and pits... (pretty well titled).
(10/3/95) (15K) M1 Small
Mike Neylon

Chamber of Horrors

Dark, with lots and lots of baddies. No real plot, though.
(10/3/95) (43K) M1 Solo
D. Chan

Hulk Farm

You are the Marathonian, the Hulk Hunter. This should give you a pretty good idea of the plot of this level... (Actually, the readme's pretty interesting.)
(10/3/95) (28K) M1 Solo
Wolfram Gorner

Déjà Vu

A pretty well laid out level. You'll be far too busy trying to stay alive the first time through to really take stock of your surroundings, but don't worry, there are ways around that... For your own enjoyment, don't read the terms before playing.
(10/3/95) (32K) M1 Solo
Kirill Levchenko

Imprismed

Named for lighting effects that you don't have enough time to pay attention to... Mostly pretty tight (not too much open space), but spread out enough that there's room for 4 or so players. Two rechargers that are VERY hard to use, especially with more than two players...
(10/3/95) (23K) M1 Large
David Santoro

Freek 3Pak

Three net levels. Lots of teleporters, and catwalks over lava... Mostly well-lit. A couple of nasty surprises.
(10/3/95) (38K) M1 Pfhor
JD Freek

Director's Cut 2.0

Three (well, really two) levels. Visually pretty appealing. Playable as net levels, as well. Some pretty cool tricks (check out the reactor on the second level carefully).
(10/3/95) (40K) M1 Solo
Philip Lamb
  Name Description

Möbius

Looks small, but it's not... Readme says it can be played solo, but there really aren't enough aliens...
(10/3/95) (12K) M1 Large
Kirill Levchenko

Chunnel

Two islands, linked by an underground passage. Looks like it'd make for great team play.
(10/3/95) (12K) M1 Small
Mike Neylon

"Pfhor Ball, Corner Pocket"

Another Mike Neylon map. A pretty nice pool table... the table top makes a great open arena, and the pockets lead to some nasty tunnel fighting.
(10/3/95) (11K) M1 Small
Mike Neylon

The Land of Dairy Queen

A very nice looking level. Reminiscent of Pfhornication II, so if you like this one, check that out...
(10/3/95) (71K) M1 Large
StompBox

Plasmolysis

Nice flow. Coolest feature is a funky passageway which the author apologizes for...
(9/25/95) (25K) M1 Small
Allan Crossman

Pfhorsaken

Three maps, and a physics model that bumps up the aliens' skill without changing your abilities. Inspired by 20 Minutes of Hell, these are good for those times when you just need to waste some Pfhor...
(9/25/95) (32K) M1 Solo
Allan Crossman

Shotgun Carnage!

Shapes, and sounds patch and a new physics model allows you to add a shotgun to any scenario. It replaces the pistol.
(9/25/95) (125K) M1 Combo
daveste@execpc.com
  Name Description

Marauder:Second Encounter

Picks up where Encounter:Colony leaves off. Your job is to clean out a Pfhor ship with the help of some crack marines. Requires Enter the Marines shapes patch (included). Not all that hard, unfortunately...
(9/25/95) (969K) M1 Combo
Kyle Goodridge

CyberCraft Rescue

Shapes and Sounds patches and a physics model turn standard scenery landing pods into nasty, powerful flying attack ships (on your side).
(9/25/95) (176K) M1 Combo
daveste@execpc.com

Wagner

Another scenario by the creator of Luna West. This one has some pretty serious bugs... I almost didn't put it up, but I figured if enough folks emailed the author, they might get fixed. Worth a look, anyway... Non-linear.
(9/25/95) (1013K) M1 Combo
BEneroth@aol.com

Mayhem

Pretty big (looks like you'd need four or so for comfortable net play), but really well done. Some very nice features (polished crushers, e.g.). A little of everything...
(9/25/95) (33K) M1 Large
David Santoro

Suicide 10

Butch said he was done with these, but he lied. Three more levels, one modified bungie and two original. Pistol Parlor gets some nice action with pistols as the only weapon...
(9/25/95) (10K) M1 Small
Butch Massoni

Meta's Final Test

A map with a few cool features, and a shapes patch that adds Marathon2 textures... really pretty! (Think about the shapes patch with other maps...)
(9/25/95) (379K) M1 Combo
Zach Norwood

deRuyter 1.4

What a real spaceship looks like. Now has a fifth level. Very well done. This should keep you entertained for a while.... Finally contains terms!
(9/25/95) (165K) M1 Solo
Arthur van der Harg
  Name Description

Super Map

A really quick hack. A shapes patch that adds the faces of #marathon regulars to the walls, and a small map.
(9/25/95) (675K) M1 Combo Net
SuperSpy

The Joy of Death 1.0

A wide open arena with some nice sniper positions... might be slow on 68K machines.
(9/25/95) (26K) M1 Small
Tom Klancer

Marathon's Story It's true that this amazing site has no relation to the Archives, and the link doesn't belong here. However, it is Hamish's enduring Marathon legacy, and an impressive one at that... and this way, he won't be able to whine that there's nothing in the Archives with his name on it. Go visit, and learn more than you ever wanted to know about the underpinnings of the Marathon universe.
(9/19/95) info
Hamish Sinclair

Kendall Redburn Levels

19 levels. Most are very well done. There are a lot of fun tricks shown here... Check out the train in Subway!
(9/15/95) (168K) M1 Small
Kendall Redburn

Stormtroopers 1.1

Turns Fighters into Stormtroopers. Comes with an optional physics model. Pretty nice!
(9/15/95) (193K) M1 Shapes
Marcus Thorell

10 Net Levels

What it says... Generally pretty good. A couple of scenario maps (capture the flag, guard the building, that sort of thing...). Lots of aliens for net levels.
(9/15/95) (157K) M1 Large
LbOuVzEz@aol.com

Flight!

A very simple vacuum level, requiring the enclosed flying physics model. Careful about landing!
(9/15/95) (6K) M1 Small
Evan Vetere
  Name Description

Suicide Collection

This is the entire set of Suicide maps created by Butch Massoni (through version 10). It includes the 49 original levels (tweaked a bit in some cases) as well as 5 new levels. There will be no more... marksmen (and women) need to check out Otis' Place.
(9/15/95) (287K) M1 Small
Butch Massoni

Revelations v1.0

A dark church, lots of teleporters, and hell...
(9/15/95) (15K) M1 Large
Daniel Loebl

Foolishness v1.0

13 levels. A real mix. Some novelty levels, some not-so-good maps, some very good maps. More baddies than you can shake a stick at. (Watch for crashes on 68K macs.) This has been lost on my hard drive for a month... Sorry, Gabe.
(9/15/95) (176K) M1 Large
Gabe Rosenkoetter

Pfhorno Lives!

Nice flow through a few rooms. The tozter is a bit hard to get while you're being chased... Comes with a film showing secrets.
(9/15/95) (32K) M1 Small
Steve Weintraub

SC-Arena-Mars

Reworkings of Arena and Mars Needs Women. Also comes in a version that requires the file SC-Real Fun 3.0.
(9/15/95) (55K) M1 Bungie
Randall Shaw

The Pfhunky Pfhive

Pretty nicely thought out levels. Good lighting. Inpfhiniti was our favorite. Annoying readme (way bigger than it has to be).
(9/15/95) (206K) M1 Small
PatBoie

Solo Grenade Shower

A minor reworking of Showered with Grenades, adding baddies, ammo, a recharger, and an escape route... Comes with a physics model.
(9/15/95) (28K) M1 Bungie
ChipSer@AOL.com
  Name Description

Kaborka

11 levels. The emphasis here is on puzzle solving, and agility. If you hated Colony Ship For Sale, you're going to hate some of these levels. Save as often as you can, because it's pretty easy to find yourself in a position that you can't continue from. On the whole, though, these are very nicely designed levels. The readme says PPC-only, but I've made 'em 68K-compatible.
(9/13/95) (379K) M1 Solo
ChasFH

Cell

Some teleporters bring you to weapons, some put you in the cell... And always, watch the closin' doors!
(9/13/95) (5K) M1 Small
Evan Vetere

Pfhalanx

Sort of a Waldo World lookalike. Very clean. Comes in solo and net versions.
(9/13/95) (15K) M1 Small
Allan Crossman

Crawlspace

Showered with Grenades, with sniper ducts above most of the rooms. Very nicely done. A version is available with a trooper patch, for those without access to a network (112K).
(9/13/95) (26K) M1 Bungie
Evan Vetere

Joust

Knock your opponent(s) into the lava... watch the damn troopers, though.
(9/13/95) (6K) M1 Small
Evan Vetere

Dogfight

Geometrical battlefield (designed for teams, but playable without them). Has an invisible wall bug that makes it impossible to get to one of the chargers. (I was unable to fix it.) Author says it's unfinished. (Still plays okay, except for the wall bug...)
(9/13/95) (19K) M1 Pfhor
Evan Vetere

Night On The Town 1.1delta

A city scene. Pretty well done. Nice recharger placement.
(9/13/95) (41K) M1 Pfhor
Stephen Ritchie
  Name Description

SquareDance

Very symmetrical, very green, all travel goes one way. Nice weapons placement.
(9/13/95) (14K) M1 Small

More Star Trek Textures

What, you were expecting Bob Newhart, maybe?
(9/12/95) (182K) M1 Shapes

Killer B's Map

A big, rambling level with a couple of nice twists. There is no tozter without risk...
(9/10/95) (17K) M1 Large
Brian Workman

Pfhorest

Pillars, pillars everywhere...
(9/10/95) (21K) M1 Small
invsabl

Mad Science v1.0

Big, lots of open spaces, insanely difficult with aliens. With aliens off, would make a great open level for 6-8 players.
(9/10/95) (13K) M1 Large
Daniel Loebl

Krier's Power Levels 1.5

6 levels. Newest level is vacuum. Some interesting touches. Best for folks who have mastered vertical aiming. Nice staircase in Double Helix.
(9/4/95) (116K) M1 Large
Mike Krier

Mower Maps

15 levels in two maps. A real grab bag. Some very nice maps, some almost novelty maps. Level 3 of the second set (Come See the Fights) is PowerMac-Only.
These maps have their own page, where they can be downloaded individually.
(9/4/95) (227K) M1 Large
Kelly Mower
  Name Description

Arena Extreme

A very large arena (author recommends 6 players). A little disorienting, but lots of open space.
(9/4/95) (18K) M1 Large
David Daniels

Body Bagging 1.1

A nice arena, inspired by Thunderdome (the M1 level, not Bungie's).
(9/4/95) (17K) M1 Pfhor
Tom Klancer

Madd Ox/Hijacker

Two maps, sharing a texture installer (compatible with the other MC products, Canyonlands and Bobco, available here as well). The Madd Ox building is the author's work building, and it's really well done (love the 70's carpeting!). Hijacker is a solo map (3 levels) in which you play DB Cooper. The plane is great, and the final level uses Buskey's Master Wall very nicely. (This level is repeated, tweaked for net play.) Very, very classy.
(9/4/95) (357K) M1 Combo
Mark Conahan

PHRS v.4: Marathon Set 3

Pict file containing M1 Wall 3 textures with Readme.
(8/25/95) (108K) M1 Info

PHRS v.1: Alien Textures

Pict file containing M1 Alien textures with Readme.
(8/25/95) (104K) M1 Info

PHRS v.6: Objects

Pict file containing M1 Scenery Objects with Readme.
(8/25/95) (149K) M1 Info

NetMap13

This is the final release (maybe) of what I called Zeuropa (below). 13 levels, some the same as in Zeuropa, some different... The author says these are all the ones that are semi-decent and don't crash. I'd agree that they're pretty good. Still no docs.
(8/25/95) (155K) M1 Small
Sriranga R. Veeraraghavan
  Name Description

PHRS v.5: Control Panels

Pict file containing M1 Control Panel textures with Readme.
(8/25/95) (50K) M1 Info

PHRS v.2: Marathon Set 1

Pict file containing M1 Wall 1 textures with Readme.
(8/25/95) (98K) M1 Info

King of the Hill 1.0

A central pillar and four outside rooms. All the good ammo's on the pillar, but you're such an easy target...
(8/25/95) (21K) M1 Small
Greg Ferguson

ThunderDome v.5

Based on a net map Bungie was demoing at MacWorld, but with M1 textures (natch). A fast-paced, nicely laid-out map.
(8/25/95) (9K) M1 Small
Greg Ferguson

Pfhorte Users Guide v2.2

Put together by Randy Varnell, in Docmaker format, it's somewhat like the Pfhorte Handbook. Not quite as complete, but my guess is any mapmaker (or wannabe mapmaker) wouldn't go too wrong getting both of these.
(8/25/95) (223K) M1 Info

PHRS v.3: Marathon Set 2

Pict file containing M1 Wall 2 textures with Readme.
(8/25/95) (107K) M1 Info

Mondo Waldo World v.1.3

Despite the name, I would be very surprised if this level started its life as Waldo World. Not a bad arena, actually. Now works on all maps.
(8/25/95) (25K) M1 Large
Greg Ferguson
  Name Description

Meta Warrior 1.1b

Modified Waldo World
(8/21/95) (83K) M1 Bungie
Zach Norwood

Zeuropa

14 levels. On the whole, these are really nicely done. Many are variations on a theme (one map will be a vacuum level, another the same level with oxygen). There are a few bugs, but no fatal ones, and the general quality level is quite high. No docs.
(8/21/95) (174K) M1 Small
Sriranga R. Veeraraghavan

MultiHeaTHen 1.0

Big, and rambling. Works as a practice level.
(8/21/95) (23K) M1 Large

Rumba Office

Two maps. These are maps of an office building, one with the ability to go outside. Bizarre texture choices, and skimpy weapons for net play, but a pretty good flow, nonetheless.
(8/21/95) (29K) M1 Large
Trygve Isaacson

Headache PPC

Lots of teleporters, some good sniping positions (and a decent crusher).
(8/21/95) (24K) M1 Large
Ryan Bettens

Go Wif Jeza

4 Levels. Really, really well thought out. These would be really tough as net levels (unless you turned aliens off), but for practice, you won't find a better set.

They have their own page.

By the guy who did Canyonlands and Bobco. (In fact, these benefit from the Canyonlands textureset, but don't require it. )
(8/21/95) (67K) M1 Small
Mark Conahan

Hutch v1.0.1

Wow. This-wow. I'm amazed. Wow. This is the third floor of a science building... Wait, read the readme. I can't do it justice. Flying chairs, espresso machines, nitrogen canisters, this is a really, really well done package. Get it. 'Nuff said. (Okay, in the interest of objectivity, I'll say that if you don't have a PPC, this will be slow in net play. So what are you waiting for? Power Computing has some killer deals...) Designed for net play, but can be finished solo (it's a lot harder, though...). Version 1.01 fixes a bug in the elevator (only the map has changed). If you already downloaded the package, the new map is available here. (48K)
(8/17/95) (851K) M1 Combo Net
Dave Waring/Dave Turner
  Name Description

Suicide Maps v.2

4 more. These are the last Suicide levels-look for a compilation soon! These are some of the best yet-two are modified Bungie levels, two are original. Carnage on Oh Pfhuck is absurd.
(8/15/95) (22K) M1 Bungie
Butch Massoni

MC's Canyon Lands

Desert Levels. Great textures (first water I've seen outside of the M2 preview), and enough baddies that these levels work equally well as solo (explore) levels and net (kill) levels. The patch affects different texture sets than Bob World Headquarters (see above), so they can both be applied to the same Shapes file. This is now Rev 1, with a few textures fixed.

Check out the Canyonlands page!

And check out the Go Wif Jeza page!

(Uses the same texture set.)


(8/15/95) (372K) M1 Combo
Mark Conahan

Marathon West

New shapes, physics, and a map that turns Marathon into a shootout in the old west.

Here's the Marathon West page!


(8/14/95) (1038K) M1 Combo Net
Lee Perry

Doom@Marathon-E1M1

Apparently, a faithful representation of the first level of Doom 1 (never played it, so...). Good flow.
(8/12/95) (44K) M1 Small
kazushi@ok.cow.melco.co.jp

Suicide 8

Another 3 (one original). A nice chunk of Welcome to the Revolution this time...
(8/12/95) (13K) M1 Bungie
Butch Massoni

Satan Muffins

A pretty nice net level if you stay in the center arena, but it gets hellish if you enter the outside passages...
(8/12/95) (10K) M1 Small
Scott Messenger

Shoot 'Em Up

A big, rambling level. Plays pretty well as a solo level, too.
(8/9/95) (43K) M1 Large
SpaceDude
  Name Description

Crown of Worms v1.6 (m1)

A little strange-walls hanging here and there, doors designed not to open, enemies you can't get to-but for a small game, the flow should be okay. (Update is mostly tweaks.)
(8/9/95) (49K) M1 Small
Eric Jorgensen

Butt Monkeys of Alcatraz

Kind of nasty. Lots of ways to die... Personally, I found it distracted me from the true point of a net level (killing your friends), but some folks like this. Well-constructed, anyway.
(8/9/95) (13K) M1 Large
Scott Messenger

Disco Inferno

This map has some really great lighting effects. Unfortunately, it also has a bunch of rooms that give me a nasty headache. Worth downloading for the ideas alone.
(8/9/95) (31K) M1 Large
Edward Cooper

Canon Food 1.1

Small and deceptively simple. Very nice flow. (This version fixes a small bug, adds a few tweaks.)
(8/9/95) (17K) M1 Small
Michael Reiske

Levels O' Death

7 levels, made by three different people. Nice layouts, mostly, but they might be too big small groups.
(8/9/95) (127K) M1 Large
Scott Moye-Rowley/Sean Coleman/Tim Hallstrom

Suicide7

Four more from the master of mass destruction. Defense Drones 2 lives up to the suicide billing quite nicely with anything over 2 players.
(8/9/95) (21K) M1 Bungie
Butch Massoni

LateNite Carnage

A bunch of staircases out in the open. Good for killing folks who haven't mastered the art of looking up or down.
(8/9/95) (18K) M1 Small
Joe Auty
  Name Description

Shape Shifter 0.8d68

An interesting shapes editor that allows editing of the shapes from within the program.
(8/5/95) (924K) M1 Shape Tools
Kevin Hendrickson

BobFro 1.1

A cityscape, complete with great signage and some funky extras. By the same guy as Canyon Lands. These two packages patch different texture sets, so you can apply the patches to the same Shapes file.

Check out the BobCo page!


(8/2/95) (338K) M1 Combo
Mark Conahan

Encounter:Colony

Due to some colossal bungling, the Pfhor have retaken the Colony below the Marathon. It's your job to clear the way for the marines. This scenario requires The Dogs of Pfhor 2.1 package. The main scenario is designed for solo play, but the package comes with two net maps.
(8/2/95) (192K) M1 Combo
Kyle Goodridge

Specuthon

A cityscape, with ray-traced graphics. Cars and helicopters on the outside, gun-toting secretaries and businessmen on the inside. Nasty! It's your job to find the big boss upstairs.

Check out the Specuthon page!


(8/2/95) (1343K) M1 Combo
Dave Merck

Encounter at Luna West

No relation to Encounter:Colony. This started as a compilation of levels, but grew to its current form. Some pfhor were taken for study, but got free, and don't realize they lost the war. You've got to protect the research facility. Comes with everything needed (shapes patches, maps, physics model, sounds patch). For those of you getting stuck on the Triad level, the author has kindly released a film of the solution.
(8/2/95) (1283K) M1 Combo
BEneroth@aol.com

Enter The Marines 1.0

Ever wanted marines fighting on your side? Here you go. Replaces Fighters with marines.
(8/1/95) (419K) M1 Combo
gorlinsk@uxa.cso.uiuc.edu

SC-Real Fun 3.0

New shapes, new sounds, a physics model... I haven't been able to test this because it says my original shapes file is different from the one it's trying to patch.
(8/1/95) (626K) M1 Combo
Randall Shaw
  Name Description

Ultimate Giger Textures

You wake up on a training mission, and everything's gone wrong. New enemies, new weapons, a new splash screen, new sounds-this is a whole new game.
(8/1/95) (2113K) M1 Combo
luke@scf.usc.edu

MaraPackage

The beginnings of an Aliens package. New shapes (they still need work), and a physics model and map round out the package. Really designed for net play.
(8/1/95) (410K) M1 Combo Net
Eric Hoffman

SC-Enhancing Files 2.6

No patches, just a new sounds file and a couple of physics files. Worth a look.
(8/1/95) (2427K) M1 Combo
Randall Shaw

Pfhornication II

A very nice net level for mid-sized games. Comes with a couple of movies, to give you a feel for it...
(7/28/95) (54K) M1 Large
Steve Weintraub

The Magic Roundabout

A 5-D map. Nice and clean, with some nice sniper ledges...
(7/28/95) (10K) M1 Small
Jeremy Condit

Oh Pfhuck!

Somebody's house, with weapons. Works only on PowerMacs.
(7/28/95) (33K) M1 Large
Steven Ward

Portals

This one's pretty slick. A two-player game (more will crash Marathon). 5-D space taken about as far as it can go. Check it out!
(7/28/95) (12K) M1 Small
Jeremy Condit
  Name Description

Pfhoriasis

Hard. Lots of sharp angles. Expect to start this one a bunch of times...
(7/28/95) (66K) M1 Solo
Bernard Faral

Royal Arena

Short on weapons, but you can use the doors to crush your enemies... Whatever you do, don't let the Bobs out.
(7/28/95) (20K) M1 Solo

Phor The Love Of God

A couple of big arenas (watch the Juggernauts!), and lots of sniper positions. A little dark.
(7/28/95) (26K) M1 Pfhor
Curt Lewis

Nelson

Same guy who did Shockadelica. This is another well-though-out level. It should keep you busy for a while..
(7/28/95) (42K) M1 Solo
Jason Thompson

Shockadelica

No real plot, just stay alive as long as possible and find all the secrets. Well made, and well thought out. Fun!
(7/28/95) (42K) M1 Solo
Jason Thompson

Stop the Press!

Another strategy map. There's a room that controls doors and a crusher in another room. The control room is pretty vulnerable. The crusher room has all the goodies. Where will you go?
(7/24/95) (15K) M1 Small
Jeremy Condit

CrossHairs

The first released map incorporating Pfhunky Stairs. A pretty nice one, too...
(7/24/95) (20K) M1 Large
Matt B
  Name Description

Myriad

An interesting concept-a non-linear map. You don't have to go from level 1 to level 2 to ... You can jump around. Biggest problem seems to be a lack of save terminals.
(7/24/95) (125K) M1 Solo
ArtL999@AOL.COM

Buskey's Master Wall

Another map that doesn't really belong here, but I don't have a better place to put it... This is the coolest trick I've seen in a long time. Ever wanted to make a room your net enemies couldn't figure out how to get into? This is it. Author says you should put this in your maps, and send him copies. Do it-this will beautifully augment almost any level. Comes with a small demo of the technique.
(7/24/95) (6K) M1 Novelty
Qaz

Suicide6

4 more (will he never stop?). A new version of Yer Out There!, which Butch says is fixed, still freezes our 040's, but it runs fine on Powermacs. DragStrip2 is, as Butch says, "great practice if you go dove hunting." Check 'em out!
(7/24/95) (15K) M1 Small
Butch Massoni

Proving Ground 1.1

2 levels. One big, one not quite as big. Nice layouts. Problems have been fixed, and the new additions are great! These are a couple of very nice levels. (The flow on the smaller one is great. If it didn't have wasps, it'd be even better...)
(7/24/95) (110K) M1 Large
Kevin Hastie

Suicide 12

Another 5, all original. I think our favorite was Narrow. Watch for freezing crashes in Yer Out There!
(7/13/95) (17K) M1 Small
Butch Massoni

Hooligan Maps

Two maps. Very geometrical. Watch the glass walls.
(7/13/95) (60K) M1 Large
Patio

The Man-Trap

Teleporters send you to a small prison for 45 seconds, where your enemies can take potshots at you.
(7/13/95) (16K) M1 Large
Jeremy Condit
  Name Description

Put out the Pfhire! v2.5

Has a geometrical feel. Good flow, nice balance of passageways, open areas, and sniper ledges. New version has been much improved
(7/13/95) (34K) M1 Large
Joe Auty

Expedite This!

Geometrical, but easy to lose track of where you are.
(7/13/95) (11K) M1 Large
Michael Gaines

MAD 12-pack

A big collection. Well-made, but they all start to look alike after awhile. Most are pretty big (4 players plus).
(7/6/95) (261K) M1 Large
MADisher

SuicideIV

3 more from the CarnageMeister. 2 originals, one modified Bungie level (Ingue Ferroque). Much better than the last batch (IMHO). Mars' Canals is deadly!
(7/6/95) (11K) M1 Small
Butch Massoni

FourPfhorBridge

Three levels, all open. One small bug, but other than that, a pretty cool example of bridging.
(7/6/95) (8K) M1 Small
tmmurray@silver.indiana.ucs.edu

Marathon FAQ 3.0

This hasn't been updated for quite some time (since before the M2 preview came out), but it still has lots and lots of useful information about M1. In Docmaker format.
(6/25/95) (305K) M1 Info

Underground mod 5

Big (3-player is minimum), but well thought-out. Been through lots of revisions. Some nice touches in this latest one (you can turn the lights on downstairs!). Has its own Home Page.
(6/23/95) (34K) M1 Large
Thomas Samson
  Name Description

SuicideIII

Five more from the CarnageMeister. 4 originals, one modified Bungie level (Bob-B-Q). I don't know... There's still plenty of carnage, but more and more finesse is required... Maybe he's just getting older. (Nahhh...)
(6/22/95) (22K) M1 Small
Butch Massoni

5D What

The initial maze is annoying (texture choice makes it really hard to see where you're going), but there's lots more to find.
(6/22/95) (36K) M1 Large
Glenn Wehmeyer

Slaughter 2.0

Simple torus. Comes in two flavors-net play (watch the inside room) and solo play (lots and lots and lots of exploding bobs).
(6/22/95) (21K) M1 Small
Eric Jorgensen

Fusion Works

A page dedicated to some of the more interesting work of Fusion. You'll find two maps, both using a combination of M2 and original shapes, or just the shapes file. An enjoyable way of playing with M2 stuff while using M1.
(6/20/95) M1 Scenario
Fusion

Triskelion

A very nice net map with great flow. Works well with as few as three, but can handle 8, too.
(6/18/95) (24K) M1 Large
John Lewis

MaraDoom

2 Levels. Apparently, modeled after the first two levels of Doom. Comes with Doom music, for atmosphere. Not guaranteed to be bug-free (I fixed one divide-by-zero crasher, but I may have missed others). The readme is in WordPerfect format, so I've html'ized it. WARNING-it's big, with lots of graphics, and Netscape-enhanced.
(6/18/95) (275K) M1 Solo
Walter Freitag

Suicide 9

I've got to get a better naming scheme for the Suicide maps, because their creator (Butch Massoni) is turning them out way too fast. Here's six more, three originals. The first two should only be played by people who don't mind dying (a LOT). We hit 117 deaths in 4 minutes with three people on Cylinder.
(6/18/95) (41K) M1 Small
Butch Massoni
  Name Description

Villa Banzai

A 19th century Italian villa with a few deadly secrets. Quality is up to Bungie standards. Get it just to look at it, even if your machine isn't fast enough to play it well.
(6/18/95) (42K) M1 Large
Lincoln Lydick

Crash City

A very large outdoor map. Quite nicely done, but slow at times, due to the fact that you can see many polygons at once.
(6/18/95) (121K) M1 Large
prolenik@aol.com

Plus Key Save Anywhwere

Allows 68K owners playing M1 to save their games anywhwere, without finding a save term. Doesn't work on M2, or PPCs. Includes patches for M1 1.0, 1.1, and 1.2.
(6/15/95) (58K) M1 Tools
afcchip@aol.com

Mikey's Map Pak

8 Maps. Annoying names. Generally, these maps require a pretty high skill level. (Lots of baddies, lots of up-and-down sighting, lots of deadly stuff.)
(6/12/95) (100K) M1 Small
X08SI@CUNYVM.CUNY.EDU

KirkNet 3

3 net maps. One has been previously released (Chris's Cross). The Zoo is an interesting concept map (small rooms containing a bunch of a single type of baddie, with door controlled from a central location). Mars's Deep has a very big room in the center.
(6/12/95) (50K) M1 Large
Kirk Cumming

Chuck's Maps

3 maps. One is a model of Chuck's house, complete with furniture. The other two are simple net maps that concentrate on giving you a place to kill your friends.
(6/7/95) (24K) M1 Small
Charles Tilford

Tiger's Eye

One level (well, there's a pseudo-second). You're the captain of Tiger's Eye, back to repel the aliens. Pretty nice-you'll be trying to figure out what each switch does... Comes with a term patch.
(6/7/95) (58K) M1 Solo
Tim Hallstrom
  Name Description

Suicide II

Contains all the unique levels of Suicide Maps and New Suicide Maps (cleaned up to the level of Suicide Maps v.2). That is, if you want all 16 levels in the two Suicide releases, but you want the bugs taken out, get this map.
(6/7/95) (120K) M1 Small
Butch Massoni

Kill This Thing

Very, very big. A three-story building that you can go outside of. We had some flow problems (too much in the way), and the textures aren't very consistent, but with enough people, this can be a fun level. Make sure Marathon has at least 8 Megs. AMUG version's uncompressed.
(6/7/95) (47K) M1 Large
Peer Schmitz

Three Maps from Billy Bob

Three net maps (could you guess?). Small, with plenty of baddies. 2-4 players works nicely. If you get this from AMUG, you'll also get two solo levels (available separately as well).
(6/7/95) (40K) M1 Small
Tim Hallstrom

Network Map

Gotta love the name. A major reworking of Waldo World. Some nice touches. Too many rechargers, if you ask me. Comes with a shapes patch that includes a missile sight.
(6/7/95) (156K) M1 Bungie
Larry Charles

20 Minutes of Hell

One level. Not a true solo level, in the sense that there's no plot. It's for burning off steam... If you get this from AMUG, you'll be getting 4 other levels (available separately as well).
(6/7/95) (28K) M1 Solo
TIm Hallstrom

Manual for Terminal Editing

Just created a new level, but you're not sure how to edit the comm terminals to contain your text instead of Bungie's? Read this!(Here for historical purposes... there are *much* better tools now.)
(6/5/95) (6K) M1 Info

Arena of Death

Well, it has an open room in the center, so I guess it can be called an arena, but it's dark, and the room is segmented by catwalks...
(6/4/95) (24K) M1 Large
NeoN
  Name Description

Marathon Bridge Map

A serious extension of Phunky Stairs (see below). This is a great example of what you can do with bridges. The author would like to see this incorporated into a full net map.
(6/4/95) (14K) M1 Novelty
Kevin Stone

Watch Your Step v.4

This has got to be one of the hardest levels I've ever played, and for the wrong reasons. There are no allowed mistakes-fall off a thin ledge, and you start over. It grows on you, though.
(6/4/95) (41K) M1 Solo
Andy Kaufmann

Control Your Destiny 1.0

Another modification of Waldo World. New textures, light switches, a control room, a teleporter maze... Not a bad job at all. (May need more players to be fun than Waldo World does, owing to its larger size.)
(6/4/95) (27K) M1 Bungie

Passage of Fools

8 levels. It's getting bigger, and it still requires caution, but there's more ammo now. Some pretty nice additions.
(6/4/95) (136K) M1 Solo
Dean Neufeld

New Suicide Maps

11 levels, some repeats, in the genre of the first suicide maps (see the modified bungie page). In addition to 6 modified bungie levels (five of which are in the first suicide release), there are 5 new levels. Small and to the point. Watch yourself. Like the first set, these are rough, but I should be releasing a cleaned-up version in the next few days.
(6/4/95) (187K) M1 Small
Butch Massoni

Pillbox

Interesting concept, but I'm not sure about the implementation. Once you're in a pillbox, you're there till you die.
(6/4/95) (12K) M1 Small
Scott C. Johnson

Desperate Pfhor Net

Turns the Bobs into vicious, killing animals. When you need that net fix, but there's noone around...
(6/1/95) (182K) M1 Shapes
Ian Kelleigh
  Name Description

Juicy Bits-O'-Bob

Lots of bobs + lots of crushing columns + baddies + small space = lots of dead bobs.
(5/26/95) (12K) M1 Small
e. rühling

Alpha Dome 1.1

Nice combo of open and closed spaces. Symmetrical layout with different features in each section (which makes for some disorientation). Textures are used well for differentiation, but these become useless if you find the night vision powerup.
(5/26/95) (30K) M1 Large
Kent Rich

The Woolen Mill 1.1

Very, very big. Pretty neat concept, though. Updated with a few new tweaks, documented in the readme.
(5/26/95) (40K) M1 Large
Phil Harvey

Chris's Cross

Nice concept-a bunch of interconnected small rooms, with a passageway that goes over the top and provides lots of sniper positions. The phfor textures make it a little hard to see any distance at low resolution, though.
(5/26/95) (14K) M1 Pfhor
Kirk Cumming

Ender

One big (very big) pit, with some sniper positions, and a couple of pathways through some lava. Watch the juggernaut. Comes with a (required) physics model.
(5/26/95) (15K) M1 Large
Zach Norwood

Selenite 2.0

Pretty simple. Another arena, with a couple of twists. A bit dark. Now updated with more secrets, better flow.
(5/26/95) (18K) M1 Large
Nick Esborn

UCSC Hahn Student Center

Very clean. Outdoors, lots of open spaces. Most weapons are in tight stairwells, so getting them might be dangerous...
(5/26/95) (11K) M1 Small
Tim Kolar
  Name Description

The Pit of Hell v1.2

Big. Simple layout, but with a few nasty twists. Watch out for the trash compactor.
(5/22/95) (22K) M1 Large
Lucas Cadena

Phor The Record

See Phor Play, above.
(5/22/95) (15K) M1 Large

Cro-Will

A model of an existing building at Connecticut College. A couple of the rooms are big enough to cause smearing.
(5/22/95) (25K) M1 Large
Jamie Myer

Suicide Maps

6 Levels. I took the suicide maps, cleaned them up, got rid of four (mostly out of laziness), and added a touch or two. These are much smaller, with fewer bugs.
(5/22/95) (50K) M1 Bungie
Claude Errera

Phor Play

Big. No docs. Plays okay, though.
(5/22/95) (24K) M1 Large

P-Day

Big, lots of windy passages. Short on weapons, long on ammo.
(5/22/95) (38K) M1 Large
Tom Klancer

Vita Flo 1.0

Man, someone should teach this guy about the proper use of textures.
(5/16/95) (30K) M1 Pfhor
Brent Gustafson
  Name Description

White Phospfhorus

This is a Tozter level. Four available at all times. Nice and small, so there's nowhere to run. Works only on PowerMacs.
(5/16/95) (13K) M1 Pfhor
Chris Bova

Rising Sun v1.0

Another of Mike Neylon's maps, also available in the MKN pack above. Dark.
(5/16/95) (7K) M1 Small
Mike Neylon

It's Not Easy Being Green v1.0

Another of Mike Neylon's maps, also available in the MKN pack below. Small, but busy enough to be hard on slower 040's.
(5/16/95) (16K) M1 Small
Mike Neylon

Dark and Light

Good use of lighting techniques. Some nice touches, although finding them all with the baddies and your compatriots trying to kill you might be a bit difficult...
(5/16/95) (21K) M1 Small
Matt B

World Wide Web v1.1

Another of Mike Neylon's maps, also available in the MKN pack above. Tight corridors, but it moves well. Great with three players. Usually I like to keep baddies to a minimum, but here they do a great job of blocking. Get out of my way, he's after me! Aaggghh!
(5/16/95) (13K) M1 Small
Mike Neylon

Sewer v1.1

Comes in two versions-the net level doesn't contain any moving textures, to speed up net play. Check out the solo one, anyway. Nicely balanced.
(5/16/95) (72K) M1 Large
James W. Berry

Hamster Mase

A little too cramped for me. It seems to be the beginning of something bigger- actually has a working changed terminal (at least the map is changed...)
(5/14/95) (198K) M1 Large
Matthew Ramquist
  Name Description

Trial and Error

Big, but with some nice features. Lots of scary places, but there's (almost) always a way out. Comes with a physics model.
(5/14/95) (46K) M1 Large
cmoskalonek@ewu.edu

Another Arena?!

Just what it sounds like. Nice flow, but careful- it's full of baddies. (Not for those who believe that net levels are for killing your friends.) Works only on PowerMacs.
(5/11/95) (16K) M1 Large
Mark Brooks

Death Star Arena

Nice big arena. Lots of fun stuff to find.
(5/9/95) (19K) M1 Large
vurkanan@aol.com

Subway Station 1.1

Nice layout-simple, yet hard to predict.
(5/9/95) (14K) M1 Small
Mike Neylon

Fodder Wall v1.1

Simple-a concept map. Really high wall.
(5/9/95) (12K) M1 Pfhor
Mike Neylon

Dark Side v1.1

A lot like 5-D space, but more open. Good use of lighting.
(5/9/95) (12K) M1 Large
Mike Neylon

SuicideV

10 Levels. Very nice concept-ten solo levels were hacked to provide small, enclosed spaces for carnage. Teleporters and elevators were added as needed for flow. A little rough (some texture smearing), but no major problems.
(5/9/95) (328K) M1 Bungie
Butch Massoni
  Name Description

The Pit v1.2

A lot like Arena, only smaller. Now with more enemies.
(5/9/95) (8K) M1 Small
Mike Neylon

Pfhor Engineering 0-6

Large slice (7 decks) of a Pfhor engineering section. Nice balance of open spaces and tight corridors. Works only on PowerMacs.
(5/9/95) (25K) M1 Pfhor
Mark Brooks

Enterprise Map

Designed to look like the USS Enterprise (first generation). You'll have to imagine the textures, but it's a good start on the layout.
(5/9/95) (22K) M1 Large
Steve Weintraub

I Could've Had a V8! v1.2 (m1)

This one is great. Carnage the way it ought to be. Now with more enemies and weapons, and a small bug fix.
(5/9/95) (8K) M1 Small
Mike Neylon

Main Street USA

Very simple, lots of carnage. No place to hide. (Outdoors)
(5/9/95) (8K) M1 Small
Steve Weintraub

NetHell 1.1

Interesting premise-all but one net player start in the same big room, the single outcast starts in Hell, and has to find his way out. No nice way to test it single-player, because the Hell starting location never gets used.
(5/9/95) (116K) M1 Large
Matthew Ramquist

King of the Hill

An annoying infatuation with elevators, rooms that are *way* too tall (this is the first time I've felt vertigo jumping off a ledge in Marathon) and an incompatibility with 680x0 macs makes this one hard to recommend.
(5/5/95) (23K) M1 Large
RabidJoe
  Name Description

Death to the Infidels!

Some nice features, but watch the ampitheater-type rooms! Lots of ornamentation.
(5/5/95) (44K) M1 Pfhor
Jonathon Wolfe

Hell

Hope you like lava. (Lots of good stuff to find, if you look hard enough...)
(5/5/95) (20K) M1 Large
Tom Phillips

Rocky's 6-Pak

Six levels. Simple textures (one in Pfhor style), geometric layout, good net levels. (Too many walleye powerups, tho.) Nice use of elevators. Works only on PowerMacs.
(5/4/95) (80K) M1 Large
Mark Brooks

Alien Ship

Laid out to look like a real ship. Quite nice, actually. Some good outside stuff.
(5/3/95) (32K) M1 Pfhor
Aaron Countryman

Phase-O'-Rama

Sort of a demo map (actually comes with some tutorial-type stuff) of interesting special effects. Incorporates the two-level stairs shown in Pfhunky Stairs (found in the Novelty Maps section). A bit hard to get around, at first.
(5/3/95) (58K) M1 Small
Kevin Stone

Pfhortress 2.0

Just what it says. Nice concept, a little hard to get around. Updated to work on all macs (not just PowerMacs).
(5/1/95) (40K) M1 Pfhor
PavLove/Rabid Joe

USS Raider

Four levels, from the maker of Athens Outpost. Be careful-this is not an easy scenario. Well done.
(5/1/95) (140K) M1 Solo
James Brewster
  Name Description

Section13v9.0

Nine levels. (The first 3 are in mappak 1, 5-7 in mappak 2.) High tech (lots of metal). Pretty hard, weaponwise.
(5/1/95) (255K) M1 Large
Jaron Ghani

The House of God 1.4

Another map in the God is Pfhorever series (currently includes Quicksilver, The Hand of God, and Solidaridad). Not too shabby.
(4/28/95) (32K) M1 Large
oMaT

Solidaridad 1.2

Another in the God is Pfhorever series (with (currently) The Hand of God, The House of God, and QuickSilver). Haven't had a chance to play it yet.
(4/28/95) (25K) M1 Large
oMaT

Pfhunky Stairs

Doesn't really belong in Novelty maps, but doesn't belong anywhere else, either... A demo of an interesting idea for over/under stairs. Author suggests he'd like to see this used in a great net level...
(4/28/95) (8K) M1 Novelty
Kevin Stone

Snipers Only r2

New version. Lots of big rooms, with high perches... Some very nice updates
(4/28/95) (36K) M1 Large
Patrick Gray

Black Lightning

Some nice touches. Nice placement on the single SPNKR. Explore everything!
(4/28/95) (20K) M1 Large
sja137@lulu.acns.nwu.edu

May Pfhortune Favor the Foolish v2.2

Long passages, carnage pits, good places to hide... Comes with a sounds patch.
(4/28/95) (768K) M1 Large
calon@aol.com
  Name Description

The Light Show

Welcome To The Revolution, without the baddies.
(4/26/95) (38K) M1 Bungie
Naval Ravikant

Pfhor Pete's Sake

A work in progress-the first 3 Levels of a 17 level scenario.
(4/26/95) (84K) M1 Solo

Throne Of God

Comes as both a net level and a single level. (No clue why they've been separated.)
(4/26/95) (60K) M1 Large
oMaT

QuickSilver 1.1

Very large, and unfinished. Lots of places to explore, more fun stuff than before.
(4/26/95) (36K) M1 Large
oMaT

O Phortuna!

Don't really like the textures, but...
(4/26/95) (20K) M1 Large
Daniel Crowder

Hall Pass v1.0

If you like open spaces, get this map. 'Nuff said.
(4/22/95) (7K) M1 Large
Mike Neylon

Birthday

Lots of stairs. Good open spaces. Short on weapons.
(4/22/95) (35K) M1 Large
Scott C. Johnson
  Name Description

Unphforgetable

Big. Only works on PowerMacs.
(4/22/95) (28K) M1 Large
Eric Rémy

Go Eat A Cat

I found it cramped. You might not, though.
(4/22/95) (9K) M1 Large

Mg's Arena

Well, don't let me stop you. (I would, though.)
(4/22/95) (4K) M1 Pfhor

Altitude

Towers and elevators. Hard to see the point without someone to play it with. Comes in a normal and vacuum version.
(4/22/95) (47K) M1 Large
Kirill Levchenko

IRC Map of Pfhame

Lots of corridors, no places to hide, no aliens. If you use the enclosed shapes patch, the walls have pictures of all the IRC #marathon folks. Way too many invisibility powerups (IMHO).
(4/20/95) (345K) M1 Large
James Hakim

Marathon S.C.C. Maps

7 modified net levels. This guy really loves that green texture.
(4/20/95) (356K) M1 Bungie
Scott Cornelisen

The Bog Pit

Author says experts only.
(4/20/95) (24K) M1 Large
Mike Krier
  Name Description

Aim High

You better be good. Great use of platforms.
(4/20/95) (41K) M1 Small
Derek Carroll

Net Funhouse

I hate the textures, but the level's pretty fun with three players. Look for the Spanker!
(4/20/95) (8K) M1 Large

Three Net Maps

Three levels. Contains one previously released map (Sniper Palace) and two new ones. Check out Circular Death for awesome net play!
(4/17/95) (37K) M1 Large
Alec Johnston

Infestation

Huge. Lots and lots and lots of hidden doors. Aliens can be a pain. (A remake, working this time, of Landing Bay.)
(4/17/95) (29K) M1 Large
Aaron Countryman

Pfhree Pfhor All

God, I hate that green acid! From the man who brought you Milestones. Also included in the Shawcomp Maps collection.
(4/17/95) (37K) M1 Pfhor
Randall Shaw

ShawComp Maps v2.6.3

Three maps. This contains a full package of three maps, a Shapes patch, and a physics model. Two of the maps (Milestones and Pfhree Pfhor All) are available separately on this page. Rancid CafÈ is totally new.
(4/17/95) (114K) M1 Large
Randall Shaw

Athens Outpost

Single level. Has a feel like G4 Sunbathing. Pretty polished. Comes with a patch for terminal messages.
(4/15/95) (61K) M1 Solo
James Brewster
  Name Description

Milestones

Nice variety. Some nice hidden rooms-look for sniper positions. Most (all?) bugs have been fixed.
(4/14/95) (26K) M1 Large
Randall Shaw

Modern Waldo v.2

For those of you who love Waldo World...
(4/14/95) (27K) M1 Bungie
Zach Norwood

Whip Scorpion

A major upgrade to XenoPhobia (see below). Check out the BobCrusher!
(4/14/95) (28K) M1 Large
Eric Jorgensen

A Map Called Billy

I *really* like this level. Great mix of open space and ledges. Watch the closin' doors!
(4/13/95) (21K) M1 Small
John Howard

XenoPhobia 1.1.3d5

A couple of bugs, but a new one's coming out soon.
(4/12/95) (19K) M1 Large
Eric Jorgensen

Betty Bobs Patch 1.1

Turns your bobs into women. Now contains a sounds patch, as well!
(4/12/95) (698K) M1 Shapes
impactt@sky.net

Deep Thought

From the creator of Kill! Kill! Kill! Simple layout, in the E=MC What! genre.
(4/12/95) (28K) M1 Large
Derek Carroll
  Name Description

Marathon Shape Installer 2.0b1

Lets you edit shapes, and uses Drag and Drop.
(4/11/95) (95K) M1 Shape Tools
Kevin Bell

Marathon Dungeon Shapes

Get rid of that alien feel, put yourself in a dungeon! Comes with a small map to show you the new textures. (Really nice!)
(4/8/95) (419K) M1 Shapes
Patrick Moynihan

New Shapes 2.0

Makes netplayers look like troopers. Here's the Readme.
(4/7/95) (3662k) M1 Shapes
Predator

Marathon Sound Transporter

Allows you to make sound installers to add sounds to M1 Sound files.
(4/6/95) (27K) M1 Tools
Brian Durand

Bob Death 1.1

Gives your bobs afros.
(4/2/95) (98K) M1 Shapes
Brent Fulton

Dogs of Pfhor

Gives you marines to fight on your side (two kinds) and two new (nasty) weapons.
(4/1/95) (525K) M1 Shapes

Doom Textures

Just what it sounds like.
(4/1/95) (82K) M1 Shapes
  Name Description

Marathon 1.0 => 1.2 updater

Updates version 1.0 to 1.2. Fixes lots of mouse problems. Doesn't work on version 1.1.
(3/30/95) (205K) M1 Tools
Bungie Software

Marathon Shapes Editor 1.2b

Lets you edit the shapes file with images of your own.
(3/27/95) (57K) M1 Shape Tools
Joe Kloss

Map Editing FAQ

What it sounds like. (Very, very old info.)
(3/27/95) (16K) M1 Info

Rudimentary Level Editing

More of a curiosity than anything else. Gives instructions on using a data fork editor to modify Gamma (and Beta) levels. Almost surely won't work on released versions.
(3/27/95) (2K) M1 Info

MS Bob Patch

Adds a MS Windows logo on the breast of your bobs. Kind of hard to see, especially when you're trying to kill someone.
(3/27/95) (65K) M1 Shapes

A Little Map

Just what it says. That last corner is a doozy!
(3/20/95) (7K) M1 Novelty

Tanks and Sans

Two levels. Geometrical, lots of nooks and crannies. Fun.
(3/20/95) (22K) M1 Large
Tony Hammitt
  Name Description

Pfhor What It's Worth

Nice, as far as it goes.
(3/20/95) (11K) M1 Pfhor
Steve Israelson

Net Maps 2.5

A complete set of net levels--plus G-4 Sunbathing
(3/20/95) (238K) M1 Bungie
Randall Shaw

Funny Map

Good for a laugh. Can't play it, though (no weapons).
(3/20/95) (5K) M1 Novelty
Kirill Levchenko

Rogaland

Lots of elevators, good mix of open and closed areas. 15K
(3/20/95) (15K) M1 Large
Scott Rogala

Wheels

Personally, I like a little more room to move.
(3/20/95) (4K) M1 Novelty
Harry Hahn

What Goes Kata

A very nice twisting of What Goes Up...
(3/20/95) (16K) M1 Bungie
Mattias Fornander

Balance

Don't play this drunk.
(3/20/95) (8K) M1 Novelty
Charlie Deck
  Name Description

SkinDaCat

Never played it, but might be fun with 2 or 3 players.
(3/20/95) (5K) M1 Small

Kill! Kill! Kill!

A large, bisymmetrical (almost) level with lots of nice sniping windows.
(3/20/95) (25K) M1 Large
Derek Carroll

Bunker ID#24

Lots of weapons. Look for that 3x recharger!
(3/20/95) (10K) M1 Large
Jeff Eaton

Dogs of Pfhor 2.1

Marines that help you out, and a couple of (really) nasty new enemies make this package one worth looking at.
(3/20/95) (525K) M1 Combo
AlphaAngel

Land of the Lantern

Very big. Great on PowerMacs, seems to crash 680x0's.
(3/20/95) (312K) M1 Large
James Hakim

Barneython

Kill that nasty dinosaur! Work out those agressions!
(3/20/95) (65K) M1 Shapes

Pfhunky Chicken

Nasty textures. Great if you like wide open spaces.
(3/20/95) (26K) M1 Pfhor
Zach Norwood
  Name Description

Pillars

Simple, small, beautiful! I love it! (Needs more weapons, though.)
(3/20/95) (7K) M1 Small
Bruce Hartzler

Marathon Gothic Shapes

Dark.
(3/18/95) (3209K) M1 Shapes

Meta 0.1a1

Lets you convert Doom and Doom II WADs to a form Marathon can use.
(3/18/95) (275K) M1 Editors

Marathon Engine FAQ 0.6

Early version of this document, but contains lots of useful information about the limits of the Marathon engine.
(3/18/95) (5K) M1 Info

Shape Shuttle

Creates a "patcher" that contains only your changed shapes. Don't distribute huge Shapes files! Use Shape Shuttle and save up/download time!
(3/18/95) (30K) M1 Shape Tools
Randy Reddig

Star Trek Textures

Again, here's the Readme.
(3/18/95) (588K) M1 Shapes

Spy Shapes

Mansonesque. (Charles, that is.)
(3/18/95) (2195K) M1 Shapes
SuperSpy
  Name Description

Ultimate Hack 0.8

More of that Alien feel.
(3/18/95) (998K) M1 Shapes

Marathon Specs

Very low level. M1 only. Don't bother if you're not a programmer.
(3/18/95) (39K) M1 Info

Map Select 1.0

With this in your M1 folder, you can drop any map (in that folder) on it, regardless of name, and double-clicking on your Marathon app starts a game using that map. Want to use a different app? Drop it on Map Select, and it will be the one modified with new map names. Brings some of the convenience of M2 to M1...
(3/18/95) (18K) M1 Tools
Stuart Espey

Marathon Demo

The demo for the first version. Contains three levels for solo play and one net level. Very different feel from M2 or Infinity-if you haven't played it, you should give it a try.
(3/18/95) (3077K) M1 Tools
Bungie Software

NK Level Mover 1.0a2

Lets you move different levels between Map files. You can make a Map file with only Waldo World Arena in it to bring to net games, for example. (Warning: this program is incompatible with maps made with the latest versions of Pfhorte, and the author has no plans to update it.)
(3/18/95) (197K) M1 Editors

KPT Shapes

Made using Kai's Power Tools. Gives your net games that psychedelic feel.
(3/18/95) (1185K) M1 Shapes
Dave Bittner

Marathon Physics Model Editor 1.1

Lets you edit (and create) physics models for Marathon.
(3/18/95) (285K) M1 Editors
  Name Description

WAD exporters

Provides very primitive tools for converting Doom WADs to Marathon maps... in a many-step, tedious process.
(3/18/95) (135K) M1 Editors

Pfhorte Handbook v1.3

Just what it sounds like. Nicely laid out, in DocMaker format. Straightforward descriptions of all options, as well as hints. New version covers lighting and object placement, and has a preview of Marathon2 editing... Get this if you use Pfhorte! (Also useful for Mia users...) For use with the Pfhorte Handbook Resource Set, below. Version 1.3 adds a lot of information about scripting-includes instructions on how to build Waldo World with scripts! Minor updates to other chapters. Still doesn't cover M2, except in general terms.
(3/18/95) (255K) M1 Info

Marathon Giger Textures

Read the Readme.
(3/18/95) (658K) M1 Shapes
Bruce Hartzler

Save Patch

Almost the same as above. Only includes patches for versions 1.1 and 1.0. Uses the action key to save instead of... oh, I forget.
(3/18/95) (30K) M1 Tools
Scott Fenton



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