Browse Files

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...)

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.

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.

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.

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?

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.

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.

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...

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.


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.


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.


Underwater, most of the time. Upside: it's an evil map, so you've got pfhor staffs.

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.

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.

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.

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.

Evil-Anorexic Sacrifice v1.1

Jeff Swartz is definitely a mapmaker to watch. This is a big level, but moving around is just beautiful.

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'.