Browse Files

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).

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.

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.

Space Survival v2.5

A solo net level, very well done. It builds on the Rocket Marines patch, and sticks you in an arena with lots of ammo, lots of powerups, and some truly beefed-up computer opponents.

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.)

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.

Chisel: Fix Alien Ammo v1.1

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.

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.


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...

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!

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...

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.


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).

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... a...


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, and generally, completion is possible.


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.

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).

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.

Steve No More v1.0

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.

Obituary (Evil) v1.1

A nice arena with a raised hill, and side passages for added flow. Death rates get quite high when players can shoot across altitudes...