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Obituary (ti) 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... Now tweaked with better weapon/ammo placement.

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.

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.

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).

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...

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.

Simple Bypassing Levels in Coop 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...

Cheat Detector v1.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 ...

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.

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.

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.

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.

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.)

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.

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.

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...

A Breakfast Cafe in Vienna, Austria v1.0

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...

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.

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.

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.

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