Ideal Number of Players - 1 on 1, or 3-4 Free for All
Blurb - A Dungeon themed level featuring a full loadout of offensive and defensive weapons with the exception of the Iron Doom. Neither the teleports or the shrines are random, this should allow players to learn the layout and predict/intercept opponents moves. Tricky jumps and sound cues are suited to 1 on 1 play rather than ffa but that doesn't exclude playing it for a quick bloodbath with more players.
Ideal Number of Players - 4 for fast action; more for total carnage
Blurb - Created with the Hive textures. This is a big circular pit that tends to be a fast paced, fast action, high intensity map. I wanted a staff only deathmatch with a twist. I added the chicken hole to break up the action. I made a staff only deathmatch for those who enjoy removing someone's limb and hunting them down. If you cannot handle yourself with the blade staff, this would be a good place to learn.
Title - Tomato gatherer, second circle, rank Journeyman
Ideal Number of players - 5-12
Blurb: This map is a port of a HexenWorld DM map I made a while ago, with a few areas added/changed and some secrets modified. The lava is either nastier or easier to deal with, depending on who you ask, but it's still around. Had to remove the secret room through the lava tunnel, unfortunately, because of the way H2's lava works. Besides that, though, it converted pretty well and makes for a fun free-for-all DM.
Blurb - The Andoria tile set is what I chose for this particular level. There should be enough ups and downs, plenty of verticality, and lots of fun places for staff combat. If you can't figure out how to get the IronDoom, then start thinking like a chicken...
Blurb - I wrought this cataclysmic bloodfest of hopeless despair using primarily the Dungeon texture set, supplementing it with other textures as necessary. This map has plenty of weapons scattered about, including a Phoenix bow and an Iron Doom. A large portion of it is rather symetrical, but it's broken up with some other, unique areas. I think it turned out pretty cool and I hope you do too.
Blurb - This map is dark. Like, really dark. It started out as an experiment to see if I could keep everything in silhouette by lighting stuff in the distance, but nothing in the middle of rooms and such, but didn't really end up that way. The darkness of it turned out pretty cool, though, as it kind of encourages you to be paranoid and sneak around a bit. I put a water channel in the lower area, and a metal surface on the highest catwalk to allow good use of audio cues, also. There are also a couple nice shortcuts should
Blurb - I created this level with the dungeon tile set. This is a fairly straightforward deathmatch map with enough loops and over/under levels to keep people close to each other, and the action fast. I didn't include the Iron Doom as I thought this map was too small for that weapon. I made each room unique so you can quickly become familiar with the map. Hope you enjoy it!
Blurb - This is a small deathmatch map that was done using the Cloudhub Texture set. There are 2 main atrium style rooms with lots of different height variations connected in various ways. I tried to keep the vertical element strong in the map since it is fun to fire downwards at unsuspecting enemies. Have fun.
Blurb - This map was designed with a fairly large crowd in mind. There are only a couple of really good hiding places, only one really secret place, but there are lots of ways to escape when you're low on health or ammo. Weapons and defensive spells are spread fairly evenly, but the "best" shrines are all on the outside main level - the rest of the shrines are random ones. While this is not technically a "king of the hill" map, the people who control the high ground (in this case the outside walks of the tower and the top area by the Phoenix Bow) have a tremendous advantage. It's always good to be on top!