Map Home Page: http://www-personal.engin.umich.edu/~mneylon/maramaps
Here is a 5th collection of my maps that I have made to date for Marathon (I). Each is a network map, and should work on both 68k machines and PPC machines, although some speed problems have been reported with more complex ones (such as V8). If you do find a problem with any of these maps, please report the problem to me.
Version 4.0 adds 4 more maps: World Wide Web II, The Bathtub of DOOM!, Pathfinder, and
Walking the Fine Line. There are no other changes in the other maps.
Version 3.0 adds 3 new maps to version 2.6, those being "Pfhor Ball, Corner Pocket", "The Chunnel", and "Attics and Cellars". There are no bug fixes between these versions.
Version 2.6 has no new maps, but only fixes some problems that I found with these maps when I recently played them in a netmatch. That's the only problem with creating maps: you really can't test out the network features :-(
Such that I know what versions most of maps are, I am upping all pre-existing maps to version 2.0. New maps, including Chessboard, Ring-A-Round, Surveyor II, and Absolut Marathon, are labeled as version 1.0.
These Maps were all constrcuted with various versions of Pfhorte, (although these are saved under v1.0d25 of the program). Pfhorte, as well as several other maps, utilities, and programs, can be found at ftp://ftp.amug.org/pub/contrib/marathon (or ftp://ftp-2.amug.org/pub/contrib/marathon), or through Marathon Central at http://www.amug.org/~marathon.
Although these are all original maps, some of the basic ideas have been given to me from others. I'd like to thank Mike Africa and Ken Wong for their ideas. SHAMELESS PLUG! If you have a map idea that you would like to see, but can't understand how to make maps, I offer my services to you. Just send me a verbose description of what you would like to see in the level, and I'll attempt to reproduce your ideas as best as possible.
A general note about my levels: I tend to make levels that are enjoyable as both network and solo play. This means that if you tend to play network games with aliens on, then you might find that the number of aliens and weapons are quite high. I strongly suggest that if you don't like this, just turn off the Aliens option when starting a network game.
The rest of the document describes each level briefly, as well as the number of the level that you should enter if you hold down Command-Option when you hit "New Game".
The Pit (v2.0) (Level 0)
A small level, similar to the original "Arena". However, the action within the arena is much more intense, as barrages of missiles cross the Pit. Side corridors provide some temporary rest points.
Rising Sun (v2.1) (Level 1)
A large arena with a central pillar, and lots of weapons and ammo at the edges. The trick: with just a hit of a switch, the outer edges will rise and crush anyone there, and creates a temporary tighter arena. Better make sure you have a good weapon before this happens!
Fixed in v2.1: Lighting set to a level which should not make this map completely dark on 68k machines (I have no access to such a machine: please email me to tell me if this works now)
I Could've Had A V8! (v2.0) (Level 2)
Similar somewhat to "E=MC What?", but with many differences. Eight platforms rise and fall in random patterns throughout the room, making straight shots almost impossible. In addition, there are a few sniper spots on the sides of the room.
The Subway Station (v2.1) (Level 3)
A good combination of open space and tight corridors. A trip to the inner rooms of the level could either give you a nice toy to waste other players with, or a quick death. Watch out for teleporters!
Fixed in v2.1: Fixed MAJOR problems with object placement: weapons should actually appear now.
The Dark (and Light) Side of the Moon (v2.1) (Level 4)
A "5-D Space"-like arena. Seemingly the same room, but with only a difference in lighting levels. People who rely on the radar, you might as well give up.
Fixed in v2.1: Adjusted object placement to remove the 'infinite Magnum' problems (hopefully)
Fodder Wall (v2.1) (Level 5)
This map should be played as a team level. A loooong staircase leads to a platform with lots of weapons, but the only way down is to drop down ... and down, and down. Try to keep hold onto the top platform as long as possible!
Fixed in v2.1: Adjusted object placement to remove the 'infinite Magnum' problems (hopefully)
Let Me See Your Hall Pass (v2.0) (Level 6)
Not much of a 'real' netmap, but good for a laugh. Between two sides of the map are 4 hallways: one with weapons, another with ammo, a 3rd with powerups, and the 4th filled with lava. Enjoy!
It's Not Easy Being Green (v2.0) (Level 7)
This map was built from a request from GreenLantern on the #marathon IRC channel, and if take a look at the map, you may see my small tribute to him. A moderately sized open area with narrow, dark passages on the outside lead to better weapons and snipers spot. Watcth the center space for special prizes!
World Wide Web (v2.0) (Level 8)
Several small rooms connected with several small hallways. The perfect place NOT be traped by an alien with a pursuer hot on your trail.
Surveyor II (v1.1) (Level 9)
This level is based on a level made by Mike Africa by the same name, with some slight refinements. The central area is divided into thrids, and a central platform takes one to the dark overlooking ledges, where sniping can take place (both by and on the sniper!)
Fixed in v1.1: Adjusted object placement to provide better quantity of weapons
Chessboard (v1.1) (Level 10)
A central area is filled with pillars. However, if a given switch is thrown, this area is closed off from the rest of level and turns off the lights, giving anyone inside the scare of their lives.
Fixed in v1.1: Adjusted object placement to provide better quantity of weapons. Removed switch room, and moved switches to outside wall. Romm divider now comes down faster, stays down longer, and will crush players.
Ring-A-Round The Rosie...(v1.1) (Level 11)
An arena is surrounded by a wide ring. A ledge exists in both areas, and better weapons can be found by ascending to these ledges. Don't get dizzy!
Fixed in v1.1: Adjusted object placement to provide better quantity of weapons
Absolut Marathon Revisited (v1.1) (Level 12)
Waaaaay back when Pfhorte was in the single digits, there was a small, novelty netmap released called Absolut Marathon, attributed to the shape of the map. In the original format, it was quite boring, so Mike Africa and me souped up the weapons, produce a map with maximum carnage for minimum effort. This map became so popular with our group that we played it as a warm-up and as the closing map for every net session. This here is a reincarnation of the Absolut map, with better weapon layouts, but with the same basic layouts. WARNING: set the maximum kills to 50, otherwise, this would be over within
a minute ;-). (Thanks to the original author of this map, whose name I cannot find right now, I mean, I have the name, its just not here right now :-)
Fixed in v1.1: Adjusted object placement to provide better quantity of weapons
Enhanced Wheel Revisited (v1.0) (Level 13)
Another revised map from long ago. The original Wheel consisted of 8 spokes, and each
player had to race from the end of the spoke to a central area to grab a good gun, then retreat back into a spoke to defend themselves with it. Not a very exciting challange, is it? Mike Africa and I modified the original map for our own group, adding interconnecting passages between spokes and teleporters, which, to our surprise, made the level much more playable and enjoyable. Here is a revised version of that Enhanced Wheel. (Again, thanks goes out to the original author of "The Wheel", whose name is not in front of me right now).
Attics and Cellars (v1.0) (Level 14)
This, dare I say, is one of my more generic levels, having no real gimmicks. However, I believe it flows well and should be good for a network game. Lots of open space and a few tight corridors.
The Chunnel (v1.0) (Level 15)
Players begin on apparently unconnected islands in a green slime sea. However, on each island is a door that lead to...The Chunnel! This map may be ahead of its time, being more apt for the reported new network play features in Marathon 2, but it should still be enjoyable in Marathon 1. This should also be good as a team game.
Pfhor Ball, Corner Pocket (v1.0) (Level 16)
Pool fanatics, get your cue sticks and rack em up, cause this level is for you. The main floor of the arena is the pool table, complete with 6 pockets leading to the ball return lanes. A good combination of wide open areas and narrow halls.
Pathfinder (v1.0) (Level 17)
This is a map for control freaks! A large arena could provide for lots of chases in wide open spaces, but when the switches at hit, the choices are cut down.
World Wide Web II (v1.0) (Level 18)
As indicated by the name, this is based on the origianal World Wide Web, except now there are twice as many links between nodes. However, they are all not on the same level, thus leading to elevators, ambushes from above, and general paranoia.
Walking the Fine Line... (v1.0) (Level 19)
A large room is filled with lava, with a platform filled with goodies sitting in the middle, *just* out of range for a grenade jump. However, if some switches are hit, a *very* narrow path comes out of the lava, allowing for the crossing to the center area. Corridors on the outside of the arena allow general battles.
The Bathtub of DOOM! (v1.0) (Level 20)
This is my first attempt at a Bungie-like level (compare with Showered or Mars). The name of the level is attributed to the shape of the map. Lots of corridors, lots of interestions, lots of open space, lots of weapons, and lots of carnage. I would *really* appriciate comments on this map such that I can improve the "bungieness" of this and future levels.
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These maps and this document (C) 1995 Michael K. Neylon. If you wish to include these maps in any software collection, please notify the author to this.