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Compactor of Pfhunk

Very strange. The hill is truly dangerous to get to... and nasty to defend. Once you've figured out how to get up and down, it's a really fast-moving level... Aliens make it a pain in the butt.

Network Preparation

Thunderdome, slightly modified and with a nasty physics model. The elevators go all the way up now, but the ledge side never got textured, which makes for some trippy views if you're looking out at the arena... There are aliens now, and the physics model makes 'em really nasty. Supposed to be a training level.

Satan's Muffins M2

A nice port of an interesting M1 level. As with the original, it's a great arena, if you stay away from the edges... but if you do, you'll miss the goodies.

Carnage Island v3.0

Fast-paced, multilevel map. Ostensibly a circular arena, but most of the action occurs in narrow passageways or the small central room. Best with bigger groups. Update tweaks textures, makes it harder to take a lava bath. (Although there certainly are benefits!) V3 update: The central area is now outdoors. Readme lists other changes, but they don't really seem major in terms of gameplay...

Hadley's Hope

A small, bug-hunt-like level. There's an outer ring into which everyone must enter from their starting points. Inside that, there are a few small rooms with lots of cover... even though it's not large, you can stay alive a long time if you play it right. (Not much open space.) Inspired by the colony of the same name in Aliens.

Holodeck Waldo v2.1

Billed as the Ultimate Waldo World. There's a little that's new, but basically it's Waldo Conversion number 432...

Covered Bridge

A small 5D number... bigger than it looks. Really nice use of landscape texture on the roof of the bridge...

The Bomb v2

A simple, Everyone's Mortal-type net map (but not quite as fast-paced).

King's Court

An interesting little map, with lots of walls and windows blocking and facilitating long-distance shots... The hill's really not a safe place.

Paradise Can Wait

A small arena with a ledge around the outside. Needs texture alignment...

Another Brick in the Wall

Basically, two rooms, separated (and enclosed) by a wall wide enough to snipe from. There are also three lookout areas that don't seem to serve any purpose at all...

Bridge

A port of You Don't Need to See My ID. Some hallways (claustrophobic in the M1 version) are now wide enough for three people abreast... and at least one semi-open room has become seriously tight.

EvenFlow v2

Three maps. A major Juggie in every one (well, at least one...). Despite that (does my bias against monsters in net levels show?), these are relatively playable... except for the first one. (DON'T leave the main arena...) The third one's actually quite intricate... Update adds a fourth level (pretty simple, but quite fun).

No Parole

Two maps. The first is also the new map in Evenflow2. The second is a seriously frenetic multilevel circular arena. Pretty nice use of Alien textures...

Seige

A large, (technically) symmetrical level, with open, well-lit spaces, dark rooms, and some tight maze areas. Good for bigger groups.

Pacmaps

An M1 and M2 version of the Pacman maze. Very different feel to the two versions... too big, though, to recognize where you are until you go into map mode.

Smiley ID's Maps

5 levels. Very large, generally quite playable. Lots of symmetry, as well as a bit of carelessness (bad textures in places you don't go very often, etc). A couple are very pretty to look at, and a couple seem to use textures gratuitously (that is, there are texture changes that seem to be nothing more than an attempt to get another texture in).

The Splattitorium

A large, pretty arena with a raised hill and a waterfilled outer ring. Don't bother with less than four... you'll never kill anyone.

Anderson's Tool Shed

A three-level arena-type map, with a hill on top, an outer ring below it, and access to the hill on the bottom. Very hard to keep an eye on all areas...

Bucho Needs Women

A pretty straightforward port of Mars Needs Women. Nice job, overall... The only additions are small, to take advantage of some of the improvements of the M2 engine. The intention was to create an M2 version that stayed truer to the original than most of the existing ports, both in feel and in playability. In that, it is a success.

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