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Glory Hole

This is a net level, but it doesn't matter if you aren't connected to a network-get this map. It doesn't matter if you don't like the design (I find it a bit labyrinthine, but others love that style) - get this map. Dave Turner has once again shown what can be done, by creating a map that uses three different media types (water, lava, and sewage) and two different texture sets (sets 1 and 2, water and lava), all on the same level! And just for fun, he's tossed in some cool tricks (switch-activated teleporter, multi-level elevator, retractable recharger). He also includes info on repeating ...

Mad Pfhortes v2.0

A couple of buildings and some surrounding courtyard. You can get to every place you can see, but the teleporters that make this possible are not at all obvious. You may have to resort to a map editor to find them... but once your group knows where they are, this becomes a very fast-moving map.

Monkey's Fist

Very similar to Everyone's Mortal in layout, but much different in actual play. Very fast, with a defendable hill.

Suffer Me v1.1

A hill, surrounded by shallow lava, and overseen by several sniper perches. Getting on the hill is non-trivial, but stop in the lava if you need a little height... This should have some fast games. Update makes the sniper perches MUCH less secure.

The Last Stand

Two maps, one for small groups and one for large. Neither is huge... At first glance, this is a very simple map, but some of the dead ends actually make nice ambush spots, and a few of the escape stairwells will catch your feet if you're running away and not paying attention...

Bubbleworld v1.1

A bunch of large, well-lit rooms, some waterfilled catacombs beneath them, and darkened narrow passageways connecting everything. This one is absolutely HUGE-any one of the rooms would be big enough for a 2-3 person game... but if you've got the party, come on in!

Let's Rock!

An interesting level with several distinct areas. Big enough to support 6 (that's all the player points there are), but since the ammo is concentrated near the central arena, people should be sticking around there, making it playable with 2-3. As with the M1 level that inspired parts of this (Triskelion), a strategically placed fusion bolt can help increase the death toll on your enemies, while leaving you out of the carnage...

Buckets of Fun

Eight levels, all aimed at smaller groups (3-4). There's a bit of everything here... a modification of Waldo World (very claustrophobic), some ledge maps that are really reminiscent of Mark Conahan's M1 work Go Wif Jeza comes to mind, or Canyonlands), and some have been seen before (Bobcorn is a lot like Bob Hot Air Popper and Way Down should look like Lord of the Sky.

E=Dope MC

A remake of E=MC what!, with very cool lighting effects... update tweaks ammo, weapon, and powerup placement.

Iron Buddha Chakra v1.5

Another well-designed level (from a flow perspective), with some very nice lighting effects. Getting to the flamethrower requires exposing yourself a bit... update tweaks ammo and weapons, and makes a few aesthetic improvements.

M2 NetHell 2000

A large arena, with lots of running room. There are also several narrow passageways around the outside, which provide access to sniper positions... The jug keeps things interesting for solo play. Size comes from an included sound clip. (This description was snagged from the the M1 version, which is included here.)

Netwired v2.0a

Very nice conversions of 2 fun M1 levels... Dementia came out better than the original author's conversion attempt, imho. These are both arena maps, with narrow staircase/hallways around the outside. Torque also has some nice crossbeam action.

Sexual Chocolate

A pretty fun larger level. In theory, action should revolve around the central arena (the one with the cross and the crushers. In practice, there's quite a bit of running up and down stairs (careful of the pits!), and some good spanker action in the waldo-like side arena. Nice lighting effects.

Wheatgrass Chakra v1.5

An interesting level. On one hand, it's nicely designed... three (or two or four, depending on how you count) killing rings, with easy access between them. On the other hand, there are many little funky sections, which serve no gameplay purpose, but are pretty cool to look at... some very nice uses of polygons. Run through this level once by yourself-you may not have time to admire the window dressing during a net game. Update tweaks ammo and weapons, and seems to pretty a few areas up.

Don't Get Pfhunked

Another type of capture the flag. Find the switch in your opponent's base, then come back and flip your own. Your opponent's base will fill with lava. (Likewise, if he gets to yours first, upon flipping his, your base will fill with lava... should make you think twice before flipping...)

Four Pillars v3.0

A very slick, extremely confusing (at least the first time) large map. There's a bit of everything here... open space, sniper nests, 5D space, crushers for your enemies... you name it, all packaged in a very visually appealing map. The motion detector is close to useless, and there are many ways to get around. Use the various elevators as cover. Update cleans up a few bugs, consolidates polys (should run faster), adds sounds and aliens, and generally improves play....

Bob World Headquarters

A bunch of bobs, and a bunch of aliens... the only weapon is a single spanker. The readme says wait until you have it to start killing bobs... but when I did that, there weren't any bobs left.

BobKill

A huge pit, with a ring around the outside. Bobs galore, mostly just for killing...

Life Experience

A spaceship level, with small rooms and lots of corridors. Some texture alignment needed...

NetHell 2000

A large arena, with lots of running room. There are also several narrow passageways around the outside, which provide access to sniper positions... The jug and the MADD keep things interesting for solo play. Size comes from an included sound clip.

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