Browse Files

The Yota Saga, Part 6 v1.0

Installment 6 of a pretty good ongoing series. This one's focused on jumping. Grenade jumping, primarily... but you NEED rockets in at least 2 places. Gravity has been dropped just enough to make it all work nicely... I had a blast (literally). Special effects, as usual, are well-used - I especially liked the implementation of the Battle Cat's Split Poly technology. And there's a section, near the end of the level, that couldn't be done in Infinity - there are just too many lines in view. (Very cool floors, though.) A film is included, if you get stuck - I didn't look at it, but the readme says it shows the best way through the level. This series continues to impress!

The Yota Saga, Part 5 v1.0

The fifth installment of a work in progress. This one requires the shapes and sounds released with Part 4 - grab that if you don't have it already. You're suddenly on a pirate ship... and all the baddies are pastel. (Don't think for a minute that they're wusses, though - they'll kick your butt if you let 'em.) Lots of 'find the next switch' puzzles - level construction is pretty nice (you get teased with open areas before they're actually open), but be careful - the ending's a doozy.

The Yota Saga, Part 4 v1.0

Installment 4 of an ongoing series. (This needs to be played in order.) This one's 3 levels... but the first one's pretty short.) Take your time with level 2... there's a LOT to discover, even though the threat factor's pretty low. (I'd say nonexistent... but kill a few bobs, and you'll be in trouble.) Level 3... well, all I can say is he did a good job. Go play. (In case it's not clear: I had a great time playing this map. I don't want to spoil any of it for you.)

The Yota Saga, Part 3 v1.0

The third of 20 levels, to be played in order. The two-week schedule has been bumped up a bit - apparently the next chapter is gonna take a while. This one's quite a bit tougher, puzzle-wise, than the last two. (Baddie-wise, too.) Lots to kill, not all that much to do it with, and lots of places to fall down. Several of the critical switches are in unlikely places - if you're totally stuck, look around in map mode, and you might see likely alcoves. (The map's quite dark - at least one switch needed to be shot totally blind, at least on my computer.) This one'll take you a bit longer than the last two...

The Yota Saga, Part 2 v1.0

The second of 20 levels, to be played in order. (The plan is a release every two weeks - he's on schedule.) Again, ammo is sparse, and again, mapmaking is quite good. Puzzles aren't too tough, though monster placement has moved strongly in the 'Rear Admiral' direction - lots of ambushes. The 'boss' battle is a rough one - though I discovered after I was done that there was an easier way. (Pays to read the readme...) All in all, a rollicking good time! Looking forward to chapter 3.

The Yota Saga, Part 1 v1.0

The first of 20 levels, to be played in order. (The plan, at the moment, is to release one every two weeks.) Straightforward gameplay, new AI (could use a spellchecker), nice mapmaking. Too many baddies just standing around (though I was happy - the ammo's relatively sparse, so the fact that I could see baddies before they saw me made life a bit easier)... but a good start to a long scenario. Here's hoping that the rest of the chapters follow the plan!

Laboratory v1.1

This is my 4th map. I made this map because

i was bord. This is a target practice map ,

there is only one player but it is still fun to


Alt.Penance More Will Do v1.0

Alternative version of Penance More Will Do for those experiencing problems with the original.

Escape!! v1.01

This is the Windows version of my Escape!! scenario, featuring complete 7 levels. It should keep you having fun for several hours.

Hell Hole v1.1

The point of this map is to be way too damn hard, to help you stretch and learn to fight. Use "Hell Hole" to warm up before a net game or a tough level. There are no puzzles, no secrets, no cheesy circuits to plug in, just head to head non stop carnage till you die.

Hell Hole v1.2

Many changes and tweeks from monster selection to more and quicker returns from the Blood Trough. Hell Hole was always meant to be more than just a practice level, it was supposed to be a help to people wanting to test a physics model or a shapes patch. All the weapons are represented here and most of the monsters.

Hell Hole v1.3

The kickass third incarnation of Hell Hole. Practice melee fighting with this level. This is my favorite version from 1.1 to 5. It has more second-to-second gut wrenching mindless horror than any map I've played. Violence is a state of mind, you can see it in a brain as it arcs past you. Become the carnage, experience Hell Hole.

Lift Test v1.0

A test map that exploits the Platformer Chisel effect. A lift that connects two rooms that is open on all four sides. This map is totally indebted to the amazing map hacking of Jason Harper.

Assault Island

A large map, playable either as net (without the included physics model) or solo (with it). Map's not merged for easier swapping. A large castle, with a moat around it. Secrets are all over the place... many ways in (though most will require hunting). In solo mode, green stuff (troopers, hunters, etc) are on your side. Find those recharge canisters quickly...

Gemini Station -SDL- v2.0

An Aleph One/SDL conversion of Gemini Station 2.0. Converted by Randall J. Currie.

Genus Jraxii -SDL-

An Aleph One/SDL conversion of Genus J'raxii. Converted by Randall J. Currie.