fileball.whpress.com
1999

August 1998

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Timeline

Kill the Player (SPN)

A small mazelike map, with an embedded physics model that keeps you on your toes. (It's designed to be played solo-the SPN stands for SIngle Player Network.) You get one magnum (and, if you kill the infrequent vacubob, a fusion pistol), and your job is to kill as many bobs as you can. (There is no end.) Good for target practice... the bodies really pile up. Enough recharge canisters appear that you can keep going as long as you want to.

Nuthouse of Idiosyncrasy

A small level with a pit reached by two long mirrorimage corridors. You got enforcers, you got vacuexplodabobs, you got a jug... you gotta kill 'em all, and still find your co-players. Would be horribly crowded with more than two or three.

Brief Nardonic Requiems v1.4

Two very good levels from what a great marathon author. The first level Translation into Loyalty, consists of a few mini arenas with the Tempus Pfhor texture set. The second, I Used to Be uses the outdoor enviroment from Tempus. Two very fun levels that can also be played solo. 1.4 update tweaks lighting, textures, and layout to improve gameplay.

A Breakfast Cafe in Vienna, Austria v1.0

A huge, sprawling level, with just about every possible environment. No matter what sort of battlefield you normally prefer, you should be able to find it here...

3rd and 7

A large football field, surrounded by seats (?). Nicely laid out, if a little bare... but ammo is really sparse, probably for anything more than two people. Gets a little better once you find the entrance to the control booth, but it's still not enough for bigger games.

Apocalypse Ranch

A remake of the first outdoor area from Kill Your Television, with the addition of a pair of Juggs. Sort of weird... there's tons of SPNKR missiles here, but not one SPNKR. The physics model included, though, gives you missiles instead of grenades, and a whole boatload of 'em... so you should be okay. I suppose.

Descent into Death

A huge arena surrounded by rising hallways. With big groups, this might be fun, but smaller groups would have a hard time getting close enough to kill. There's a switch in the central pillar which I don't understand at all... all it seems to do is make the upper hallways vulnerable from below. Since only those in the upper hallways can flip the switch, it seems, well... pointless. (I suppose it also makes the area around the hill targetable from above... but there is much more freedom of movement down below, so it's more dangerous to those in the passageways.)

Drink Your Wine

A square arena, with a ledge around the outside and a raised square fortress in the center. Simple, but well-designed for flow. The hill (The central fort) is accessible from both the ledge (via a bridge) and the bottom (via a fast elevator). There are a few pillars to use as cover... but more than two people in the game, and staying on the hill is a non-trivial excercise.

Home Grown Carnage

A mostly enclosed, tight-hallwayed map. (There's open space, too, but the dominant type is closed-in.) A few minor glitches, but mainly pretty nice mapmaking. Flow is good-there are multiple exits from most areas, and you won't get hung up on edges too much. Effort has been put into lighting, which (because of the mostly small spaces) shouldn't affect framerates. (The map could use a bit of sound, though...) Comes in two flavors-heavy on the weapons and ammo, for large groups, and lighter on both, for smaller groups.

Maps for Shipping

Six maps, mostly quite good. (Lords of Chaos is quite buggy, but it seems to be alone in that.)They range from smallish (It's not a Tomber has fantastic flow for a small group) to very large (Embrace the Madness could swallow 5 or 6 without too much trouble). A good combination of styles here... almost everyone in your group should be able to find a map they're comfortable on.

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