The old arcade Space Invaderrs, brought to Marathon. Plays pretty well... though it's too short. (Only 4 waves, of four invaders each.) Take a look! (The Erodrome Beta contained a different implementation of this game... but this is a lot easier to download.)
A simple, diamond-shaped map with a raised walkway down the center. Teleporters at either end let you jump back and forth between the areas separated by the walkway... or you can climb the outside stairways (as a target) to reach the top. Version 2 is totally redone... retextured, new hidey-holes, PLENTY of ammo. A far better 2-man map. (More than 3 and death rates would get obscene.)
A large, square arena, surrounded by a huge maze. Most weapons and ammo (and oxygen canisters - it's a vacuum level) are in the maze. Careful in the bottom right corner... it's possible to get stuck in the passageway. Since it's a vacuum level, there are no explosive weapons, so if you get stuck, you're done.
Mike Trinder has taken over development of this really cool tool from Bach, and has released a cleaned-up version with a bunch of bug fixes. This is just the core program-if you want other cool effects, look for them separately. (Try searching for Mike's stuff, or for Chisel stuff.) Also available is an effects programming kit (updated!), for use with either Codewarrior or Think Pascal, for those who want to roll their own. Latest update allows Chisel to be used easily with 3rd-party scenarios (like Evil and Tempus Irae). v2.1.4 fixes a long-standing (but unnoticed) problem whereby Chisel ...
Chisel makes you wonder what you can't do with Marathon maps. For anyone doing serious scenario work... if you're not using Chisel, you're wasting your time. This package is for folks who haven't used Chisel yet... or haven't updated their versions in a while. You can always grab just the Chisel app, if you're up-to-date with plugins... or go visit Mike's Chisel World, and see what he has to say. (Of course, all of Mike's Chisel-related stuff is available here, as well.) PLATformer 1.0 is included in this package. Latest release includes new versions of Wot Dat Tag Do Den> and Texture Mung...
A circular outdoor arena, with grandstand seats, and a small but deep (waterfilled) pit in the center. All the goodies (SPNKR, TOZT, powerup canisters) are in the central pit... but good players will be able to take a good chunk of health out of someone diving in - the opening is small enough that you have to slow down to a walk to get in. Better hope you actually kill them going down!
A small net map with a raised platform surrounded by a dark ring. Carnage rates should be high with almost any number of players... there's nowhere to hide. (Weapons and ammo are plentiful.)
Aother map using the Jet Li physics model. This one is a multi-level skyscraper... takes nice advantage of the flying part of the physics. Update adds MUCH more ammo.
Wow. This one isn't new... again, it's a 1997 Conahan production that never made it into the archives... but wow. It's a training package... bobs are replaced with (damn good) pistol shooting marines, troopers are replaced with shotgun-toting marines, and cyborgs are replaced with missile-shooting marines.
Wishing you could play Unreal Tournament, but don't have a system that can handle it? Love Marathon, but enjoy the Unreal weapons? Dying for the Frogblast: The Ventcore Marathon-to-Unreal conversion, but not able to wait until it's finished? David Karl now brings you the Unreal weapons for Marathon.
A large, relatively intricate design, in two flavors - night and day. Ammo will NEVER be a problem. Flow is quite good... larger groups will find that there are very few safe places, and those few you do find can end up as killing fields. The first runthrough is a bit confusing, but once you've got the layout down, movement is great. Absolutely worth a look.
Originally released with Hell Hole, this map is a simpler, faster version of that legendary practice level. Straight forward carnage... keep killing till you're dead.
9 maps, 6 large, 3 medium/small. A few minor problems, but all in all, decent flow, lots of weapons/ammo, varied layouts. If your group is looking for new netmaps, you should find some good stuff in here.
Adds a new, improved physics model to the Jet Li concept released a few days ago. Now the rockets have been replaced by shell casings (they look like marshmallows flying at you, but they're a hell of a lot more dangerous), and there are lots of dangerous bobs. This is getting very interesting...
7 maps, spanning the length and breadth of the world during world war II. Okay, not really. Just 7 maps, all tweaked for pretty nice carnage rates, with great attention to detail and superb flow. Plays solo or net.
An experiment, more than anything. The map is really just there to show off the physics model. Walkfing's faster, running messes with gravity... pistols shoot rockets (although they still do bullet damage-big difference is if you shoot a close wall, you can die, unlike your standard pistols). If you're interested in making an urban combat map, and don't feel like starting from scratch, this might be a help.
A double-level oval, with a few nooks and crannies, and a large open sewage pool in the center. Quite open, yet lots of cover. Larger groups might find it tight, but less than five should have room to breathe. Nice lighting, good weapons placement (though a little tight on ammo)... a worthwhile download. Update adds a second level that allows more reasonable KTMWTB play.