Modeled after a western town, complete with jail, saloon, bordello, mines, and Boot Hill! A bit linear, but that comes from trying to set it up around Main Street (as most old west towns were), and there are usually multiple ways out of a room.
A bizarre level. Mostly a figure eight with a bunch of dead ends, but with a few secrets that make the dead ends not quite so dead. Did weird things to my computer while testing (momentary freezes-no crashes, though).
A small central arena (with a smaller central room) and a passageway (with secrets) around the outside. I think the intention was to make the central room only escapable by shooting switches, but the platforms that block access are player controllable... (Read that as: there's an easy way to get that spanker.)
Inspired by the M1 map Chunnel. The object is to flip the switch in your opponent's base. (Similar to, but still different from, the Assault! concept.) Very nice layout. Size comes from a sound file the author uses to describe the map.
A large, rambling team level. There are bases to guard, features that can only be accessed by two people working together, and lots and lots of places to sneak up on someone. Not a high carnage level... more of a hunt-and-be-hunted one...
Another very nice small arena. Well thought-out in terms of movement... for example, you can't jump straight into the center from one of the side passages (but there are a few non-direct routes...) Our experience was that this little feature gave the hill guy that extra second to get a shot off... until people got used to the layout. Update tweaks textures, sounds, placement, and adds a room.
Most areas have more than one exit, and the small central arena has lots. Fast moving platforms and teleporters keep you out of missile lock, if you use 'em right... Nice big weapons in the lava rooms, but they might be a little hard to get to. Still has a pair of bad textures in one of the lava pits (they're big walls, or it wouldn't matter much).
Two maps, one designed for 3-person games (although it'll fit up to 6) and one for 4-person games (but with eight starting points). Premise is simple-there are small platforms at the vertices of the polygon that is the map (a triangle for the 3-player version, a square for the 4-player), with the hallway before it (in the clockwise direction) teleporting to it. Hit the teleporter, you bump the platform sitter off... but watch your back.
Based on "OK, HunnyBunny". The author says this looks better in hi-res, and he ain't lyin'. (Hurts my eyes in lo-res.) A few secrets, and nice touches (use the water jets behind the waterfalls to your advantage...). Great flow.
A pretty nice little arena. Good flow around the outside, and lots of sniper locations. More than three or four would probably be a little too much... Update has more tweaks. Horizontal texture alignment is down, now it's time to work on vertical alignment...
Very big. Compartmentalized, mostly... lots of big rooms. Sort of laid out in concentric rings, but with a catwalk spanning rings. A bit of smearing on one long staircase, but nothing serious.
A large temple. Nice lighting effects, pools that are easy to exit, and some neat little tricks (shown in the included film) make this a pretty well-done map. Too big, really, for 2 or 3...
A mostly underwater map (the bulk is taken up by a large pit). Ammo is mostly at the bottom. Comes with physics that allows weapons to fire underwater.
A central arena (more action on the ledges than the floor, at least for us), and some outside narrow passageways. Author says powerups and rechargers were kept to a minimum... I guess we have different definitions of "minimum". (There are 2 2x rechargers, and a 3x powerup, that I found...) Teleporters in the outside corridors make sure it's never hard to find spanker-fodder...
Designed to be used in conjunction with the Maramacros above, these add tweaks like hundreds of spanker shots per clip, or grenades, or whatever... 13x shields... extravision, infravision, invisibility... you name it. Works best with v6.5.3 of MacsBug.