Everyone starts out in a small, rectangular room filled with TOZTers and 3x canisters. You teleport out from here to a small cylinder, with shelves along the sides... a teleporter at the bottom brings you back to the top. Simple in layout, more weapons than you'll ever need, brightly lit. Expect really, really high carnage rates.
What it sounds like. An open arena with a raised cross in the center. Ammo and shotguns on the main floor, assault rifle one level up, all the big guns are a little harder to get to... See what you can do about getting the flamethrower with someone on your tail.
Shaped like a sledgehammer, with ammo at one head, the hill at the other, and SPNKRs at the bottom of the handle. Small enough that carnage should be extreme. Nice use of alien textures.
A large arena with four hills. The hills are extremely vulnerable, from many sides, but only accessible from one point (each). Nice flow, and pretty to look at, as well. (You'll have to hunt for the teleporters the first time through...)
A small central arena with a shielded hill (user-controllable), and some very easy-to-navigate passages around the outside. Bilaterally symmetrical, which makes it easy to lose your bearings... Very few places to hide, so don't take too long a breather! Update includes a couple of nasty traps for the two remaining safe places on this map...
It had to happen... here are the three Infinity demo levels (and one from Nor'Korh), remade for M2, in the suicide tradition. Some are recognizable, some are not... all yield extremely high death rates.
Two levels. Both are pretty intricate, although the first one has some problems on slower machines, due to its extreme size and openness. (It's a huge fortress, and would fit 20 players comfortably.) The readme is (very) misleading about Meo My!... don't give up on escaping the invincibility chamber. Secrets abound... The second level is well designed for KOH or Ball games. (There's a huge lower pool, which would be hard to fight in, except for the fact that all the SPNKRS are down there...)
A large central, waterfilled arena with a dry hill is surrounded by a matrix of passageways both above and below the waterline. Access to the hill is pretty nice for a water level. Update tweaks and aligns some textures.
A small arena with a sewage-filled pit in the center (hence the name), but most of the action seems to congregate in the side passages, where the weapons are... Drop back into the pit for ammo and a recharge canister. Keep an eye out for secret passages...
A huge, rambling level. There are a few funky textures, and it's really easy to get lost, but with a big enough group, there should be something for everyone. One thing's for sure-you'll never, ever, run out of ammo.
Original version released in No Parole. This is a multi-level arena, with extremely fast-moving elevators bringing players to all levels. There's a small danger of non-regeneration due to the near-constant motion of the elevators, but otherwise, this is a really fast-paced level with plenty of weapons. Two versions-one with baddies, one without. Update adds new sounds, tweaks object placement.
Horrendously annoying water level (although that seems to be the point...) Four areas, separated by ledges... primary mode of transport is the water, which goes up and down a lot (and never when you want it to...).
A short (okay, very short) but entertaining solo level, where you're a security officer on a cruise ship with a very proper AI. It won't take you long, but the terms are funny.