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Welcome to the Arena

A three-level solo map. Hmm... it's big, but it often felt like I was running through the same areas again and again (even when I wasn't). There's a lot to kill, but finding the ammo/weapons you need can be frustrating. Beware of the second level on slower machines... you get an absurd number of baddies in an open area.

Death Rotunda

A standard arena with sniper positions reachable by easy-to-fall-off-of elevators.

Gladiators with Guns II v1.1

A pretty nice multilevel arena, with interconnecting narrow passageways and back elevators. The only problem is, the extravisions all over this map make navigation quite difficult... readme says the map was built while the author was sick, and felt like a bob with crack-vision, but I wish he hadn't taken it out on us... without them, though, the map is quite enjoyable. Comes with a pretty tasteless joke map... you'll need to see it for yourself. Update removes the annoying extravisions.

Jafa v1.1

Jafa is not this map's real name-you'll have to download it to see that (several of the characters cannot be reproduced with HTML), but it's a pretty nice map, anyway. Spectacular to look at, although for carnage games, it might not be laid out with serious death rates in mind... as a KOH level, though, it's quite good. (If only all the textures were aligned...) Looks like the lighting might have been improved for this version (and a lot of the texture misalignment is gone).

Lantern

A pretty slick little arena with a dangerous hill. (It's designed to look like a lantern... but what that really means is that shooting out from the hill is a risky proposition.)

Newton's Folly v1.0.1

Heavily inspired by What Goes Up (M1). There is some texture alignment needed, and the bobs can be seriously annoying in net play, but this is a pretty well thought-out map. Most areas are vulnerable from multiple directions, and there are very few (if any) resting places. Keep an eye out for secrets... some of them can make inter-area travel much easier. Update aligns most of the misaligned textures.

Operation Wormwood v1.0.1

An 8-level solo scenario, 5 net maps, a passel of physics models, and some films. This is a truly impressive piece of work, with very well-crafted levels, fantastic term and chapter art, and a load of cool features.

Passing AirWhales

An extremely playable variegated arena. Lots of platforms, but jumping distances have been planned quite well, and the alert player can use pillars and tunnels as missile blocks quite effectively. The teleporters on the bottom bring you up to sniping positions on the outside pillars... anyone trying to stay on the low hill should keep a sharp eye out above.

Psychoholic Dementia

A three-level solo scenario. A little rough around the edges (a few bad textures, that sort of thing), and a bizarre ending, but it's pretty playable. The disco's a hoot... check out the sign!

Carnage In Wonderland

A three-ringed map, with elevators providing inter-ring access. The doors are a bit strange, but maybe that's where the level name comes from... Don't get stuck in the outer ring, there's only one way out. Ammo placement seems to be geared towards 2-3 player games.

Fast and Furious

A straightforward multilevel arena (modified cross-and-diamond), with breathing rooms. Ammo will be tight for longer games.

Fortress

A simple KOH map with protected "forts" at each end of the arena. Works best for 2-player games, or small teams.

Pit of Death

A small outdoor arena with a gazebo-like hill and a raised outer ring. Nice lighting, and nice play on most machines, due to the small number of polys. (The hill is a bit hard to take at low-res.) Watch the long games... you'll be left with nothing but spanker and shotgun ammo after a while.

Spanker Mania

This is what you'd get if you combined Everyone's Mortal with Thunderdome, then shrunk the result to 25%... a small, SPNKR-filled arena with spastic elevators and very little room for error. Expect to die a lot...

Invasion of New BOB City

A followup to Bob Factory, and a pretty impressive effort. This pair of levels is very, very hard, but it's worth it... I found myself having to try sections many, many times before seeing an easier way to get somewhere. Both levels allow multiple routes of access to the finish line... and some are much harder than others. And again, that M1 feeling is everywhere. As you do your best to stay alive, don't forget to notice the little things... like the lighting, and the constant explosions, and the architecture. I'd say Darrell is a mapmaker to watch...

8 Ways 2 Die v1.1

A large mazelike map, with a mushroom in the center (acting as the hill). Lots and lots of dead ends... but many of them aren't quite as dead as they look. All teleporters take you back to the center. In team play, we found it was pretty easy to rack up kills by chasing someone into a dead end... either they die there, or they die when they arrive at the mushroom, with a rocket waiting for them... Update fixes doors, and decreases desynchronization.

Fracas

Very big. Starts out being a big, rambling level surrounded by a sewage canal. A single switch gives access to a Tozter and a second switch, which really ups the amount of ammo available...

Mission Almost Impossible

In the tradition of Waldo World. Nice flow, plenty of weapons and ammo. Two versions-with and without aliens.

Modified Duality v1.1

A version of the netmap that comes with the Infinity demo, modified to contain a pair of flechette guns and plenty of ammo. For those of you who feel the need to puncture your friends, instead of aliens, with flechette rounds... Update adds multiple depths to the pool, to allow experimentation with the KKV across media barriers.

Pfhors and Broadway v1.1

A large, flower-shaped map with a ledge around the outside, a large open floor, and a central hill/SPNKER pit. Plenty of weapons and ammo, but the ring around the hill is the only way back up to the ledge. (Well, that, or dying...)

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