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Aye D'No (evil)

Up, down, around, and around. And around. Lots of staircases, lots of tight passageways, but plenty of open space, as well.

B-Blazer Collection V1.0

A pair of net levels that you'll either love or hate. The first is a simple arena, a wide walkway around the outside and eight narrower walkways crossing over a deep lava pool. All the textures are set to slide/wander causing some disorientating effects, although with the amount of ammo available, you'll be too busy killing each other to notice. The second level consists of two large square areas - one is made up from 8 rooms surrounding a central hill, and the second from various corridors and water columns. Teleporters link the two. Again, the texturing uses slide/wander and landscape for floors and ceilings (as well as some untextured sides).

Battle at Volar Tempest

Designed for team-play, this is a port of the M2 level Assault: Bunker Attack! to Infinity. The idea here is to enter the opposing teams base and activate four switches that will sound a siren to signify the winning team. This version extends the map by adding more routes into each base, and some other mainly cosmetic changes (also removes the need for IZD).

Brighter than Light

A large, wide-open square space with a hill at the center of one side. Access is either along vulnerable ledges, or via a platform right in front of the hill, activated by a switch behind the hill. Plenty of ammo and weapons.

Dark Skies Below (evil)

Arena type play, large area should support 6-8+ players. Transport Room along with scattered teleporters. Elevators, stairs, no rechargers but life canisters for your refreshment.

DFunct Net Maps V1.0

A collection of 14 small to medium arenas (well, the last 6 are variations on a theme). All of these are free flowing and designed for fast games play, with very few places for lurkers to hide out. All game modes are supported in here and there's range of map styles (under water, 'flat' areanas, multi level etc.) that should provide something for everyone.

Faner Hall

Technically, a 3 level netmap. The first consists of a small room in which all players start, and an a small outside arena hovering in the sky. This would get too packed for more than 3-4 players (oh, and make sure players drop items, otherwise you run out of weapons very fast). Level 2 is where the action is. A 'reconstruction' of two floors of the authors University building, with varying degrees of accuracy. Lots of of rooms and corridors, and a funky Mac lab if you install the included sound patch. This will handle 8 players in all game modes - the Hill is located in the disco/Ma...

Friend to the Wall v1.0

Feels like it was inspired by Carnage Palace DeeLuxe. (Except the lighting is a bit less interesting, and the weapons are really hig-volume.) Nice flow, should be high carnage rates. Author says, "watch your back!" It's good advice...

Gilligan's Island

A medium sized arena with the hill on an island surrounded by water. Most of the water is waist deep making attacks this way fairly unsuccessfull - far easier to jump from one of the three surrounding towers. Some nasty suprises if you use the wrong teleport or hang about for too long on the towers.

Hank's Place

A small net level made up from various sized passageways. Flow seems quite good. There's a recharger at one end reached by a fairly slow platform and dangerously open to opponents. Set up for EMfH play for 2-4 players.

Hip Hop, Then You Fall

A flat, medium sized netmap consisting of an enclosed arena with a number of doorways leading through to additional corridors. Fairly simple, fast flowing design that's set up for all net modes for 2-6 players.

Koth

A large open space with a raised hill, some underwater area, and a few side passages. Beware-looking out the window of the side passage (towards the hill) can crash you (too many transparent lines).

Life Was Good

A large EMfH map in the Pfhor texture set, made up from a number of caverns linked by wide stairways/passageways. Some nicely designed rooms and lighting effects, although I found the ambient sounds in one area far too distracting. Has a couple of untextured platform sides, and slow speed of some doors can be annoying.

Lightning Dome v1.1

A fairly standard hexagonal arena containing a central hill protected by a floor to ceiling wall in most directions. A high walkway runs around the arena, one section of which forms an elevator between the arena floor and the walkway, and a couple of rooms off the arena give access to some of the heavier weaponary. This update fixes a few bugs, tweaks some monster physics, and adds a new secret area.

Long December v2.1

Fairly open and fast flowing. The main 'arena' is split into two levels with a water pool on the lower level and stairs leading to the higher where a hill is raised up in one corner. Two elevators rise to a ledge/corridor that surrounds the arena. Would support groups of 2-6. Update of a previous release - minor changes to remove possible crashes, and some object placement improvements

Many Ways 2 Die V1.0

A large open map with lots of nooks and crannies. The Hill is on an island, surrounded by an annoyingly-depthed lake (it'll slow you down getting onto the hill or out of the area). Lots of places to attack from... and watch for teleporters.

Nothing In There But Death

A large net level designed for EMfH and KotH, consisting of two large 'arenas' and surrounding corridors on various levels. The smaller arena is lava filled with a slightly raised hill in the center, and the other contains more ammo and a shields recharger. Flow is very good with discreet teleporters to quickly transport you between the various corridors. Plenty of sniper points, and a few very handy, but well hidden secrets. Inspired by a dream the author had one night.

One Sucker vs. Another Sucker

Designed for simple two player carnarge fests. Players start at small rooms either end of a large oval arena that is surrounded by a enclosed corridor. Plenty of ammo to go around, and even more once you've found your way into the secret areas. Merged with a hand grenade physics model.

Outpost Seibalh

The basic premise of this net level is that it's set in a winter climate where snow and ice cover the ground, the result of which is that your traction with the ground is greatly reduced. It takes a while to learn the new techniques necessary (don't hold down the run key for a long time and use weapon recoil for maneuvering), but it can be fun once you get the hang of things. The map itself is fairly big (> 4 players would be best) and set up for multiplayer carnage with open large chambers on multiple levels, linked by elevators and narrow staircases.

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