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Escape!! v1.01

This was my first, 7-level scenario, and a moderate success. I've been told it's fun to play and has a good storyline, but some of my level design is simple. The Pfhor levels, in particular, aren't really Pfhor-like. Still worth the download.

TC 19 Demo

A two-level demo of an upcoming scenario. This one is plot-based... and it's good. I found it interesting that the first two comments I saw were (in order) "I like it" and "it's too hard!"

DropTerm v1.1

A simple little app to extract TERM resources from M1 maps, and reinstall them once you've edited them. Not totally idiot-proof, so be careful... but it fills a niche that's empty.

Digivid NetPak

4 netmaps, designed for larger groups (although a couple are quite playable with small groups), and an integrated physics model which changes the railgun (and makes it much more effective in netplay).

People I Could Name v1.0

A sprawling, symmetrical, multilevel map which is extremely easy to get lost in (since it looks the same in many places). Dark, and big, and hard to figure out if your fodder is above or below you... this one is good for lurkers.

Forge/Anvil FAQ v2.0

A standalone version of Bungie's Forge FAQ v2.0, for easy access. Includes the Forge Companion (available tools) and as a bonus, a promotional page.

Frame Example

A very nice example of a technique first showcased "the Battle Cat's World Tour Netpak" - Multiple textures on a single wall. Framing might just be one of the best uses of this technique to come to light so far.

Pesky Porkchop

Beautiful but large netmap...

Monsters added for solo play.

no sick & twisted physics

nice to look at

Trojan: Legacy

Trojan was one of the most ambitious Marathon 1 projects ever done. (In fact, it was one of the most ambitious Marathon projects, period... of any flavor.) The driving force behind that project, Hamish Sanderson, began, two years ago, to bring Trojan to Marathon Infinity...

Marathon Calculator

A rather intricate technique that uses the marathon engine as a binary calculator to add two numbers. Its limit is 31 (as the total), and because the actual mechanism is shown, there's a long walk between the calculator and the answer... but it's amazing what you can do when you're free for the summer. (Really, really detailed explanation.) Definitely worth a look if you're curious about how far the engine can be pushed for non-standard tasks.

Last Survivor of the Nostromo...

The last Marathon map ydnar ever made. It's been sitting on his drive until now... it's not entirely finished, but nearly finished for ydnar is polished like a diamond for human mapmakers. (Well, okay, it could use a little bit of lighting and sound work, and maybe some weapons placement... but it's pretty impressive as it stands.) Enjoy it...

No More Teleporters

Jesse Simko, creator of the eagerly awaited Muerte Machine, has uploaded this nice demonstration showing how to remove half of the warping effect which happens when a player changes levels. (He's eliminated the warp out effect from the start level... but not the warp in effect on the end level. He does, however, give some suggestions for diminishing the latter effect.) This should be very useful to anyone creating levels based in universes where teleporting makes little sense (Earthlike scenarios, for example), or to someone who's looking for a way to get around the 1024 poly limit on a si...

Lift Test

If you've built complicated elevators (lifts, to those across the pond from us Americans), you've almost certainly run across a Marathon engine limitation which can make it impossible to use the action key to trigger the elevator control (punching or projectiles are all it recognizes). This happens because the active area for a switch comes at some fixed percentage of the floor-to-ceiling height, which may or may not correspond to where you've got a switch. HAS has released a quick demo map showing a rather elegant way around this problem. (If you don't understand my wording of the problem...

Alex First

Two maps. One (Caverns) is dark, twisty, and has lots of explodabobs and MoaHs. Its main point of interest, though, is its creator... Alex Okita is an artist at Bungie West, working on Oni. This was his first Forge map. (The other map in the archive was made by a friend of his, and is a model of the friend's house. Lots of weapons, but in very specific places... take a runthrough before you play this one.)

Pfhactory N'Utopia

By some incredibly lame oversight on my part, this seminal map never made it into the archives. (It's been finished for years...) It's the base for the Infinity maps Aye Mak Sicur, Aie Mak Sicur, Carroll Street Station, You're Wormfood Dude, and who knows what else. It started life as a huge M1 netmap, grew into an M2 netmap, was probably the first 1024 poly Infinity map, and is just one heck of a map. And now it's here. Sorry for the delay.

Dual Sided Force Fields

Force fields have been around since Fm created them in Seige of Nor'Korh, but they've been one-sided (That is, they work from one side, but are passable from the other).

Then Jeff Swartz created dual sided force fields in an award winning map for the Evil Map Making Contest called "FireCracker".

Here, by Michael Watson, is a description (and demo map) showing how to make two-sided forcefields. Nicely done.

The Chickenizer Infinity Project

Three maps, a physics model, and the point of the whole package, a sounds patch. The maps have nice flow, and support a good range of players. (The texture choices sometimes need a bit of work, but...) The physics model is plainly insane, and massively increases the damage you can do with your weapons. (A film of one of the maps is included, so that you can see for yourself what happens.) The sounds patch, though... wow. Mostly digitized (and seriously modified) voices... it ranges from drop-dead funny to seriously surreal. This package is net only... but your local netgroup will enjoy the changes imposed by the various pieces.

Chisel: Stretch v3.0

Stretch is a cool Chisel plugin that allows you to stretch or mirror textures on walls. 3.0 is a pretty major upgrade that allows alterations of lines (on the automap), so that platforms can be hidden, and various other visual tricks can be performed. Well worth the download if you're building cool maps...

Spacewalk: Theme and Variations v1.0

6 levels, in somewhat unique nethop form (try it, it's kinda cool), all variations on the original. (Hence the name.) All non-alien texturesets are covered, and various liquid configurations are present.

Marathon 5 Drone Test

This is billed as a preview for Marathon 5, with a test map thrown in so you can see the new shapes. I'd say it's one heck of a fun quickie map...

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