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Created by Kirill Levchenko

Garden

An extremely well-done 8-level solo scenario. (Well, the count's a little suspect-there are a couple of levels that probably shouldn't be counted (they're added for story continuity, but except for weapons refreshment, they don't have much on 'em), and one net level that's simply the last level, redone for netplay-but the important part is that it's a full scenario.) The story revolves around the battle for a water supply plant... and has a non-standard ending. The chapter art is inspired. Highly recommended.

Carna

This is in the same vein as 20 Minutes of Hell, for you M1 solo players. No plot (well, there is background in the readme, but it's mostly just window-dressing) - the point is to kill and stay alive as long as possible. A good stress-burner.

Free Fall

A pretty nice level with a mission. Get the repair chips... No terms, but a couple of very nice perks. Up to Bach's high-quality standard for solo maps... Cool beginning, nasty ending. (You'll see.)

Stratum Interlude

Set between Arrival and Bigger Guns Nearby, this level expands on the Bungie storyline. Another strategy level-your only weapons are your pistol and your fist. Nice.

Training Maps

Four levels. Exactly what they sound like. Each level consists of a room with one or two specific types of aliens in it. The included physics model simulates a hydrogen-filled atmosphere-use your gun and die. The idea here is to get good at killing with just your fist, and to stay alive as long as possible. Just 20 minutes a day, 3 days a week, and you'll have a flatter tummy in no time.

Deja Vu

A pretty well laid out level. You'll be far too busy trying to stay alive the first time through to really take stock of your surroundings, but don't worry, there are ways around that... For your own enjoyment, don't read the terms before playing.