fileball.whpress.com
June 1996

April 1996

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Timeline

Pfhight Like a Man

A small, tall room with stairs around the outside, a couple of protected rooms with big weapons (and teleporters as the only entrance), and sniper pillars. Vertical distance is big enough that you actually have to aim.

Rehabilitation

Actual level title is much, much longer. (Check the readme.) Very dark, with crushers everywhere... and no way out of the pit.

Some of my Favorite Things...

A two player map. Each player is in an enclosed space, facing the other across a no-mans land. Death rates will be low, unless your opponent doesn't know how to take cover.

StoneGarden

Huge. Lots of square rooms, with floating stones i the center, and sewage pits filled with drones, linked by sewage passageways. Some cool effects, but no plot to speak of (well, stay alive long enough to see the whole thing...).

Temple of Moo

A circular main arena, with a passageway circling it at ground level, and another on the second floor. Sniper ledges with lots of cover are also on the second floor. There are two additional versions of the map included, for smaller groups-one removes the ground floor outer passage, and one removes the second floor outer passage.

The Meat Grinder

A straightforward carnage arena. Two pillars in the center, a sewage-filled passageway around the outside, and some outside ledges. There seem to be some bad walls (poly edges with actual textures assigned, even though it's supposed to be open space), but I didn't get any crashes because of it...

Tunnels

Narrow passageways filled with knee-deep water, and several fisheye powerups. Makes for drunken carnage...

69 Ways to Die v1.1

A pretty nice multilevel map, with lots of ways around. Update fixes whatever weird was making it 10 times bigger than it had to be...

Testland Physics

A map set up to test hairy physics models. It's you against way, way too many baddies... load up your meanest physics model, and see how long you can survive.

Thick of the Fray

One large arena with several perpetual baddies, and lots of fake walls hiding passageways. Look for misaligned textures when you can't get out of a room.

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