fileball.whpress.com
1999

August 1998

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Timeline

Flame Pits IV (evil)

A central covered arena, with a surrounding lava moat and a second arena above. Judicious use of 5D space to supply a nice quantity of carnage space. Also available in an Infinity flavor.

Flame Pits V (evil)

The most complicated (and in some ways, the prettiest) of the Flame Pits levels. Very nice flow, once you get the hang of it... before that, it's easy to toast yourself running out a doorway on the outer ring. Also available in an Infinity flavor.

Flame Pits v1.0

A large, open level with ledges leading to a central hill, all surrounded by lava moats. If you fall in, find an edge near the hill... you're not toast yet. Also available in an Evil flavor.

Flame Pits v2.0

A large open area with 4 lava-filled pits. Switches on the outside edge control the lava height... and the aliens that can nail you. Best as KOTH, but playable as EMfH.

Flame Pits v3.0

Another variation on the Flame Pits theme. Also comes in an Evil flavor.

Flame Pits v4.0

A central covered arena, with a surrounding lava moat and a second arena above. Judicious use of 5D space to supply a nice quantity of carnage space. Also available in an Evil flavor.

Flame Pits v5.0

The most complicated (and in some ways, the prettiest) of the Flame Pits levels. Very nice flow, once you get the hang of it... before that, it's easy to toast yourself running out a doorway on the outer ring. Also available in an Evil flavor.

Flow from the Sky

A simple, square arena enclosed by a wall. Access to the wall is gained by climbing the water towers... but the towers can be enclosed in solid columns. Careful if you're going up, and someone's near the switch! Also available in an Evil flavor.

Flow from the Sky (evil)

A simple, square arena enclosed by a wall. Access to the wall is gained by climbing the water towers... but the towers can be enclosed in solid columns. Careful if you're going up, and someone's near the switch! Also available in an Infinity flavor.

Flux

A cool idea, in concept... but we couldn't get it to work for us. The idea is that you've got a bunch of interlinked rooms... and monsters in a different part of the level will open and close connecting doors, seemingly at random. If it works, it's pretty cool... you'll never know if that grenade you shoot is gonna blow up in your face as the door closes. In practice, we only had a couple of doors open and close for us...

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