Microwaved Steak - My favorite. I like the open feel to this level. You have an excessive number of platforms and some should be removed in favor of the adjacent stairs.
Applesauce Factory - A map for giants! Lacks flow and is boring to the eyes.
Pepsi Factory - Layout causes arduous running to and from. My least favorite. When I finally located the Pepsi machine I realized I was given no quarters in my inventory.
Not Pfhor Sale - Has a slight Thunderdome feel. You should not hear a ship creaking in this map. Please replace that with wind or even loons singing.
Plasma - This simple map could benefit from 5D.
Overall, you should experiment with sounds more. The sound of water would completely disappear if I moved over slightly for example. Architecture was poor in spots, and nice in others. Oversized maps look more so because of repetitive textures. Textures clashed in areas. Accessible liquid columns don't belong next to platform lifts.
Simple and effective. I noticed a difference of night vision illumination between Classic and Shader rendering. Using Shader was noticeably darker than rendering Classic. Software had a green color issue when picking up items. I tested this with Aleph One version 20110731. Keep it up!
After a few tries I made it through. Aleph One version 20110731 crashed with the included sounds so I removed them. The premise is to stay out of the light or the Pfhor on PCP will ruin your day. This esoteric sneak style gameplay contrasts the norm and introduces another layer of creativity for shifty scenario designers. I'm rating this 4 out of 5 because I believe the author could have included a more applicable demonstration.
Every map maker has at some point in their early days made a map like this. What better way to learn the tools than to build what comes to mind. Mine was a heavily modified version of Pfhactory for M1 with droves of endlessly respawning bad guys that gave me loads of entertainment.
Texture and lighting issues aside I must say that my largest concern for this is the limited visual scope causing far too many encounters turning corners. I agree in saying games of 3 players would allow for the best combat enjoyment.
This small map would cause high death counts. Probably best for a duel only. Multistory with passing texture choices and some shine. There are some texture issues, lack of ambient sound, and one platform temporarily blocks player advancement to a teleporter that should have a different destination. The sniper nook introduces an added element to strategy. Nice touch.
irons may have unknowingly juxtaposed himself next to aronofsky.
Dugit : Did you seriously give 4 out of 5?
Thanks for getting this informative set of examples online. I love seeing what pushing Marathon can accomplish.
Though the architecture is basic the map is interesting. Entirely too dark for fun online play, though. Add some highlighted areas at key spots to cause dark corridors to become backlit. Also, what's up with the force fields of death? Rocket launchers would be a poor choice for this map.
I kinda like it. Keep up the good work.
The textures need variety. Why are parts of this map 3+ world units tall? The teleporters should relocate their destinations. Lighting? As far as layout goes I would recommend limiting weapon choices to dual wield shotguns. Small groups of 2 or 3 only for optimal enjoyment.
The layout is pleasing and the size is just about right. Smaller groups would encounter pursuits while larger groups would default into a rocket launcher fiasco. The 2x energy pickup was a neat idea. One spot had me think it was a teleporter, but irritatingly it turned out to be nothing. This may cause a curiosity killed the cat situation during play. I encountered a platform that did not return to its normal state as quickly as the others. Finally, the central pillar has raised polygons that should be lowered some to reduce movement confusion.
The dark lighting reminds me of Marathon 1 netmaps. Despite not having aesthetics I see this being fun online.
This map shows potential. Object placement and texturing need work. Would benefit from even a minimal amount of differential shading. Layout is a multiple storied blend of walkways and tight corridors around an open center. Seems ideal for small groups.
Drifty textures and smearing are the best this has to offer. Simply crude.
An interesting concept. This is the very idea of adapting an offensive strategy that reflects limited resources and spatial constriction. The map itself is very plain and lacks variety of monsters present. The objective is obvious and game play straight forward. Reminds me of an early training level from Ohkawa's Academy for Planetary Defense scenario.