Tagged 'Emfh' by Most Reviews
irons on Feb 6th 2011
This is an attempt to mimic the gameplay of the old Joust arcade game. Players fly around maps and collide with each other to score kills. More detailed instructions await you in the README.
Notes for version 5.0:
This is the fifth attempt at a total Joust rewrite. Compatible with the latest version of Aleph One. Can be played on the EMFH, KOTH, and KTMWTB gametypes.
2142 downloads, 3 reviews, 1 screenshot, 4.3 rating
iamanidiot123 on Apr 15th 2011
Mods the magnum. Twice the recoil of a rocket launcher, and the power of a rocket launcher, without the explosion. Enjoy. PS THIS IS A PHYSICS FILE NOT A SCRIPT OR MAP. DONT USE ON A MERGED MAP. OMG. Why does everyone hate all my uploads? even the good ones? The ones that they TOLD me to upload? Really, I think I am going to start keeping my creations to myself.
Notes for version 1:
Whatever. Less recoil. P.S. If you are wondering where my other uploads went, it seems nobody likes them. Plus, they were the original property of Treellama. This is the only one that I really made. Oh well. P.P.S. The above is in the readme.
2228 downloads, 3 reviews, 0 screenshots, 3.3 rating
The Great Pillar 2.0 (beta2.5)
Dan the Man on Jul 9th 2011
This is my first netpack. It features a giant pillar. You start inside the pillar and stay there. Its really big and nice, with minipillars inside. I'm very sorry that I couldn't include screenshots because my network is too slow.
:::IMPORTANT NOTE::: All my projects (and all of iamanidiotbad's projects) are temporarily DEAD. Copying my projects is allowed. Thank you for your time.
Notes for version 2.0 (beta2.5):
Fixed something where a wall goes up when you activate the platforms; the platforms now don't take up the entire space between the upper ledges. Also added some waterfall thingies, removed the death trap of river canyon ringing the middle, the map doesnt flood anymore (though you still walk in shallow watter). Also... changed item placements and counts. However I do not think this map is good for survival, there is a chance that monstars will appear outside the tower. I am not sure of this... Added a nice secret through the discovery of the usage of tags!
Some transparent lines textured, i was too lazy to remove the textures. Maybe in a week i'll fix it?
And i seemingly skipped beta1 because in beta1 i forgot to texture a side on a platform. now i textured it. hip hip horray.
Also added a hill for support of survival and koth.
Also added a ball for rugby, KTMWTB, and CTF support.
2449 downloads, 3 reviews, 0 screenshots, 2.0 rating
Fort Roque 1.0.1
Crater Creator on Feb 4th 2013
I played a Call of Duty map that had a stair/bridge combination I thought was interesting. I loosely mimicked that structure and just sort of built things out from there. At this point the resemblance is gone, but I kept the style of an urban setting with buildings and structures positioned at regular angles.
I tried to put function over aesthetics, leaving all texturing/lighting/scenery/sounds until I was satisfied with the flow. The hill was not the initial focal point of the map, but as a player I like the variety provided by specific objectives like in KOTH, so I'm glad a natural hill area emerged. It may feel somewhat limited with no platforms, teleporters, or powerups; but I didn't want to throw everything and the kitchen sink into the same level.
Notes for version 1.0.1:
- reduced the shield recharger to a 1x. This seemed to be the most egregious flaw to the level.
I hate to bump this to the front page for such a minor change, so I waited until I was going to release something new anyway.
1962 downloads, 3 reviews, 3 screenshots, 3.0 rating
Arms Race 1.0
irons on Aug 18th 2015
Ryoko asked me to re-create the "Arms Race" game type from Counterstrike in Aleph One. Here's my attempt.
From the man himself:
Basically it's an EMFH script where everyone starts with rockets, and after each kill you get demoted to a weaker weapon, and the winner is the first person to get a kill with fists.
Notes for version 1.0:
1874 downloads, 3 reviews, 0 screenshots, 4.7 rating
JohannesG on Feb 16th 2013
The original Marathon weapons were not really designed with people in mind. They were designed to be effective against slow and stupid aliens that could not dodge shots and could not operate their weaponry while they were being blasted by the player. Human players are a bit more intelligent, and faster than that.
Note that this is not designed with monsters in mind!
This physics model addresses those changes and has undergone thorough balance testing during its development. Weapon switching delay is now nearly non-existant and random damage has been taken out of the game. Weapons that would normally never see action in an otherwise SPNKR filled multiplayer match can now go up against a SPNKR armed player under the right conditions.
Jóhannes Gunnar Þorsteinsson
Notes for version 1.5:
(more thorough changelog in readme)
- Speed increase of all regular bullets up to 4096.
- Alien Weapon is now a dual function with a regular primary trigger but secondary trigger set as chargeable long range high damage weapon
- The good old automatic KKV-7 SMG is back.
- Bug fix: Enforcers now use "unused 1" shot slot instead of Alien Weapon Blast so not to make them overpowered
2217 downloads, 3 reviews, 1 screenshot, 3.0 rating
Glamdring on Oct 20th 2015
Cataract Bowl is amateur effort by a first time mapper, intended more as a learning experience than as a truly great map. At this stage I am still learning shading, which is why it's so dark; and my premises are straightforward and individually tested, which is why it's so tiny.
Cataract Bowl [XS] is a round, bowl-shaped level, 13 WUs across, with exterior walls 1.3 WU above the deepest point in the center. The mild mancannons on the outer walls were designed to send anybody impacting on them flying straight back toward the center, but in practice the actual effect is that anybody running along the outer wall picks up a great deal of speed if they maintain the correct angle, and otherwise simply propel one safely to the opposite side of the bowl.
Open to criticism, or mention of any errors or bugs I have not noticed in my testing so far.
Notes for version 0.8:
Small changes to weapons and ammunition since testing in the meta.
1527 downloads, 3 reviews, 1 screenshot, 4.0 rating
NEFX Netmaps 29
Adminn_1 on Jul 16th 2022
[07/16/22: New maps added, "From Speculation to Deliverance -- World of Prisons" and "From Speculation to Deliverance -- The Pressurized Gate Blasts". Also, I fixed an issue with "Advantage's Patchwork" where it wouldn't launch for netgames because I mistakenly had "solo play" selected for it in Weland. I also removed platforms from the spawn points in the "Permachthon Autocraft" levels because in online games they had the unfortunate effect of players not being able to respawn if they spawned on an already closed crusher and got killed.]
You wanted it, you finally got it (and I've wanted it too): Height variation, differential shading, non-square based architecture, dynamic lighting, ambient sounds, textural variety, and random sounds. Initially this was based on the Kill Them All project in the sense of following the rule of having 100 polygons per level max, but over time it seems I could not stick to that necessarily. :3 However, I have made many of these maps from a 700-polygon template I made (you know, 700 because 7 because Marathon).
Notes for version 29:
07/16/22: New maps added, "From Speculation to Deliverance -- World of Prisons" and "From Speculation to Deliverance -- The Pressurized Gate Blasts". Also, I fixed an issue with "Advantage's Patchwork" where it wouldn't launch for netgames because I mistakenly had "solo play" selected for it in Weland. I also removed platforms from the spawn points in the "Permachthon Autocraft" levels because in online games they had the unfortunate effect of players not being able to respawn if they spawned on an already closed crusher and got killed.
1135 downloads, 3 reviews, 27 screenshots, 2.0 rating
RyokoTK on Jun 2nd 2007
This is the resulting netpack of the third Netmap-making contest. The top seven mappers out of a total group of nine made it into this pack, which I can easily say is the best Victory Dance pack so far.
The winners include screamingfool, Treellama, and irons, though the pack has 7 maps from 7 different mappers in all.
2633 downloads, 2 reviews, 1 screenshot, 5.0 rating
The Warehouse 2.0
The Thug on Jul 8th 2008
After a year of chopped up progress working on this map pack and a recent 4 month break, I have managed to finish The Warehouse. Version 2.0 includes 7 netmaps. Older ones include Punk Plaza, Spaceport Alpha, Docking Bay 4, and Deserted Lobby, while the newer ones include Avoiding the Light, Imperial Uranus, and Waterloo Carnage which was completely redone!
Thanks to Sharkie Lino for helping on enhancing the sounds!
Comments and suggest are always welcome. Enjoy!