What is this map? It is a メconceptモ King of the Hill map. The Hill 'moves' around so that every two minutes, you have to battle for it in a completely new area. The Hills move by way of closing up and filling with lava, then another drains and opens up. The cycle takes a full 10 minutes, then it starts back at hill 1.
I made this map the day before our Carn Fest VI, so we could crash test it. We found a few things that needed fixing, and I fixed em on the fly. We then all came to a concesus that it was great, so we made a film and I would post it for others. Here it is, and a film included on how it's played.
Just throw this map file into the folder of EVIL (or some folder within the Evil folder), and pick it from the Environment Preferences area. It has pre-merged Physics that are EVIL compatible, so no worry there.
Actually... ANY map made for use with EVIL should be pre-merged with physics, regardless. Otherwise it's not a map worth messing with.
Created by Randall Shaw aka Frigidman
This is a concept map. Includes aliens for solo, and a ball, and a hill.
I made this map the day before our Carn Fest VI, so we could crash test it. We found a few things that needed fixing, and I fixed em on the fly. We then all came to a concesus that it was great, so we made a film and I would post it for others. Here it is, and a film included on how it's played.
There is one thing I might mention though... the physics have been altered, so that you can wield two NUKEGUNS at once. How it works is, you must first pickup one nukegun, and then pickup TWO ammo packs in order to use two nukegun. This is the only way it was possible of being done, so live with it. Shot damage has been GREATLY reduced so you need to hit them more than just once at a very far distance... made it more fair, after play testing it.
Known bugs that will not be fixed or listened too in eMail: Have to pickup ammo before using the weapon. Have to pick up more ammo in order to use a second. Only have to pick up one physical nukegun to use two. Player graphics from anothers point of view shows them holding dual pistols instead of dual nukeguns (this one is imposible to fix unless I made a stinking shapes patcher and got rid of pistols alltogether).
Just throw this map file into the folder of EVIL (or some folder within the Evil folder), and pick it from the Environment Preferences area. It has pre-merged Physics that are EVIL compatible, so no worry there.
Actually... ANY map made for use with EVIL should be pre-merged with physics, regardless. Otherwise it's not a map worth messing with.
Created by Randall Shaw aka Frigidman
This is a small, symmetrical netmap supporting emfh, koth, ktmwtb and survival. It has been merged with Hopper's Aleph One Previous AI to prevent monsters from freezing up, so the plugin won't be necessary for this map. It's recommended for two-player sized netgames, but three might work aswell.
First release.
Here's a new netmap supporting EMFH and KOTH. As is often the case, this is an exercise in flow as much as anything. The map is loosely divided into four chambers. It's entirely asymmetrical, with an open floor plan. I recommend it for 4 or fewer players.
Initial release.
Wow, I learned a lot in Weland with this second map. BTW, Terra Pfhor was scrapped from the get go.
It's Just the map if you don't know how to install maps I think you should go to the pfhorums.
If you aren't familiar with Paradise Lost, download the original here: http://www.simplici7y.com/items/paradise-lost
This is basically the same thing as Paradise Lost, but the maps are divided into four separate packs based on the chronological and stylistic period in which I made them.
This project is intended for people that only like a certain group of PL maps, and/or need or want help organizing them. This is the best I can do.
As a bonus of sorts, the maps SCB, Acid Rain, and Darkest Insurrection are also restored.
My first netmap. Harmonium is a small- to medium-sized map, best for about 4-5 players. It includes an embedded MML script for starting the player with the assault rifle and SMG.
The map is not terribly large, but at 844 polygons, it is very detailed, and may slow down for some players using OpenGL Shader mode.
I welcome any feedback.
Corrected version; the first upload did not include the embedded MML file. It has been fixed.
Yeah, just another crappy physics file. Made it a long time ago. Like all physics files, don't use on a merged map. CHANGES:shotgun shoots fusion bolts with blast radius, AR and SMG fires a larger burst (3 and 4 at a time) and shoot faster. AR bullets are powered up just a little. AR grenades have no changes; the AR just fires 5 at a time even though it might not look like it. Again, this is a PHYSICS MODEL, not a script. So don't use on a map with embedded physics. Also, FloatingX, TTEP and WEP not included. Get them in Simplici7y (except for the FloatingX; that's a 1-of-a-kind floatingx i made by modding Treellama's FloatingX. It's not posted anywhere to download.) Also, I made Super Magnum Physics ;) I just wanted to change my name. Also, the Ray Shotgun was not named after Ray. The idea of a "Ray Gun" was invented by H.G. Wells, a famous writer. "A very early example of a raygun is the Heat-Ray featured in H. G. Wells' novel The War of the Worlds (1898)." (Information page: bit.ly/eDTJ1l )
OMG! ARNOLD'S DAMN MINIGUN!
These definitely aren't the BEST maps here, but I figured I'd share them with the few that are interested. These 2 maps of mine are almost a year old. I really plan on making more in the future, as soon as I can get Basilisk II to work under Windows Vista...
Enjoy these maps...as much as you can, anyway.
This is my first netmap.
New in version 1.1
added platforms near shotguns
added an smg close to a player's starting position on the high ledge
added shading changed stair lighting from 100% to 0% to 100% to 50%
added some more ammo
changed speeds of platforms
changed a teleport destination
fixed a wall that had the wrong blue texture
added new texture to higher level hallway
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.
These were maps originally going to be the netmaps for Marathon Gladiator, but when that project was abandoned The Thug decided to release his netmaps as a pack. Since he didn't feel like joining any online sites i have to post these for him. This contain some of his original maps along with some of his new ones.
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.
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.
A small but spacious map designed to make it easy to find other players quickly.
In an effort to reduce auto-switch, the ARs and SMGs have been tucked away in the nooks and crannies of the map (for the most part).
To increase the availability of the ARs and SMGs, these weapons have been quadrupled wherever you find them, effectively (but not actually) increasing their appearance rate beyond 100%.
Added an anti auto-switch weapon compartment for the AR (top level). Raised ceiling elevation of certain architectural extremities. Adjusted direction of player starting locations to encompass a better view of nearby weapons. Fixed texture alignment issues. Some minor re-texturing.
Second Quest is a project designed to remake the original Infinity netmaps, as well as maps from other classic sources (Coriolis Loop and Marathon 2, currently). The end goal was to make them playable and enjoyable, and I believe we succeeded on all counts, with a total of 29 maps so far. It is a collaborative project, including efforts from myself (RyokoTK), screamingfool, Kinetic Turtle, Irons, and treellama.
A pack of physics models that all mod the flamethrower. One has infinite range, one has infinite range and travels faster, one makes it very inaccurate. By now hopefully you know: 1) how to use a physics file, 2) to not use on a merged map, and 3) don't review without trying it out first.
I think anybody can make this easily within a minute.
Having adopted my own creation from the Orphanage, I submit "Elements 2 Beta". This netmap pack is hostable in the usual way and will also allow nethopping, which does seem to work. Since the map was made before A1 was around, I'd be curious as to how well the levels play using a PC; they do work on Macs. If playing A1 Infinity, all levels are playable. Note that "Speed Bump" has at least one platform which causes a player to be in constant motion; die there and you will not be able to respawn. Also note that the Jjarro level's central open area is easily accessible, yet there is no way out of it except for grenade or rocket hopping or dying. ;-O If playing A1 M2, the Jjarro level will crash the game. (The Goo level will also crash since there is an SMG hidden in the level :-) The levels were built for speed rather than looks (although most look and sound pretty good). Once the bugs are edited out, it may be released as "Elements 2". Enjoy!
See description.
You Better Move v1.2 This is the first map I've ever created. I submitted it into Ryoko's Map Making Contest III, which I suprisingly got 7th place in...Hey, it was an achievement for me. This is a small map, it was initially built for four players and up, and I still play it as such, but it works well as a dueling map. Really though, if you like chaos...play it with six players...really, try it out...Its fun...I swear.
Suggested Players: 6 (...2+) Polygons: 170 Weapons: Fusion Pistol, Assault Rifle, SMG, Flamethrower
v1.2 Fixes from initial contest release: -Bouncy walls fixed -Weapon placement changed -Collectable weapons slightly changed up (I took out the Alien Shotgun and put in the TOTZ) -TOTZ respawn rate and locations changed for balance reasons -Teleporter added for some fun