My first netpack. It includes 4 netmaps. Maps are good for 2-4 player games. The netpack includes the following:
1)Mr. Roger's battle world 2)Playing, at night 3)Battle at Hill 21 4)We're waiting for the boxes
Map 4 was a Rubicon netmap. I retextured it so it can be played in Marathon Infinity.
Offical
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.
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.
This pack contains 2 maps:
The Four Elements
The Four Elements Simplified
The map uses 4 Textures Jjaro, Sewage, Water, and Lava each separated in 4 sections all converging in towards the center. Pfhor textures were also used in different areas of the maps. The simplified version is similar to the the first map with stripped down center.
Some custom textures were used.
Map design by aquateenhgrfrce
Sounds by Sharkie Lino
Thanks to Sharkie Lino, cxmb, brilliant, hastur, dis, gyffes, ASH, KBM, nib, and Thug for beta testing this map and offering suggestions.
Cesspi7 is a pack of 7 net maps. Each consists of 77 polygons and is textured using only 7 different textures. They contain no right angles, and no lifts (except for Spiroche7e). Each was tested to run well on a G4/1000 MHz.
Maps: + Cesspi7 + Peyo7e + Bi7umen + Arc7ic + Spiroche7e + Depo7 + SPEC7RUM
Back from the guy you remembered... again...
Completely on Ye Olde Forge... again...
Featuring the all-new symbol of power! KEY LIME PI!
Remember, if it's tourist season, why CAN't we shoot them? ~Ruben
Added a recharge. Retextured an unaligned wall. Maybe this'll merit a review if someone sees it.
From the guy you remembered after refreshing this page, comes an all-new old-fashioned map with new twists! After playing online for a while, I have made a map that is (hopefully) good for emfh, koth, and survival. For 3-8 players.
Done completely on Ye Olde Forge again, but with a look over with Visual. Thanks to Ryoko for the advice.
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.
From the old fashioned guy you know from three seconds ago, I give you: The Mosaic Cafe! Done completely on Ye Olde Forge (with one Visual Mode Map) this is meant not to show architecture, but to have a smooth flow and endless blood. Enjoy!
I don't play online, so if there's anything wrong with this version, leave it here.
Pop'ems is a pack of 7 high-powered Aleph One net maps. They all have missile launchers, shotguns, assault rifles, and many of them have SMGs and flamethrowers as well. One map was a net map contest winner, and two others were runners up.
CFA 3000: Added hill
Werefrog: Texture updates, added hill
Scarbo: Added second lift out of SE room
Days of Wine and Roses: Broke up hallway of death, tamed siren
Power Drive is a map pack with an experimental concept: to take the focus away from the powerful weapons and put strength in the little guys. 14 maps in total.
Has embedded MML/Lua for Quake-style health kits.
Adds two maps. Significantly alters how powerups work.
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
ReadMe has information. To find it you could also find it in the Aleph one.dmg Extras file, also i didn't create this .lua file but i want to share it with others.
Its fun. Also my second file upload. Have fun! JUST TO MAKE THIS KNOWN: I DID NOT MAKE THIS SCRIPT! ALSO I DO NOT TAKE CREDIT FOR THIS SCRIPT, AND ORIGINALLY DID NOT KNOW THAT TRELLAMMA MADE THIS SCRIPT.
(playable with every gametype)
my first file which overpowers the players weaponary, here are the changes I made: pistols: shoots rockets, fusion: no change, Shotgun: single weild and shoots grenades. AR:100 bullets and 2 grenades, SMG:no changes, Flamer: no changes, Missile launcher: shoots one rocket(makes rocket launcher feel more modern), alien gun: shoots staff bolts that can launch an enemy upwards if aimed at the right spot, most effective at close range.
None available, first physics file. I am a terrible mapper so i will not upload maps.
This is my second map pack, this time veering away from maps based on natural environments; also using a custom shapes file. Be sure to use it.
After a long hiatus, Red Dragonfly is finally finished. Enjoy everyone!
Please be sure to use the custom shapes file provided.
0.21: Wrong shapes file attached before. Fixed.
After Halo - Combat Evolved by Irons, this is a script made to recreate some of the experience of playing Quake 3 online
PS: For those like Goran "Mr Obvious" Svensson, this is a prank script
First public beta, some other functions may be added in future releases.
An underwater map built in and around a scaled-up generator.
You'll need to do some swimming here; set your run key to something easy to reach if you haven't already.
Psycho Physics file:
*Movement is quicker underwater.
*All weapons fire underwater.
*Fusion Pistol fires safely underwater.
---NEW---
*All shots, including monsters' shots, will now fire underwater.
*The S'pht will not float to the top of the map. Instead, their "jump" height is left at it's highest.
The latter additions were made to make Psychomanteus more compatible with the Survival.Lua script. Enjoy.
Weapons and Ammo. Okay, this time I really ramped up the numbers.
Made more items floaty.
Physics no longer merged; I think there was an error with Atque.
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.
ATTENTION The Center Lava Column is not part of the hill. Don't run into it for KOTH.
An arena style map with a twist. The battleground changes as you want it to. Four switches control the motion of 8 Paths that Intersect the main battlefield. Also the hill has an unusual feature that makes for real fun. It is my first work that is Under 300 polygons. Critique!
Fixed KTMWTB and other stuff.