Adminn_1 on Jul 28th 2021
[07/27/21 update: Two new netmap templates added, both with pre-prepared textures, shading, and sounds -- one which is used to create NEFX netmaps, another which can be used for giant maps.] I use pre-prepared templates to make a lot of NEFX maps and I felt it was time to pass them along for anyone else's use.
One of these is used to create many NEFX netmaps, and is a room of 700 1-WU square polygons with pre-textured walls, ceilings, and floors, differential shading, item spawns, and sounds.
Another one is similar but spanning the entire possible map, and may be used for solo maps. Of course, you may want to delete some of the squares.
The oldest one is the same as the second one except unfilled and not configured.
Notes for version 2:
Two new map templates added, one used to make NEFX netmaps and another for future solo maps.
790 downloads, 5 reviews, 4 screenshots, 2.6 rating
Adminn_1 on Jul 11th 2019
A small pack of medium Infinity netmaps in the Wolf3D style, to be updated continuously. The newest one (07/11/19) is "Secret Machine Life". The other two were previously released individually: "Through Havoc's Various Nodes" and "Trial's Parallax" (originally released for Yuge). Future netmaps made in this style will be packaged in updates of this upload, with update notices and individual download links included in the description for those who already downloaded a previous release. This way Simplici7y won't be "clogged" or "spammed".
709 downloads, 2 reviews, 3 screenshots, 5.0 rating
Adminn_1 on Jun 21st 2019
Screamernail was having trouble finishing a scenario called Marathon: Green, so I finished it. This is in tribute to him. It's Extermination, so return to the starting tile after killing everything.
This scenario uses the Differential Shading Checker plugin by Douchetower/W'rkncacnter, which should be checked by default. If the textures aren't defined/differentiated enough, simply adjust graphics settings until you get something like what you see in these preview images.
774 downloads, 0 reviews, 3 screenshots, 5.0 rating
Adminn_1 on Jun 20th 2019
Adminn_1 on Jun 19th 2019
Adminn_1 on May 21st 2019
Disclaimer and Credits
Please note that this is a hybrid scenario. I take no credit for any of its custom content beyond level design, the opening text, and the title screen logo and subtext. All other credit goes to the creators of Project Conflict (for the enemies), Mararthon: Yuge (for textures), Female Bob Shapes, Marathon: Pathways Into Darkness (for scenery), Tempus Irae (for scenery), Rubicon (for scenery), Damage, Inc. (for scenery), Weland (for the menu screen), the logo in the title screen, Hardcore Sounds, Hardestcore Sounds, common use movie sounds, and some sounds I took off YouTube.
Also, this scenario is (arguably) best viewed in GL Shader graphics, mainly for the platforms.
With a new cast of enemies based on edits of RadBurn’s Project Conflict mod, Marathon: Shadervoid is a brutalist, structuralist, and continuously-mapped-for take on Marathon gameplay that takes place in a strange other dimension and deals thematically with humans’ war with themselves. Released here with two levels (one an introduction) and meant to have many more individual levels made for it over time, it is intended as an ongoing exploration of the possibilities of a certain efficiency-based level design formula, and infused with a kind of uncanny Lynchian horror never before seen in Marathon.
“Humanity is currently living in deep strain under the horrid reign of the Tribecom regime and their Erosion Task Force enforcers. Somewhere and in spite of this, a secret grassroots research and development organization has formed called Inteflow Enterprises, specializing in dimensional travel technology. They eventually find and access a dimension for the first time — a strange one consisting entirely of oddly arranged colorless block units, which are distinguished by varying light shades and appear to be carved out of a great void that mixes with liftable “door-like” blocks, earning it the nickname The Shadervoid. Its exact nature, and the source of its constructions, remain unknown; yet it is technically habitable with no sign of other life, and IE hope at least to learn from it and use it as some kind of refuge spot. As such, a team of members begin setting up and testing machinery near teleportation spots in several different parts of The Shadervoid, all while keeping communication signals with other crewmembers in their original world. However, at one point, signals mysteriously start to become intercepted, and the environment within The Shadervoid reportedly begins to falter in some respects, making teleportation problematic. Eventually, all signals are abruptly cut off. You, a guerilla fighter in the precinct that IE is based out of, decide with some fellow fighters to grab some arms and teleport into The Shadervoid to check on the crewmembers “just in case”. Yet there’s some sort of malfunction, and you black out.
When you finally wake up, alone…”
947 downloads, 1 review, 3 screenshots, 1.0 rating
Adminn_1 on Jun 9th 2018
NEFX is proud to present the first ever custom-made map for Pathways Into Darkness...Or at least Marathon: Pathways Into Darkness. This is an extermination level, so return to your starting platform to exit after killing everything.
This level is highly action-oriented and full of edifying trials and variety like never before experienced in the game.
906 downloads, 1 review, 3 screenshots, 1.0 rating
Adminn_1 on Aug 9th 2017
"Thresholds of Rite" is a level built for Tempus Irae in the style of a Wolfenstein 3D level -- that is to say, no variation in floor or ceiling height (save for obstacles). It has slightly modified textures and physics, along with a new NEFX music track that plays in-game (if you have music turned on).
To get the track to run, just drag the Music folder into your Tempus Irae folder along with the map and it should run. If it doesn’t for whatever reason, say so in the comments. If nothing else, you can just listen to the music separately, loop it on a media player while you play, or simply go without.
Much thanks to Windbreaker for helping me with a lot of the technical hurdles, as well as playing through the level and offering a couple of good tips in design. You are a true comrade.