8 Submissions
Better Bridges 1.0
Crater Creator on Dec 21st 2015

Better Bridges is a new technique for simulating bridges in Aleph One levels as if the engine supported them natively. It’s a generalized Lua script that can work with any level that’s set up in a specific way. Included is a guide explaining how to make maps with Better Bridges, and a working sample map.
Notes for version 1.0:
First public release
1504 downloads, 0 reviews, 1 screenshot, 0.0 rating
Blauwe Vingers - English 1.2 English
Crater Creator on Nov 2nd 2013

This is an English translation of the Aleph One scenario "Blauwe Vingers", originally in Dutch. All due credit for the original scenario and game content belongs to Tim Vogel and Stage Game Studio. The translation was the combined effort of myself, Drictelt, and Google's translation service.
This is a translation of the map file only, which means only terminal text, map text, level names, and console text are translated. Everything else, like interface text, loading screen text, and audio, is unchanged at this time.
To install, move Kaart.sceA into the "Data" subfolder of your Blauwe Vingers installation. For more information, see the included read me file.
Enjoy!
Notes for version 1.2 English:
This is the first release, compatible with Blauwe Vingers 1.2.
2249 downloads, 2 reviews, 1 screenshot, 5.0 rating
The Goose & The Hog 1.0
Crater Creator on Sep 1st 2013

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.
Notes for version 1.0:
Initial release.
2174 downloads, 1 review, 3 screenshots, 3.0 rating
Rotating Items 1.0
Crater Creator on May 15th 2013

Back when items were strictly 2D sprites, there was little reason to care about their facing angle. We now have plugins that replace items with 3D models, yet in nearly all existing maps all weapons and ammo face the same direction.
This plugin addresses this cosmetic oddity by making all items slowly rotate (yaw), as seen in other shooters like Quake and Unreal. The 2D sprites were easy to identify because you could see them in profile from any angle. This animation restores that property, and the movement also makes them stand out more. Unfortunately, because the script physically manipulates the items in the environment, it's only expected to work in single player.
I've been using this for myself ever since thedoctor45 released his excellent 3D items plugin in February 2012. However, it's very simple and should work with any 3D items, for any scenario. Anyone making a "3D items" or similar plugin is welcome to bundle this into their work; one look at the lua and you'll see how simple the effect is to create.
2066 downloads, 2 reviews, 1 screenshot, 5.0 rating
Four of Diamonds 1.0
Crater Creator on Feb 4th 2013

This is a new, standalone release. The map is designed to support all gametypes: vanilla EMFH, KOTH, and KTMWTB; and CTF & Rugby via their respective netscripts. For the last two, download the appropriate script from right here on Simplici7y, select CTF or Rugby when gathering, and check the netscript checkbox and use the corresponding netscript as well. There is a small embedded lua script to deal with the multipurpose use of the ball, but that should all take care of itself behind the scenes.
This level is also the first release to utilize my EasyShade plugin for lighting. The screenshots for EasyShade were taken from this map.
Notes for version 1.0:
initial release
2285 downloads, 2 reviews, 3 screenshots, 3.5 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.
2072 downloads, 3 reviews, 3 screenshots, 3.0 rating
EasyShade 1.5
Crater Creator on Aug 5th 2012

EasyShade contains functions for automating the lighting of Aleph One levels. It is intended to aid mapmakers in conjunction with their usual lighting techniques. EasyShade currently includes these functions (all parameters are optional):
sunlight(contrast, manual_sun_angle, cumulative) for simulating a directional light source that affects all surfaces and does not cast shadows
roomlight(brightness, floor_threshold, ceiling_threshold, radius) for assigning a brightness to an entire room at once
pointlight(brightness, max_radius) for simulating a point light source where the player is standing (calculations done in 2D)
darken() and lighten() for nudging the brightness of the room you're in up or down. These functions are tied to the previous and next weapon keys, so you can make an adjustment by pressing one key instead of typing out a function call.
pavelight(brightness) for applying a single brightness to all surfaces in the entire level
resetlights() for restoring a level to its original lighting levels
Notes for version 1.5:
Major update, now with wholly different types of automated lighting.
2069 downloads, 1 review, 2 screenshots, 5.0 rating
Seven Stages of Megalopia 1.0
Crater Creator on Jun 9th 2011

Back in March, Irons re-discovered a contest for 7-polygon maps, also known as "Simplici7y" maps. I was intrigued by the concept, and drew some sketches that turned into these seven levels. Despite making Marathon maps for nearly the last fifteen years, this is the first Infinity map I've officially released. I chose to follow the restrictions imposed by the original contest.
Notes for version 1.0:
This is the first official release. All maps and gametypes have been tested for functionality and balance.