KirkNet3
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This is my first netset for Marathon.  Sincere apologies for wasted download time to anyone who got these levels separately.  Have fun!


CHRIS'S CROSS
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A Marathon net level by Kirk Cumming.
Made with Mia! 1.0b17-18, and to a lesser extent with Pfhorte.

Recommended for smaller net game (2-5 players) but can probably accommodate larger groups.
Chris's Cross is composed of an arena intersected by 3 catwalks, with window outlooks, tunnels going under all catwalks, and connecting stairways.  Should provide for enough sniping, jumping and running to sustain a good net killfest.  Contains all weapons except the flamethrower.

1995 Kirk Cumming, v.1

MARS'S DEEP
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A Marathon net level by Kirk Cumming
made with Mia! 1.0b17-18, and to a lesser extent with Pfhorte

Recommended for a medium size net game.  No real size restriction I think.
Mars's Deep is a huge arena with several spidery passages going off to various places.  Lots of stairs, lots of dark areas (but light ones too, don't worry).  Even has a floor trap near the lower right...try it out with bobs, or with your friends!  Contains all weapons save the flamethrower.
Performance note:  due to the huge size of the central arena, and the number of polygons used, the game gets pretty choppy in the center.  My apologies.

1995 Kirk Cumming, v.1

THE ZOO
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A Marathon net level by Kirk Cumming.
Made with Mia! 1.0b18, and to a lesser extent with Pfhorte.

Recommended for medium (2-5 player) net games.
The Zoo is the display centre for various species found in the Marathon game.  Here are some of the features found:

Control Centre - the central control room is the hub of the building.  It contains switches for operating the cage mechanisms, and access to most parts of the building.  It is very secure against alien invasion, but the glass in the windows was shattered long ago.  The pillars can be opened as a door, and each one leads somewhere in the level, one to the air ducts, one to the downstairs level, one teleport to the wasp exibit and one to the hulk exibit.

Fighter and shooter exibits - these are visible from the windows of the control centre (in the north end) and have cages controlled from there.  Both have the old BobFeed system:  a switch by the cage opens a door where a feeder bob is kept.  Note that the fighter cage is dangerous, and there is no way out if you get in without opening the cage.  The shooter cage is newer and has teleportation in and out.

Wasp exibit - the cage bars are controlled from the control centre.  The south western control centre teleport leads to the wasp exibit, but be warned that it may lead inside the cage from which there is no escape if the bars are up.

Hunter exibit - this is a football shaped pit with a ledge going around.  It is dark, but the circuit box controlling the lights can be found in the air ducts.  The switch for the bridge is in the control centre.  Be warned that if they become excited, the hunters will yearn for freedom and pile onto the bridge in hopes that it will be raised.  The ground in the pit will teleport you back above.

Hulk exibit - this dark cave has a light switch on the eastern end, reached by jump or teleportation from the control centre.  The only way out is teleportation in the west end of the cave.

1995 Kirk Cumming, v.1

ps:  let me know what ya think, and send me your net levels if you want, at:
umcummi2@cc.umanitoba.ca