                                          Welcome to 

                                  The Marathon MultiMapPak vol.4 
                               The People's Choice

Maps are coming out at such a rapid pace these days that it's hard to keep up with what's good, what's lousy,
what might crash your machine hard...

Steve Wood (the creator of the Marathon Hyperarchive, the unfortunately languishing inspiration for the
Marathon HyperArchive NorthWest) and Claude Errera (that's me - a Marathon fanatic who is letting this 
obsession get in the way  of his day job) came up with the idea of multipacks-collections of maps released to 
the general public,  including the maps themselves, any notes the authors included, supplementary files 
(like customized shape files designed for that map), and basic notes from me (when necessary), indicating 
any problems found, or simply what comes with each level. 

This fourth iteration of the MultiMapPak has been long delayed, because the the sheer number of maps that
came out in the last six months made it nearly impossible to decide how to choose good levels for the series.
However, I've been keeping track of downloads from the HyperArchive NorthWest for the past several months,
and felt that a "popular vote" compilation might work...  so this map contains a total of 14 levels, from 11 
released maps. The number was chosen for size more than anything else (this is still a large download...).
The maps included here are the top 11 net map downloads for the month of December, 1995.  You picked 'em!
They are in alphabetical order (by original map name, not level name). The level mover used was Pfhorte 1.0d25, 
written by Steve Israelson (steve_israelson@mindlink.net), whose diligence and impressive work made 
these mappaks possible (in more ways than one).

If you're interested in other top downloads, point your table-compatible web browser to

http://www.ese.ogi.edu/pub/entertainment/marathon/maps/

and follow the links!

To use these, move or rename your Map file in your Marathon folder, drop in this file, and away you go!

Volume 4 consists of the following maps:

Level 0  Alien Ship
Laid out to look like a real ship. Quite nice, actually. Some good outside stuff. (original upload 5/3/95) 

Level 1  A Map Named Billy
Great mix of open space and ledges. Watch the closin' doors! (original upload 4/13/95)

Level 2 Black Hole Arena
Pretty fun with a few people. The arena is all space texture, landscape mode, so you've got no idea 
where anything is.  A bunch of teleporters will take you to small waldo-world-like rooms for ammo 
and weapons, and one will take you to an invisibility powerup (which makes you pretty unbeatable, 
in the arena part). No spankers or tozters make for a fun shoot-em-up. (original upload 11/29/95)

Level 3 Castle Anteries
A large, complicated castle with lots of neat tricks. Very pretty. (original upload  11/10/95) 

Level 4 Death Star Arena
Nice big arena. Lots of fun stuff to find. (original upload 5/9/95)

Level 5  Disco Inferno
This map has some really great lighting effects. Unfortunately, it also has a bunch of rooms that give me 
a nasty headache. Some really cool ideas, though... (original upload 8/9/95) 

Level 6  The Hall 1.1
Bright and big, with lots of teleporters and sniper ledges. (original upload  11/29/95)

Level 7 Home Pfhor The Holidays
Sort of a two level map. The catwalks are almost a playing field unto themselves. Nice speedy elevators. 
This map was Map of the Month for December on the Map of the Month page. (original upload 11/10/95)

Levels 8-11 Lost Angles
Four levels, mostly cityscapes. Great for snipers. (original upload  11/29/95)

Level 12  Plan 9
The author tried to make a map in the spirit of Mars Needs Women, and I think he succeeded. 
Nice flow. (original upload 11/29/95)

Level 13  Villa Banzai
A 19th century Italian villa with a few deadly secrets. Quality is up to Bungie standards. Worth it just to 
look at it, even if your machine isn't fast enough to play it well. (original upload 6/18/95)

Below you'll find the authors' original Readmes, with some minor formatting modifications for consistency.

Enjoy these maps, keep an eye out for the next bunch, and if you write a level, by all means, tell me about it! 

And keep an eye on the Marathon HyperArchive NorthWest for all things Marathon (1 and 2)!

http://www.ese.ogi.edu/pub/entertainment/marathon/

Claude Errera		errera@ese.ogi.edu

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																		                   	AlienShip 

- Aaron Countryman [acount@u.washington.edu]

			Here is my second MarathonMap.  This one takes place aboard an Alien Cargo Vessel.  I designed the level to what I thought the ship would look like with a bridge, crew quarters, mess hall, kitchen (check out the butcher preparing Bobs for dinner), cargo bay (with one way force fields), engine rooms, and fuel storage areas.  
			The level is designed for 2 to 4 people network play.  If you want to add more players just use Pfhorte and add some.  I personally think that the ammo and guns would run out too fast with 8 people playing.
			I have tested this level extensively on 68K macs and PPC's.  There shouldn't be any problems with net play or single player.  
			If you save any films feel free to mail them to me at acount@u.washington.edu

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																	           	 A Map Named Billy

by John Howard (Rugburn)

OK, so here's this map named Billy.  My next map will be named Steven and the one after that Jimmy.  The names mean nothing, they just ensure that I don't a map something boring like:
 										"Evil-Death-Kill-Carnage-Hot Carl-Land"  

Billy is a net map for 2-4 players in the style of "Waldo" and "kill!  kill!  kill!", basically some small rooms glued to a big room.  

I'm not too happy about this map.  I think it has some circulation problems, but what the hell, I spent 8 hours on it so I'm releasing it.  (Most of that time was spent saying stuff like, "What the fuck!  Why would you do that to the polygon?!  You suck Pfhorte!!!!!")  But on the upside, there's plenty of ammo and no Compilers.  So go blow up someone you love.

Tools (in order):

- My head
- Pencils
- Sketch paper
- Pfhorte 1.0d5 (grrrrrr....)
- Pfhorte 1.0d9 ("I'm running out of bugs to fix."  - Steve I.  Now try fixing the features!)
- OPE 1.3
- Pfhorte 1.0d5 (to "Save As..." the file so MME could read it and make it a net level)
- MME 1.0d7

Tanx (not in order):

Bungie ('nuff said)
Derek Carroll (mantis)  - sparring partner extrodinaire
AMUG and the Marathon site maintainers
Steve Israelson - quickly becoming the Bill Gates of Marathon Editor authors

If you like the map send me mail.  If you hate the map, send me mail.  Either way it will just inflate my sense of self-importance.

later-
John Howard
jhoward@mcs.net
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															          Black Hole Arena

By <mike9m@aol.com>.  Send me your films!

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                                          	Castle Anteries

Castle Anteries is my second castle.   It is my most ambitious level and has in it every trick I know.  The castle sits behind a courtyard, which is surrounded by a high broad wall.  The courtyard exits through a tunnel in each of two towers, set in the center of the front and back walls.  In the front tunnel, there is a switch to raise the drawbridge which lets you outside of the castle.  Go down the road a bit and turn around for a beautiful view of the entire castle.  

Inside the castle are hidden doors, doors in the floors and stairs leading back out onto the broad wall.  You can run all the way around the wall, again, underneath the two towers.  In the far tower, you can teleport up into a room in the tower from a space just underneath it.  Inside the tower are opening at the four corners, from which you can see the outside area, the courtyard, and variouse locations inside and outside of the castle. 

The broad wall leads to a second entrance in the castle to the second floor.  There are three rooms on the second floor.  Two rooms have central fire places.  One fire place has a hidden wall that raises up.  Inside the fireplace is a teleporter that will take you to the roof of the castle.  There is an entrance to the second tower from inside the second floor.  In each tower is a switch that activates the gate to the tunnel underneath the opposite tower, allowing you to seal off the courtyard and main entrance to the castle.

There are three secret entrances to the dungeon.  Two are in the main chamber on the ground level.  One is in the main bedroom on the second floor.  The dungeon is full of prisoners, secret panels, traps and surprises. 

Most control panels are seen as static, so their purpose and manner are concealed.  One charger is a 1x charger on one side, and a 3x charger on the other.  You will see only static and have to be looking at the right side when you activate it.  

There are two ways up onto the roof, but both are by teleporter.  The roof area is fairly small but overlooks the courtyard, towers and wall.  It is an excellent sniper position.

This is a good 4+ player level.  I hope you enjoy it, please give me feedback.


Kendall Redburn

kredburn@echip.com     or
bugbyte1@aol.com

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                                               *Death Star Arena*  


Fight your friends in DEATH STAR ARENA.  Millions of fans watch as you kill, Kill, KILL!  A dizzing array of weapons fling you into mortal combat with your enemies.  Shield Generators abound, and they're only 1X!!!  Secret hiding places hold everything you need to gain that extra edge!!  The pit of despair, will it send you to your doom, or the CONTROL ROOM!!! (you may never want to leave.)!!  Think fast and NEVER stop running, if you ever open the monster room, your in for trouble.  A great practice level or perfect for a net game (up to 5 players).  KILL KILL KILL!!!

E-mail for comments, flames, or just to say HI!...  vurkanan@aol.com
 
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																							  Disco Inferno Map 1.0

			by  Edward Cooper

	Here is a cool map I thought up while listening to the Saturday Night Fever sound track.  To use it rename it Map and place it in your Marathon folder.  Be sure to put your orignial map somewhere safe!

	Thanks to Steve Israelton and his map editor Phorte for making this all possible.
	
	Send comments and sugestions to "ecooper@uclink2.berkeley.edu".


		Enjoy.

No Micro$loth products were used in the creation of this map.

B).
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																														    The Hall 1.1


Version 1.0 - 9/18/1995 by Thomas Roemert

Yet another handmade Map?

After trying alot of Marathon maps I decided it's time to make my own one and present it to the (inter-)nationale Marathon community ;-)

The Hall has been done in a month. It took so long because I change here and there a little bit, put something new in it and tried to eleminate bugs.

Did it work on my Mac?

I can't guarantee a proper work. This map is tested on a PowerMac 8100/100/AV, a PowerMac 7100 and a Performa 5200. If there are any problems with 68k machine... sorry ;)

Because I didn't use any nice (and buggy) things like new shapes, new textures, different sounds or something like that, it should work fine......

What did this map offer?

Fun! (I hope so ;) ) Up to 8 players, enough weapons and ammo, secret doors and elevators, positions for snipers and so on, just all things that make networkgambling so interesting.

Bugs and bugreports

Some textures did not fit exactly. But this is a more aesthetical problem....
If there are any bugs in this map please inform my by e-mail at:

torus@bbtt.com

Thanks

A big Thank you to Steve Israelson for programming and releasing Pfhorte, this really fantastic mapeditor.


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																		    	Home Pfhor the Holidays 
                                                                    Its that time of year again...


Created by:  stompbox@wolfenet.com

Here's my second net map, Home Pfhor The Holidays. Play it by yourself or with friends, enemies, aquaintances, milk men, coroners, primates, small red insects, protozoa, anthropomorphic shoehorns, The All Mighty God, or that big burly guy with the knife who is looming up behind you. If for some wild and wacky reason you want to play this as a net map, you'll probably need 2-8 players to make it interesting. (never coulda guessed, eh?) As for the map itself, it has a little of everything, from the main arena, to the windy little mess of pasageways in the basement. I'd also have to say its quite dark. but dark is good. There arent many hiding places, so you have little choice but to keep moving, and watch your back. Ive play tested it on a wide range of computers, including one Centris 610, and also the same Centris 610.

Of course, its also playable as a solo map, and can get quite tough if your not careful. Yes, there are lots of aliens, so you may want to turn them off when net playing... I have no way to test this with other people over a network, but i'm just guessing theres enough ammo/critters, So Puhleeez send me feedback! Oh, and the S'pht are on your side, so refrain from wasting them in cold blood, they help alot when playing solo.

<BEG MODE ON>
In return for this map I ask only one thing... if you play a net game on it, send me the film! This one thing I desire more than anything else in the world (except Kathy Ireland)... If you dont play any net games, drop me a quick email, c'mon, it only takes a few seconds!
<BEG MODE OFF>

This map was made entirely with Pfhorte 1.0d25, The numero uno bestest map editor out there, over a course of three days. On to the manditory "thank you" list...

Thanks to Bungie (To you I give my favorite goat, snowflake.), Steve Iraelson (When are you going to stop making Pfhorte cooler?), The makers of Jolly Ranchers (Now thats  food.), They Might Be Giants (for their truly inspirational music, which the neighbors are starting to get sick of), and last but not least- all the denizens of #marathon on IRC.

Woo woo, I have a web page! For a good time, point NetScape at:
http://www.wolfenet.com/~stompbox/  Try it, you'll like it. Get info and screenshots of all of my maps, visit the Pfhor Anatomy page, or just peruse my [gargantuan] list of links.

And dont forget to download my other map, The Land Of Dairy Queen from my home page or the Marathon Map Page!

Oh, and before I forget... Bill Gates: BITE ME!
     
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																							              Lost Angles

These four maps are designed by a team of NASA experts for optimine network pleasure.  A PowerPC will play them beautifully, an 040 chip will play at a reduced speed.  Have Fun!  Keep looking for those secret doors.

spockers@aol.com
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																														                Plan 9


Plan 9 1995 John M. Vizcarra

Plan 9 ... as much in the vein of Mars Needs Women as I could possibly imagine.

Plan 9 ... an effort to capture the feel of Mars Needs Women's gameplay, enhancing it with some clever visuals.

Plan 9 ... a level some may criticize as being too dark!

Plan 9 ... a net map for 2 to 8 players, though best played with 3 to 6.

Interested in map-making? Check out the Pfhorte Handbook and the Pfhorte Handbook Reference Sets (vols. 1 to 6) available at your favorite Marathon Editing location.

Or at: ftp://wmj.ese.ogi.edu//pub/mac/entertainment/marathon/editors/pfhortedocs

I welcome your questions and comments.

John M. Vizcarra
jvizcarra@csus.edu
AOL: Face Value


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																		    	            Villa Banzai

by Lincoln Lydick   4/23/95


Warning: This map uses the maximum number of polygons allowed. Further, they are mainly concentrated in 3 rooms. So if your frame rate in Marathon slows substantially - get a faster computer.

Villa Banzai is a large, dark, early Italian Baroque villa located in Ohio. It's warmed by several lava pools, has a wine cellar, an arsenal, cantina, a few secrets, and it's green.

The organization is essentially 3 major rooms: The Arsenal which contains lots of ammo, weapons and specials, the Cantina which contains a 2x recharger, and the Circus which joins the other two rooms. Note that this is not a simple arena. You'll need a lot of strategy and a considerable amount of luck to defeat your opponents.

This was my second network level map (see Yoyodyne) and it was created with PfhortePPC 1.0d12 . Pfhorte is becoming a wonderful editor to work with and my congratulations to the author!

I tried hard to make this not only a fun level to play, but also an interesting place to visit. I spent a lot of time working on its organization, and especially on the details such as light and shadows. I originally planned to expand the west side of the villa, but when I ran out of polygons I figured it was probably too much anyway.

Strategy (my top ten list):

1. This is a hard level!  In a 2 person game it's difficult to topple your opponent if they are well armed and have full shields. So decide what you want first (guns or shields) and try to obtain the other quickly. If you find you're getting pounded, use the darkness to your advantage. There may be little honor in hiding and waiting, but if you win the fight - at least you're not an honorable dead person.

2. If you just died in a big fire-fight, quickly check the recharger when you're "re-born". Chances are your opponent is there and you can usually scare them away with a simple magnum shot.

3. Ration your ammo (dont shoot all the aliens - avoid them). The arsenal may be a long trek from your current position.

4. There are many large columns and niches that tend to make navigation difficult, so be careful shooting around corners and running backwards. Also, the lava is very hot - keep clear of it if your shields are low.

5. Plan your escape routes in advance and learn where the secret doors and teleporters are located (and where they send you). It's hard to chase someone in the villa and the teleporters may save your life!

6. Forget the flame thrower. If your opponents have rocket launchers it's almost pointless to use it.

7. Don't rely heavily on your motion detector. The rooms are large and you'll probably see your enemy before they register on the detector (although it is dark).

8. My all time favorite trick: if you see your oponent trying to get the invulnerability - wait in the darkness and steal it from them at the last moment (trust me - it's great!).

9. Don't get caught in the east access tunnel. You can't outrun a rocket - I've tried.

10. Finally, don't spend too much time viewing the scenery. There are some picturesque views in the villa, but keep an eye on your enemies - they'll be shooting at you.

--------------------

My special thanks to Andrei Herasimchuk: each time he'd stomp me 20-6, I'd keep changing the map until I could win too.

Happy Hunting!
-lnl
