Rocky's 6-Pak  
- Mark Brooks [rtfm@kisi.com]

     	Here's my first collection of maps for Marathon.  All of these were coneived of as net levels, but you should be able to play them by yourself with no problems using command-option.  My local MUG recently put on a Marathon tournament at Texas Tech and that's basically why I turned my interest in map making into a reality.  The maps have consequently been playtested pretty thoroughly.  Although only Rocky's Arena was actually used in the tourney, Rocky's 5D Space, Rocky's New Arena Lite, and Merry Go Round were used extensively for both practice before and relaxation after the contest.  Docking Bay Gamma and Bunkhouse are maps I made this weekend.  I stayed up way too late last night playtesting them.  By the way, none of these maps has ever been played either on a 68K Mac or with Marathon pre-1.2, so if you have any problems, let me know.  I used Phorte 1.0d13  PPC by Steve Israelson (steve_israelson@mindlink.net) to create the Pak.  And now for the maps:

0 - Docking Bay Gamma 
     Docking Bay Gamma is maybe the eighth map I made.  It has some of my early ideas about how to use elevators as obstructions in an arena.  Don't let that mislead you; there is not much truly open space in  this one.  Spankers are easy to get, but the Tozters are a little out of the way.  This one has been tested with 1, 2, and 3 players.

1 - Rocky's Arena 
     Rocky's Arena is pretty straight forward.  More of the elevator as obstruction bit is included.  In fact, it is probably the most effective here.  This has been tested with 1, 2, 3, 4, and 5 players.

2 - Rocky's 5D Space 
     Rocky's 5D Space is also pretty straight forward.  I had wondered about why maps can do this in Marathon and made this just as a test.  Some people liked it, so here it is.  This has been tested with 1, 2, 3, 4, and 5 players.

3 - Rocky's New Arena Lite
     Rocky's New Arena Lite started out as just the ground floor.  Then I thought that the central pillars could be shorter to encourage bombardment.  Well, the aliens and weapons were not being replenished properly, and I tracked it down to the fact that Marathon seems not to like to place items while players are looking.  So, I added the outside ring, the fusion corridor and the secret room.  This one also has the elevator as obstruction gimmick in it.  This has been tested with 1, 2, 3, 4, and 5 players.

4 - Merry Go Round
     I really like this level.  This one was the 'hit' of our tournament and it is just a blast.  There is a central 4-story elevator which has two hallways for each floor.  One leads to an arena, the other to a weapons room and a transporter which takes you (go ahead and guess) to the arena.  This central platform can be stopped, blocking off rooms.  In the arena there is a nice sniping ledge which can be raised, crushing the pesky sniper to death.  This has been tested with 1, 2, 3, 4, and 5 players.

5 - Bunkhouse
     Tired of playing Waldo World?  Give this a shot.  I played a map yesterday, Fort Warefare by Adam Finberg, and liked the bunker concept.  So, I made this Waldo World-like map up in about an hour or so.  I played this map about 5 hours yesterday with 3 players.  Two of us are in trouble with our wives and the other two are single.  Yes, I know that adds up to four, but we only had 3 PowerMacs available.  Anyways, we just played this time after time and I think any Marathon addict will enjoy it.  This one's been tested EXTENSIVELY with 1, 2, and 3 players.

     So, there they are.  Six new maps for net play.  If you have any problems or suggestions, please send me some e-mail.  Just plain feedback would be nice too.  Feel free to repost these maps together, unaltered, and with this doc.  If you feel the need to alter the collection, please ask before spreading it around and, even if you keep it to yourself, I'd like to know what you changed.  Thanks for reading this.

Mark Brooks
5/2/95

     