                                          Welcome to 

                                  The Marathon MultiMapPak vol.2 

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 WWW front end to AMUG's enormous marathon
file archive) 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. (Actually, starting with this pak, the policy is, if there are major 
problems, the map doesn't get included. The authors will be notified of the problem, so that they can fix it, 
and the map will still be available individually on the Map Page, but problem maps won't make it into paks.)

This second iteration of the MultiMapPak  contains a total of 15 levels, from 10 released maps.  (It's looking 
like 15 is a good number...) They are in alphabetical order (by original Map name, not level name), with the 
exception of A Map Named Foo!, which was listed by level name (so that the lone single-player game could
remain in the first position). The level mover used was Pfhorte 1.0d12 (68K), written by Steve Israelson
(steve_israelson@mindlink.net), whose diligence and impressive work made this mappak possible
(in more ways than one).

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

Volume 2 consists of the following maps:

Level 0  Athens Outpost 
This is a single player level, with a plot, even. You can read about the plot in the author's readme below, but
I'll say that it's a pretty nice level. Even contains a patcher for the terminal messages, which really improves
the feel of the level...
Quite difficult. Start out one level down from your usual setting (i.e., if you usually play on Major Damage, try
Normal first). Getting to that first save terminal can be a bear.

For Use With Marathon AO v1.2 patch, in Peripherals Folder

Level 1  Deep Thought
Pretty simple layout, a little reminiscent of E=MC what!.  A good net level if you like corners to hide behind.

Level 2 Foo!
A major upgrade to Bunker ID #24-C5 (which wasn't included in the first pak because I didn't know who 
wrote it). Well thought out in strategic terms (see the readme for details).

Level 3  Welcome To The Inferno
This level requires (and comes with) a zero-G physics model. Pretty tough! 

For Use With Inferno Physics Models, in Peripherals Folder

Level 4  Infestation
This level started life as Landing Bay 94, and had some real problems. They've been cleaned up, and a
few rough edges have been polished. Lots and lots and lots of hidden passages (keep your finger on that
action key). The aliens can get annoying sometimes, but at least there's plenty of ammo.

Levels 5-7  Section 13v7.0
All the new levels from this set are big, and nasty, and will keep you busy for a while. Included here are levels
5, 6 and 7 of the original. (1-3 can be found in the first mappak,  and 4 had some bad polygons, so will probably
be in the next pak.) They work both as net levels (with a bunch of players) or as solo levels (enough baddies to 
satisfy the deepest bloodlust).

Level 8 Pillars Unto You
This is a small level that provides some great 2-person net play. It is deficient in one area-weapons-so you 
may need to edit it to taste, but for small groups, this level is great!

Levels 9-10  ShawComp Studios Maps
These are two of the three maps released as the SC Maps version 2.63. (The third is Milestones, included in
the first mappak.)  The first map, Pfhree Pfhor All, uses Pfhor textures, for that alien feel.  They come 
with a shapes patch, and two physics models, one for use with the shapes patch, one for use without.  The readme
below contains more details.

For Use With SC-Periphs, in Peripherals Folder

Level 11  Snipers Only!
This is a big level, with very tall rooms. (Careful if you run in low memory conditions.) As the title 
implies, there are lots of sniper perches. Nice if you're a good shot.

Level 12 Circular Death
For sheer carnage, this level has extremely high potential. Very simple, very elegant. Only complaint-
the lava texture was used for floors, which makes for difficult distance viewing at low res. Otherwise,
this is a great net level! (I originally thought it'd be best for two players, but after a few games, I think
3 or 4  would be better.)

Level 13 Sniper Palace
Lots of windy passageways, and some good sniper perches. Two caveats-don't play this with two people
(you'll never find each other), and make sure you've got things as light as possible and at hi res 
otherwise, you can't see anything from the sniper ledges!).

Level 14 Hey, Sonny, How old are you?
Really simple and small. (Originally packaged in the ThreeNetMaps release, with Circular Death and Sniper
Palace.) At first look, I didn't like this level. However, we played it yesterday, and my opinion has changed.
Has some really nice features for net play, and weapons aren't a problem!

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 Map page for new maps, updates to existing ones, and new paks! It's now in
two locations:

http://home.amug.org/~marathon/maps/
http://www.ese.ogi.edu/pub/entertainment/marathon/maps/

Claude Errera		errera@ese.ogi.edu

______________________________________________________________________________________________
	
																		              	Athens Outpost


Athens Outpost is a single level map used with Marathon v1.2.  It will work with other versions yet the terminal patch included will not work, therefore this level will not make sense and may even crash.  This is a single player level that should work fine with the original physics model.  Please feel free to experiment with it, i.e. try it as a network level (you will of course have to modify it) as it has many open spaces as well as confined space.

The setting before this level is that you have just finished cleaning up the marathon when a message comes in from the colony.  They tell you that before the phor arrived the colony lost contact with the remote communications station, Athens, located in the asteroid belt.  Since this happens routinely they didn't think anything was wrong.....  Therefore its your job to see what happened.  You take a shuttle to the outpost, dream about your dad or something, and teleport down.  Knowing something is wrong, because the main shield is down and there is no communication, you made sure to teleport were your computer detected the least amount of life readings.....





I would like to thank Bungie, Steve Israelson (pfhorte rules since this map was created with v1.0d8 and 1.0d9), Dan Walkowski (mia's cool too v0.9), and everyone who posts on csmg.

Any questions about anything I did please e-mail brew@carina.unm.edu

Thanks
Jim Brewster
Chemical Engineering
University of New Mexico

______________________________________________________________________________________________
	
																	           	      Deep Thought



by Derek Carroll
derek@mcs.net
mantis on #marathon

   Deep Thought is a Marathon map, intended for small to medium sized games, 2-4 players.  It was going to be much more complex, but frankly, I got bored with it... so I'm passing the savings on to you!

Have fun, and send me a film if there's cool carnage to be seen.

(Oh, and yes... the answer is 42.)

Keep running, keep shooting!
______________________________________________________________________________________________

																			         A Map Named Foo!

Here's the sequel to my earlier map, Bunker ID#24. It features several shield
rechargers, cramped hallways for ambushes, large arena-type rooms for massive
firefights, seveal lighting effects, booby-trpped switches (watch out for the
"wasp pit"), and lots of other goodies.  It's designed to keep moving fast --
most rooms have atl least two entrances/exits, some have three or four. Using
the transporters or drop chutes, you can get anywhere in the map pretty fast.
Give it a shot and see what you think.

The map is enabled for single player, multiplayer carnage, and multiplayer
co-op. One note: The rechargers make racking up LOTS of kills difficult, but
here's an interesting idea... Play on "kindergarten" so the aliens aren't too
much of a pain, and set the kill limit to 1. The feeling of "stalking and
being stalked" is quite strong...

--afaeaton@aol.com
______________________________________________________________________________________________

															  							Welcome To The Inferno


OK, this map was made mostly in Pfhorte, for 2 reasons.  

1) MME and Mia didn't have poly creation when I started it
2) My map workaround doesn't cover platforms, and I had too many to mess with

So, therefore, I was forced to stick with Pfhorte.  There are several things you must know about the map to play properly...  

1) This *requires* a 0 gravity physics model.  You can use the one I included (rename it "Physics Model", w/o the quotes, of course), or make one of your own.  If you use the included one, remember that running is at 0g, and that option on the .44 will spit out wasp goo with a recoil of 200 or so.  I also included a copy of that physics file, but running is now in negative gravity, in case flying was too hard (as some complained).  You can choose.

2) There are lots of secret doors, one of which makes up a large part of the map...  Don't use a map editor unless you must...

3) Obviously, rename it "Map" after moving the original to another folder.

My email address is tklancer@cnj.digex.net -- if you do/don't like something, or have a bug to report, email me there.  You may want to just practice flying first, if you don't have any experience with it.  I may modify this in the future (I already have ideas), so don't be surprised to find another version sometime in the future.  Oh, and my homepage is at http://www.cnj.digex.net/~tklancer/ -- check it out.  I also frequent #marathon on IRC as Pfhormerl 
(4/20/95 12:29 AM)

______________________________________________________________________________________________


																					         Infestation

		This Map was made using Pfhorte 1.0d11 exclusively.  DO NOT OPEN IN ANY OTHER EDITOR!!!  Just change the name to Map and have fun.  The map is designed for network play, so you my have to use the Option/Command trick to play it single player.  There are light switches, platform switches and a sheild generator.  If you can't find somthing look for secret doors there are tons of them.  Some are harder to find than others.

		This map has been extensively tested networked on PPC's and 68k macs.  I have not tested it on any AV's so AV users be careful.		

		If you play this map networked with someone I'd apprechiate a copy of any movies that you save.  Send them to acount@u.washington.edu.
______________________________________________________________________________________________
	
			                                                Section 13 v7.0 [16/4/94]
- Jaron Ghani <jaz@ghani.demon.co.uk>

Bleah! I skipped a version number and braved a major injury (not telling) to bring you VERSION SEVEN! Yeah!

-Notes on Hangar #19 [written 8/4/94]

Hangar #19 is the map I have been trying to make for the past three weeks. Check out the bridges (ok, I cheated, but you have to, really), the building in the middle, uh, the other stuff in it. This is the first time I've run out of polygons (of which the limit is, I think , around 254) due to my over-zealous placement of staircases. I also fell foul of several nefarious attempts to convince me that there was a wall somewhere where there wasn't. It's a long story.

For  this new level, I used Phforte 1.0d6, Mia 0.9, and MME 1.0d6a. I do have Phforte d7 and 8, but there seem to be some subtle things wrong (different?) with them and their handling of level creation and side texture type retention respectively. Even though the interface has been much improved (thanks Steve) I stuck with d6 for safety.

-Notes on Hydroponics and Recycling [written 16/4/94]

Please, don't hesitate to email me if you think my naming scheme is getting boring. Anyway, these two maps were done with a combination of Pfhortes 1.0d6, d10, and d11. And maybe d9, but that version gave me the willies (BTW, thanks for d11 Steve if you happen to be reading this. And next time, I'll check whether my computer is a PowerMac before downloading the PPC version - DOH!) So.

Hydroponics has a certain amount of Hangar #19 in its makeup, methinks...my favourite texture set is still this one (you'd never guess, would you? Having done all but two maps using it) and I was determined to put a bridge in, somewhere. Statutory big squishy elevators abound (with almost as many as in Fusion Plant), there's a pretty cool set of underground tunnels, a rather nice locker or two, and TOO MANY static panels (hint folks: don't try putting static on the floor OR the ceiling: Marathon don't like it one bit). Other than that, it's just a level. With a pretty crap name.

Recycling is probably called Coolant Recycling, but what with it reading as Recycling in Pfhorte d6, Coolant Recycling in d11 (I think), and <blank> in NK, I have no idea what it looks like while you're playing it. Ah well. It's still a crap name.

Anyway, I think this is the neatest level I've done, in terms of '90' neat (courtesy of Phforte's grid thang) and not in terms of 'really amazingly cool' neat. Still, if you think otherwise, pay me. ANYWAY. I think it's pretty neat the second way too actually...I spent at least 15 minutes bombing around slaughtering troopers and squishing things with other things. So, basically it's got a lot of cool stuff, some more cool than others...A big, fast, squishing pump thing (a la Shake Before Using) that you can actually get at, a big pool of lava with a few surprises, a large helping of squishy elevator thangs (with switches and without), um, overuse of Pfhorte's staircase function (I ran out of polygons again...bleah) and some other things that seemed cool at the time but may not seem quite that good in the cold light of day. Anyway, enjoy.
 
Thanks and acknowledgements

 Steve Israelson <steve_israelson@mindlink.net>, Dan Walkowski <walkowsk@taurus.apple.com>, and last but definitely not least Michael (Starman) Gaines <starman@intac.com> for serving Pfhor-heads everywhere above and beyond the call of duty with their incredible editors which are all now capable of polygon creation! Well done chaps! They all manage to use different methods so everyone can find their level, and while compatibility is still an issue <choke> it certainly makes life interesting using all three (=. Pfhorte 1.0d11, Mia 1.0b13 and MME 1.0d7 all available from amug.org either in /incoming or /pub/marathon/edit. Go get 'em!

 Tristan (Tris) Horn <thorn@sensemedia.net> for administrating amug.orgs /pub/marathon directories on a 2400 slip line (I think) and the Complete Marathon Collection Thingi at http://home.amug.org/~marathon/ and for his continuing resemblance to Eddie Furlong. Also his two faces on the #irc marathon page of Marathon Central (=. 

 Eric Bennett <ericb@psu.edu> for Object Placement Editor (latest version v1.3 available from amug), putting an acceptable face on 20 green hunters bearing down on you as you start a map (=. I used his program to stabilise the aliens and items in the maps.

 James (Green) Nabeel (Lantern) Hakim <jnh@umich.edu> for crashing his computer at least thrice at my behest and for general coolness. His map  Land of the Lantern can be found as OA somewhere on amug, complete with accompanying textures. Check it out!

 Claude Errera <errera@ese.ogi.edu> for http://www.ese.ogi.edu/errera.html, the best collection and description of maps on the web. Check it out: you will most likely find all the maps you could ever need. And then some. He very nicely included v3.0 of this humble assemblage (Que?) in his now legendary MultiMapPak v1, available from amug (probly in /pub/marathon/map but don't quote me. Oh, check it all out)

Everyone else who responded to my uploads to amug: Steve Fenton, Curt Krone, Aiden Dysart, Hiram C Wilson, and someone called Cyberlurx@aol.com. Good one! And, of course, all on #marathon: Tris (again), Tribble (don't let it get you down!), RabidJoe (Hmmmm...), Wackadoo (these names seem strangely manic after the fact), and everyone else...in fact: Sbas, Hiram (see above: please talk to me next time you come on!), oh, uh, everyone! You're all wonderful, luvvies, thank you. I couldn't have done it without you! Mwah, mwah, exit stage left beaming.

Pleasepleasepleasepleaseplease write to me. My self-esteem is dying of cancer, but you can help by sending email to this address:

Jaron (jazg) Ghani <jaz@ghani.demon.co.uk>

ANNOUNCEMENT:
If anyone's interesting...no, I mean interested. If anyone's interested in helping to produce a collaborative (damn that word) level with different rooms done by different people please contact me. Thank you.


______________________________________________________________________________________________
         	                                      
																														 Pillars Unto You

[There is no readme for this map. From a personal note from the author:]

Actually, it was just a test map for a few ideas. I've never actually played 
it much. If you want it though, it's yours. Feel free to change anything or 
everything (you're right, it needs more weapons).

bruceh@utxvms.cc.utexas.edu (Bruce Hartzler)

______________________________________________________________________________________________

		                       Pfhree Pfhor All / Rancid Caf

********************************************************************************
                                                          This file concocted by
									 						                	       		ShawComp Studios
                                   The makers of fine Computer Entertainment
********************************************************************************
1715 E. LaVieve Ln.
Tempe, AZ 85284
FAX: (602) 968-6297
FAX: (602) 820-8337*
eMail: FrigidMan@ASU.EDU
ATTN: FrigidMan

Rancid Caf     *PLEASE READ THE FOLLOWING*
		This is the latest map file I've created. I did not include my last two files Milestones, and Pfhree Pfhor All, because the NK Map Mover no longer works with the new format of map files. You can find these two maps, however, at ftp.amug.org, as SC-NewMaps2.6.2.sit.hqx.

		Some Info on what you are about to experience: Milestones was my first 'real' map that was worth letting others use. It has lots of really nice things in it, so play it first before viewing it with a map editor. IT MUCH FUNNER TO UNCOVER SECRETS WHEN PLAYING THE GAME.  Pfhree Pfhor All is the second I've made, and is very dangerous in total carnage. Both are meant for net play, but can also be played solo. Finally there is Rancid Caf, this one is REALLY harmful to the system. It's much more different when you use the included patch and physics, more on those later. This level was created one saturday afternoon, and aliens were placed the following day. I have extensively tested this, so there are no crashes. There might be a tiny bug somewhere, but just shoot at it and it will go away ;-)

RUN THE PATCH ON YOUR SHAPES FILE, there is no need to duplicate your shapes, because this pather will do it for you. Don't get all excited though about the shapes. They just tweek a few things to make the game play more interesting, they do not add any new graphics...sorry, but I have had no luck with making any alternate shapes with the shapes editors out there.

There are two Physics files that came with this map file:

 The first Physics: The one that says "NoPatch" is to be used if you DO NOT want to use the patch on your shapes file.

 The second Physics: The one that says "UseWithPatch" is to be used ONLY when you apply the patch to your shapes file. WARNING you must use these Physics if you want to use the patch!!! Otherwise things will be REALLY weird, and to be frank, Fu**ed up :-)

 They are a combination of Peters Net Physics and my own. I loved the shotgun and hunters version of the alien weapon, so I incorporated them in. 

 These physics will also enable all (AND WORK BEST) the extra special sounds that are in the MarathonEnhancingSnds2.6 (which can be found at ftp.amug.org somewhere in the marathon folders). So if you're already are using those sounds with the previous physics that came with it, these physics will not mess anything up :-)

IMPORTANT If you do not want to use the new sounds, but you do want to use the Physics, then, if you want a sound to play for the shotgun (zues class fusion pistol) then you will need to go in with the Physics editor:
		What you need to change:  Go into the weapons catagory
																							Select Zues class plasma pistol
																							then click on firing profile
																							select the firing sound id 140
																							and change it to 2040
																							Thats all you need, to do. 
		Or you can be really messy and copy the sound ID 140 from the EnhancedSoundsFile into your sounds file. It will not replace anything, and it will add the true shotgun sound to the game. You will need, and need to know, ResEdit.


Have fun, and email me to let me know of any bugs crashes or problems. Heck, send me a compliment or two also ;-)

********************************************************************
These files included with this text are freeware and can be distributed freely amongst anyone. BUT you must include all of this original ReadMe's and Instructions! 

********************************************************************
TECHNICAL CRUD FOR YOUR INTEREST ONLY
---- UpdateMaker document description, file format 64 ----
 The original file was called Shapes
 It was created on Monday, April 17, 1995,
 and was last modified on Wednesday, April 19, 1995

 The new file is called Shapes/Tweeked. It is 6330K long.
 It was created on Monday, April 17, 1995,
 and was last modified on Sunday, April 16, 1995

.256 140 is modified (8 bytes)
.256 142 is modified (1949 bytes)
.256 143 is modified (2082 bytes)
.256 149 is modified (1235 bytes)
.256 155 is modified (2591 bytes)
vers 1 is added (69 bytes)

********************************************************************
MAJOR THANKS TO: Peter for some Ideas in the Physics Model
                                        M. Hanson who made the Physics Model Editor.
                                        Steve, for Pfhorte of coarse:)

EXTREME MAJOR THANKS TO BUNGIE for reasons any fool can see.

********************************************************************
The Crew at ShawComp
			President: Randall Shaw "FrigidMan"
			VPresident: Robert Shaw "Stimpy"
			Moral Officer: Christian Sage "Anubis"
			Secretary General: Karen Shaw "Melody"
			Chief of Security: Mark Shaw "Mr. Grins"
______________________________________________________________________________________________

															  																Snipers Only!

Snipers Only! v1.0 by Patrick Gray

Hey everyone!  here's my first release version network map.  This version doesn't have some of the textures on some walls lined up properly, but I wanted to get a working version out to see how everyone liked it and to see if there are any bugs.  Anyway, it has 8 entry points, and I would recommend playing it with 3 or more players, although 5-8 would be the ideal number.  Also, I would HIGHLY recommend at least an '040 if you want any kind of playability.  I developed this map on a 33 mhz '030, and I was getting framerates in the 6's because of the large rooms (3 main ones).  I've included an average number of aliens, maybe something like Mars Needs Women, so if you're playing with more than 5 people, I would set the difficulty to Normal so you won't die as quickly (I'd rather die from getting blown away by a friend than by an alien).  Another thing, if this map fails, try restarting without extensions.  I've found that this works in many cases with the maps i've downloaded from the net.  If it still doesn't work, send me some mail describig the problem.

In creating this map, I tried to combine good sniper play, close proximity battles, and open arena battles for one killer experience.  The main part of the map is actually quite simple, only using 5 main areas.  There are, however, five secrets in this map, and one super-secret area where you can activate the ultimate weapon (it will be obvious when you hit the map modifier while playing).  There are two light switches, one of them secret, and a boatload of places to hide and make some killer long-shots.  Do me a favor though, if you've found where the super-secret weapon is, don't blab to your friends about it.  It's always more fun when you have an advantage as distinct as this one.  You'll be able to use it once, maybe twice, before your friends figure out what's happening.  Anyway, have fun and happy Marathoning!

patrick gray - peg1485@rit.edu

btw, this was created with Pfhorte 1.0d5-d9, Mia 0.8-0.9, MME 1.0d6a-d7, OPE 1.3, and I placed the map in the full map file using NK1.0a2

______________________________________________________________________________________________

									Circular Death / Sniper Palace / Hey Sonny...

Three new maps for Marathon (OK, one of them is old, I posted it several days ago).

They are all designed for net play.   feel free to add weapons, ammo, baddies, or whatever.  Also make any modifications you wish, except that if the map is still recognizable afterwards, give me credit. (please!)

Also, I would love FEEDBACK!!   let me know what you think!  Personally I like Circular Death the best.

Alec Johnston
aej2@cornell.edu

Notes:

	Hey, Sonny:   Don't miss the "doors within doors"  that will bring you to more ledges.
				This is also a half hour job, most likely to be in need of improvement.

	Circular Death:  Nothing is secret, and there's nowhere to hide!

	Sniper Palace:  This one may be to cramped or large for some.  (did that make sense?)
