Myriad

ArtL999@AOL.COM


A solo player experiment.


I never understood why Marathon maps were made in a linear fashion.  The theory works fine in the original map, wherein Bungie was seeking to tell a tale.  Finish level one, go to level two.  But the program seemed capable of web-like games, wherein level one might take you to level two, or to level three, or to level eight..  It was an idea, anyway.

I set out to create this map, with three goals in mind.  The first was to create a map with inter-linked levels, wherein several would have multiple exits.  I was hoping to crate a map wherein the a solo player could wander throughout the map, sometimes having, or wanting, to return to previous levels.  The second was to make a map that went beyond the simple shoot and kill, requiring the use of some of the simple skills used in the original map.  And lastly, I wanted to make a map that was more than 404k -- the size of the version of Pfhorte (1.0d11) that I use (although I did use MIA for some aspects).  Seemed like a magical number, somehow.

I have included a physicals model with the map.  There's pretty much no way around using one; pistol shots are needed to activate some switches.  If you use a physics model already, just be sure that the pistol shot can toggle switches.

There are a few problems, like the well in the northern part of the Wheel of Pfhortune level.  Little ones, like the program allowing you to hop back up one level, when otherwise you would not.  I addressed all of the major ones, but left two, maybe three little ones.  I did not think they were worth the effort to hunt down and resolve.  It's close enough for government work.

I support the Gleeware philosophy -- comments would be gleefully accepted and appreciated.  I hope that this map will spur others to produce web-like solo games.


----->  Art


Thanks to:

Steve Israelson
Eric Bennett
Dan Walkowski
