The JC Net Collection v1.0
by Jeremy Condit

This set of Marathon 2 maps is a collection of four maps ported from Marathon 1 format.  After receiving feedback from those who have used my maps in the past, I've made a few careful modifications, in many cases taking advantage of what the Marathon 2 engine has to offer.  I've added better lights and ambient sounds along with lava and water.  You can even use these maps to play "King of the Hill" or "Kill the Man With the Ball" or other such games.  You can play the first three maps with up to eight players, while Portals is strictly a two-player map.  In this document, I'll go over the basics of each level, one by one...

In all of my maps, I have tried to create an original and unique gameplay situation.  You won't find "Arena of Annhilation IX" in here, as those kinds of maps are very repetitive and boring.  Be sure to read the information in italics, because otherwise you may have no clue as to what is going on in each level.

To use these maps, simply place them in the Marathon 2 folder on your hard drive (or in a folder in your Marathon folder).  Once you've launched Marathon, go to the Preferences dialog and select "Environment" from the pop-up menu.  Select "JC Net Collection" from the last pop-up menu in this dialog, click OK, and you're all set.  If you're planning on playing these maps solo, remember to hold option and command while clicking "Begin New Game" in order to choose which level you would like to play.

I've attempted to make these maps as polished and bug-free as possible.  However, I have not had an opportunity to test it thoroughly on a network or on a variety of computers.  If there are any problems that you have found, feel free to let me know at afn02635@afn.org (preferred) or JeremyC743@aol.com.  Also, I'd love some feedback or suggestions for these levels or for future creations.  Are they too big?  Too small?  Too stupid?  Too cool?  Send me a note!  Got a cool movie?  I'd love to see...

If you want to see these levels in their original Marathon 1 incarnations, point your Web browser to Claude Errera's Marathon HyperArchive Northwest, which can be found at http://www.ese.ogi.edu/pub/entertainment/marathon/.  They can also be found on AOL in the Mac Games forum.  Go to Keyword: QUICKFINDER and search for JeremyC743.

These maps were originally created using various versions of Pfhorte 1.0dxx and Mia1.0bxx.  They were ported to Marathon 2 format using Steve Israelson's cool new version of Pfhorte (currently at version 2.0a8).  Thanks to Steve Israelson and Dan Walkowski for their wonderful map editors, and, of course, to Bungie for creating this spectacular game.  Most of these levels straddle the fine line between that which rules and that which crashes Marathon.  Thus, I make no guarantees as to the performance of any of these maps on any particular computer.  I assume no responsibility for any damage to the user or the user's computer as a result of the use, misuse, or abuse of this maps.  Blah, blah blah blah, blah.  In other words, use these maps at your own risk.  These maps may be distributed freely as long as they are unaltered and this Read Me (also unaltered) is included.

The Man-Trap

This Marathon map is not your ordinary network fare.  Besides being, IMHO, a pretty decent net map in and of itself, it has a unique twist.  A cagelike room, designed to trap players while their enemies come to finish them off, exists on the eastern side of the map.  By stepping into any one of several teleporters, the player can enter this room.  Players caught in the Man-Trap are held there for a full forty-five seconds, giving the players' opponents plenty of time to reach the trap and open fire via two small tunnels leading into the trap.  After forty-five seconds, a player who has survived will be lifted to the top of the shaft where a teleporter sends him to a large weapons and ammo stash.

The teleporters that take the player to the Man-Trap are easily identifiable.  Each one is labeled by its white texture.  Whenever you are required to walk through such a teleporter, be sure to keep moving else you be teleported to the Man-Trap.  Since there are no surprises in terms of teleporters, a player must be forced to enter the Man-Trap.  Grenades or fire from other players can knock a player onto teleporters.  Players must also run across teleporters to grab weapons such as flamethrowers or MA-75s.  One corridor, made up entirely of teleporters, is blocked at one end by a door, making it an easy task to trap another player inside.  Players may also choose to enter the trap, either for a quick getaway or for easy access to the weapons stash on the northern side of the map.

Once a player has entered the Man-Trap, the lights in all of the teleporters in the level will begin to flicker brightly.  This is the signal to all other players in the game that a potential victim has entered the Man-Trap.  Grab your best weapons and head for the trap to try and finish off your enemy.  However, take precautions as your enemy is not totally defenseless.  Trapped players can quite easily fire back at attackers.  For this reason, there will appear occasionally an invisibility or invincibility bonus that will give the attacker an advantage.

In "Kill the Man With the Ball," the ball will initially appear inside the Man-Trap.

A few helpful hints:
+ The control room overlooking the room containing the flamethrower and missile launcher can be blacked out so that viewers below cannot see a potential sniper.
+ Snipers in the control room can use grenades and plasma guns to drain the water in the tanks holding the cool weapons.  An opponent trying to grab one of these weapons will no longer be able to exit the teleporter.  Force your opponents to enter the Man-Trap!
+ The teleporter/hallway near the energy recharger can be blocked either by closing the door when it is opened from the teleporter side or by standing in front of the exit.  Again, force opponents to enter the trap.
+ It is possible to open the above-mentioned door from the teleporter side and enter the octagonal room without being teleported.
+ Aim from your left shoulder when attempting to thread a missile into or out of the Man-Trap.  Otherwise the missile will hit the left side of the tunnel and kill you instead!
+ When inside the Man-Trap, face east or west and use your 'look' keys to cover both tunnels.

Stop the Press!

The press is gone, but the name remains.  This Marathon map was intended for network play with 2-4 players, although I've included 8 starting points for those of you with access to a network capable of such games.  It's a relatively small map, but it has some unique (and entertaining) aspects.  There's a control room in the center of the map overlooking three open rooms.  From the control room, the lower tunnels can be flooded with lava.  This works great for "King of the Hill."  The person in the control tower will score points as long as he does not stand on the elevator leading to the tower.

In "Kill the Man With the Ball," the ball will initially appear in the control tower.

A few helpful hints:
+ Watch your back when you're in the control room!  You're vulnerable from many sides.  Your motion detector is very handy as it will allow you to see virtually all players on the map at any given time.
+ It can be difficult to get into the elevator shaft to exit the control room.  Practice exiting quickly.
+ Try firing a missile from the outer ring (the one with the blue border near the ceiling) through the control room to hit the other side of the outer ring.  Cool, huh?
+ If the person in the control room dies while the lower tunnels are still flooded with lava, you can empty the lower tunnels by hitting the switch with a grenade.
+ The lava only floods halfway, so you aren't hurt as much as if you were completely submerged.  In other words, you have plenty of energy to make a quick trip through the lava to the control room.
+ When playing "King of the Hill," make sure that you are not standing on the elevator while in the control tower.  If you stand on the platform, you will not score points.

The Magic Roundabout

"So, what's with the name?"

Glad you asked.  While vacationing in England, I was fortunate to pick up some interesting terms used by the English.  For instance, the traffic circles we found were referred to as "roundabouts."

"Allright, carry on."  (English accent, please.)

While driving through England, we encountered a strange breed of roundabout.  Now, the usual roundabouts are small raised portions of the road, similar to a pitcher's mound in size and height.  This particular roundabout had a monstrous roundabout at the center, surrounded by several secondary roundabouts (approximately seven of them) of the everyday flavor.  Naturally, this made driving especially difficult (not to mention the fact that we were forced to drive on the wrong side of the road).  After laughing at this peculiarity, we drove directly toward the proper exit, paying no heed to those stupid pitcher's mounds.  Apparently, that's what everybody does.  It's just too confusing otherwise.    Later that day, some locals referred to the intersection as "the magic roundabout."

"Dammit Jeremy, this is a Marathon level, not a traffic circle!"

Yeah, yeah, I know.  But if you'll notice, the level is shaped in a circle (in a roundabout way) with several smaller circles at each corner connecting the larger rooms.

"Fine.  What's so magic about it?"

Well, if you haven't already played this level, you will be pleased/dismayed to learn that it involves a bit of 5D space.  That magic enough for you?

"Sure.  I still think you're full of it.  Couldn't you have thought of a better name?"

No.

"Then let's finish this Read Me."

Fine.  I figure I had better give an overview of the layout of this level.  There are two large green rooms connected by a central passageway.  Two large orange rooms are connected in the same manner.  They are all at the same level of elevation, but the connecting passageways overlap in 5D space.  Furthermore, the corners of each of the four rooms overlap in 5D space.  This is especially evident from the sniper ledges that open into each room (gee, wonder how you get up there?).  Small loops connect each room at the corner, and two other loops connect the two central passageways.  Don't worry, it'll make more sense when you see it.  Just make sure to check your map often;  it'll help you understand the layout.

"So, how do you get up there?"

Not telling.  It shouldn't be too hard to find.  If you get squeamish when you don't know about all the secrets in a level, you can always open up the level with a map editor.

A few helpful hints:
+ Take a few solo runs to learn the layout of the level.  Although it may seem impossibly confusing at first, it will seem simple once you have played a few games.
+ Each of the four large rooms features a unique sound.  Being able to tell one room from the other without having to refer to the map can be very handy.
+ This level can be very colorful in certain places such as the blue rooms.  When you pick a color for your marine, pick one that blends in with the backgrounds.
+ Check the corners of each of the large rooms carefully;  it is easy to miss Spankers in the large rooms.
+ Use the 5D space to your advantage;  if an opponent is chasing you, run around the corner into another passageway.  It can be very disorienting, especially for someone who is trying to chase you.
+ Turn out the lights when using sniper ledges (you'll be less conspicuous), but turn them back on when you leave.  Next time you see the lights dim, you may be able to figure out where the missile that just killed you came from.  :-)

Portals

Portals is an innovative new concept in Marathon levels, using a bit of 5D space in an unusual manner.  Portals is designed as a two player game;  any more players will cause Marathon to crash.  Two identical rooms overlap precisely, and each has a unique texture scheme, allowing the players to differentiate the two rooms.  Several walls, scattered throughout the rooms, contain windows which allow players to see (and shoot) into their opponent's room instead of their own room, using a cool little trick of 5D space.  The two players will start in opposite rooms;  players must fire through the windows to kill each other.  All weapons but the alien weapon, the missile launcher, the shotgun, and the flamethrower are made available immediately.  Although you can get the missile launcher and the flamethrower, only one of each can exist at a time, giving one player a distinct advantage.  The shotgun is not as readily available as the other weapons, nor is it restricted to only one player.

Each room is hooked up to a light switch in that room.  The light switch darkens the entire room, giving that player an advantage.  However, you can easily hit the light switch with a grenade to turn the lights back on.  Better yet, go join your opponent in his/her room (see below).

The central wall is different from the others;  it has a door instead of a window.  In fact, it has two doors, one in each room.  To travel between the rooms, you must open the door on your side by hitting the switch behind the door and then open the other door by hitting the switch in the other room.  Opponents beware.

Anyway, I must issue a final warning:  Marathon was not necessarily designed with levels like this in mind.  Although Portals is very stable on my PowerMac 7500/100 and on my LC3, there is a likelihood that Portals will cause Marathon to crash.  In most cases, this will not have any serious consequences, if it happens at all.  My computer has been crashed by my levels (while in development) several times and I'm still up and running.  However, as the disclaimer at the beginning of this document says, I will not assume any responsbility for damage to the user or the user's computer.  If your PowerMac 9500/132 crashes and then runs like an SE, it's your problem.  Play at your own risk.

A few helpful hints:
+ If you want to cross over to your opponent's area (say, if you have the flamethrower), you have to open both doors.  One can be opened from your area, the other can be tagged with a grenade through a window.  Hurry before your opponent closes them up.
+ Turning off the lights in your area can give you a bit of an advantage.
+ If your opponent turns off his/her lights, turn them back on!
+ After a kill, your opponent may regenerate in either area.  Watch out!  If this annoys people, I could fix this so that each person always comes back in the same area.  A teleporter system  la Grinder (a cool Marathon 1 level, if you haven't seen it) could do this easily.
+ If you would like to play with more than two players, feel free to open Portals and add another starting point.  However, distribute only the original unaltered copy.  If you really feel strongly about the need for more starting points, let me know.  (By the way, all the polygons overlap exactly, so if you want to add another starting point you may have to hide some polygons in Pfhorte.)