Mike's Marathon Maps


Welcome to Mike's Marathon Maps! On this page, you'll find a repository of maps that I have made for the Macintosh Game, Marathon, produced by Bungie Software.

You can find more maps made by several other people at the Marathon Map Archive, as well as tools and texts to help you make your own Marathon maps.

All of these maps have been created with Pfhorte, the excellent map editor created by Steve Israelson ( steve_israelson@mindlink.net). All maps have been tested on a PowerPC Mac, and should work with no problems on 68k-based machines. However, some maps may prove to be sluggish on 68k machines (such as "V8").

All maps are stored as Stuff'ed and Binhex'ed files. If you don't have anything to expand either type of compression, then make sure you download the free Stuffit Expander, available from any Info-Mac mirror near you. Also, you may wish to just download all the maps placed into one map file. [126k]

These maps are also currently only in Marathon I. I do plan to recreate these maps for Marathon II once both it and a descent map editor become available. Watch this space for more info...

All these maps were made for network play. However, my "map-building" philosophy is that network maps can also be used as practice for solo maps. Therefore, I generally tend to add more aliens than required for network play. Thus, if you don't like it, you can either edit the object placement data for the map, or just switch off 'Aliens' in the network setup panel.

Shameless Plug - Several of my maps are based on ideas that I got from other Marathon players, who neither had the time nor the expertice to make Maps. I have had a great time creating these maps, and now would like to continue my offer to create maps for you. If you have an idea for a map, but don't feel up to the challenge of creating it, then send your idea to me, with a verbose description of how you would like to see the level in its final state.

The Carnage Rating scale that I use is as follows:
  1. Not much killing. More of a stategy level.
  2. Some killing. Mabye a rocket launcher or two.
  3. A good amount of killing. Weapons aplenty, and lots of ambush/sniping spots.
  4. Much killing. Mass death weapons flurish at every corner. Shoot at everything that moves.
  5. LOTS of killing. Average Death Per Minute ratios can exceed 30! (Not for the faint of heart!)
A note about using this page: This page was created with the use of Netscape 1.1 or higher, and thus, it is best viewed using it. The images in the left sidebar are only thumbnails: you can grab the full image by clicking on them.

Map ImageThe Pit
The Pit, my first released map, has the same feel as the original 'Arena'. The inner area is much smaller, though, and a few more powerful weapons are lying about. There are also some side areas that you can flee to in order to catch your breath. But watch out! Someone could appear behind you in a moment!

  • Suggested Number Of Players: 2-4. Its a small map. Any more might be too congested.
  • Suggested Play Mode: Man-on-Man. Also, 2 teams work well (Try to keep one team out of the central room).
  • Weapons and Availability: MA-75's, Plasma Pistols, and SPNKR's.
  • Aliens: Fighters and Projectile Fighters
  • "Carnage" rating (from 1-5): 4
Latest Version: 2.0
Download the latest version [5k]

Map ImageI Could've Had A V8!
I Could've Had a V8! is a map suggested to me by Mike Africa. It is somewhat similar to "E=MC What?" from the original Marathon, as it features several columns in a square layout. However, no one said those columns had to remain fixed...each moves sporatically up and down like an eight-cylinder engine (hence the level name). One moment, you have a rocket aimed at your friend's back, the next, a wall appears in front of you. Furthermore, teleporters lead to sniping location that give a good overview of the entire playfield.

WARNING: This level may be slow on a 68k machine due to the moving platforms.

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-on-Man
  • Weapons and Availability: MA-75's, Plasma Pistols, SPNKRs
  • Aliens: Fighters, Projectile Fighters, and Compilers
  • "Carnage" rating (from 1-5): 5
Latest Version: 2.0
Download the latest version [5k]

Map ImageThe Subway Station
The Subway Station is a good combination of open areas and tight corridors, giving the player their choice of play. Inside the maze of corridors are teleports that lead to sniper ledges on the outside of the arena, allowing one to wipe out a target at long range. Watch out for secret doors (and nasty weapons!)

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75's, Plasma Pistols. Rare SPNRK's and TOZT-R's.
  • Aliens: Fighters, Projectile Fighters
  • "Carnage" rating (from 1-5): 3
Latest Version: 2.1
Download the latest version [11k]
Recent Changes: Fixed MAJOR problem with object placement. Weapons should actually appear now. (eurk!)

Map ImageFodder Wall
Fodder Wall is a map idea suggested to me by Ken Wong. Being one of the few anti-symetrical maps that I have, it holds a definitely purpose: climb the large stairway to reach the top and the hold of excellent weapons, and then to hold that top ledge as long as possible. But there is only one way off that ledge, and that is down...down...down a slime waterfall, making you an easy target for skilled players. This one almost has to be played in teams to be enjoyable.
  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: 2 Teams
  • Weapons and Availability: MA-75's, Plasma Pistols, SPNRK's
  • Aliens: Fighters and Projectile Fighters
  • "Carnage" rating (from 1-5): 3
Latest Version: 2.1
Download the latest version [11k]
Recent Changes: Adjusted object placement to avoid 'infinite magnum' problem (hopefully).

Map ImageLet Me See Your Hall Pass
Let Me See Your Hall Pass was also suggested by Ken Wong, as more of a 'fun' level than anything else. A simple layout: between two ends of the level are 4 corridors. One contains weapons, another contains ammo, a thrid contains power ups, and the last is filled with lava. This is a good level to practice solo to improve your aim and dodging skills, as the number and types of aliens on this is quite high.

WARNING: This level may be too large for some machines, and may crash both Marathon and your system. Use with your own risk.

  • Suggested Number Of Players: 3-8 (a bit large for 2 players)
  • Suggested Play Mode: Man-To-Man and Teams
  • Weapons and Availability: Everything!
  • Aliens: Almost all of them (excluding the Juggernaut)
  • "Carnage" rating (from 1-5): 3
Latest Version: 2.0
Download the latest version [8k]

Map ImageRising Sun
Rising Sun features a simple layout: a octagonal room with a single piller in the center. Run around the outside of the room to pick up rocket launchers and missile, but watch out! A flip of the switch on the central column will cause the outside of the room to crush anyone left on the edges, and temporarily creates a tiny arena in the center. Don't you wish you had that rocket launcher now?

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75's and SPNKR's
  • Aliens: None
  • "Carnage" rating (from 1-5): 5
Latest Version: 2.1
Download the latest version [5k]
Recent Changes: Adjusted light level to hopefully fix the problem of a completely dark level on 68k machines. Moved player initial position inside the platform ring (players would appear at the top of the platform while it was raised, and be immediately squished.

Map ImageIt's Not Easy Being Green
It's Not Easy Being Green was made for GreenLantern of the #marathon IRC channel, and if you look at the map, you should see my little tribute to the name. A large central arena with dark, narrow passages on the outside that lead to great sniping points. Watch the central dias for special surprises!

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75's, Plasma Pistols. Infrequent SPNKR's and TOZT-R's.
  • Aliens: Fighters and Projectile Fighters
  • "Carnage" rating (from 1-5): 4
Latest Version: 2.0
Download the latest version [14k]

Map ImageThe Dark (and Light) Side of the Moon
The Dark (and Light) Side of the Moon is a variation of '5-D Space' from the original Marathon. You leave a room via a central corridor, and find yourself back in the same room, except with different lighting. Radar users, abandon all hope ye who enter here!

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75's, Plasma Pistols, SPNRK's
  • Aliens: Fighters and Projectile Fighters
  • "Carnage" rating (from 1-5): 3
Latest Version: 2.1
Download the latest version [9k]
Recent Changes: Adjusted object placement to avoid 'infinite magnum' problem (hopefully).

Map ImageWorld Wide Web
World Wide Web is aptly named, consisting of several small rooms, contected by several small, narrow corridors. Chase your opponent from room to room, but watch out: another fighter could suddenly turn right behind you and chase you from room to room. Also quite nasty with aliens on.

  • Suggested Number Of Players: 2-4 (too many can be tight)
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75's, Plasma pistols. Infrequent SPNKR's and TOZT-R's.
  • Aliens: Fighters, Projectile Fighters, Compilers, Hunters, and Troopers, oh my!
  • "Carnage" rating (from 1-5): 4
Latest Version: 2.0
Download the latest version [11k]

Map ImageChessboardNew!
Chessboard was a map that started one way, then turned out completely different. A central area is filled with alternating columns, and a walkway extends around the square arena. Take a ride in the teleporters, hit a switch, and suddenly, the central area is closed from the rest of the level and is darken, letting anyone inside duke it out for themselves.

  • Suggested Number Of Players: 4-8 (2-3 players wouldn't be very effective on this level)
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75's, Plasma Pistols. Rare SPNKR's and Alien Guns.
  • Aliens: Fighters, Projectile Fighters, and Compilers.
  • "Carnage" rating (from 1-5): 4
Latest Version: 1.0
Download the latest version [8k]
Recent Changes: Removed the switch room, and placed switches on outside of main arena. Adjusted object placement. Made sectioning platform come down faster, stay down longer, and cause damge.

Map ImageSurveyor IINew!
Surveyor II is a map based off one of the same name made by Mike Africa which he never released. A rectangular region is divided into 3 areas, and a central pillar rises and falls, allowing access to upper walkways. These walkways are quite dark, making sniping most enjoyable (until someone snipes on you!)

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75's, Plasma Pistols. Rare SPNKR's and Alien Guns.
  • Aliens: Fighters, Projectile Fighters, Compilers
  • "Carnage" rating (from 1-5): 4
Latest Version: 1.1
Download the latest version [3k]
Recent Changes: Adjusted object placement to avoid 'infinite magnum' problem (hopefully).

Map ImageRing-A-Round The Rosie...New!
Ring-A-Round the Rosie is an original idea that changed slightly as the map developed. An circular arena is surrounded on the outside by a wide corridor. From both areas, stairwells access catwalks around either area, and lead to better weapons. Sniping can be a pleasure on this one, if your friends let you up there.

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75's, Plasma Pistols. Infrequent SPNKR's and Alien Guns.
  • Aliens: Fighters, Projectile Fighters, and Compilers
  • "Carnage" rating (from 1-5): 3
Latest Version: 1.1
Download the latest version [11k]
Recent Changes: Adjusted object placement to avoid 'infinite magnum' problem (hopefully).

Map ImageAttics and CellarsNew!
Attics And Cellars is one of my more, dare I say, generic maps, with no real gimmick to it. However, it seems to have a good flow to it, and should play well as a net maps. Lots of open space, as well as a tight corridor or two.

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75's, Plasma Pistols. Infrequent SPNKR's.
  • Aliens: Fighters, Projectile Fighters, Compilers, Troopers, and Bobs
  • "Carnage" rating (from 1-5): 4
Latest Version: 1.0
Download the latest version [12k]

Map ImagePfhor Ball, Corner PocketNew!
Pfhor Ball, Corner Pocket should attract any pool fanatic anywhere. The main arena is the flat of a pool table, including 6 pockets that lead into the ball return lanes. A good combination of wide spaces and narrow halls to satisfy any player.

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75's, Plasma Pistols. Infrequent SPNKR's and Alien Guns.
  • Aliens: Fighters, Projectile Fighters, and Compilers
  • "Carnage" rating (from 1-5): 4
Latest Version: 1.0
Download the latest version [12k]

Map ImageThe ChunnelNew!
The Chunnel may be a map ahead of its time, suited more to the reported netplay features of Marathon 2, but what the hey! You start on two islands, separated by a sea of green slime. Although there is no apparent way to cross, there is a door on both islands leading to... the Chunnel. This should be a great team player map, with the goal of keeping the other team off your island. We'll see what Mara2 offers us.

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-To-Man or 2 Teams
  • Weapons and Availability: MA-75's, Plasma Pistols. Infrequent SPNKR's and Alien Guns.
  • Aliens: Fighters, Projectile Fighters, Compilers, Troopers, and Bobs.
  • "Carnage" rating (from 1-5): 4
Latest Version: 1.0
Download the latest version [12k]

Map ImageEnhanced Wheel RevisitedNew!
Enhanced Wheel Revisited is another revised map from long ago. The original Wheel consisted of 8 spokes, and each player had to race from the end of the spoke to a central area to grab a good gun, then retreat back into a spoke to defend themselves with it. Not a very exciting challange, is it? Mike Africa and I modified the original map for our own group, adding interconnecting passages between spokes and teleporters, which, to our surprise, made the level much more playable and enjoyable. Here is a revised version of that Enhanced Wheel.

Thanks to the original author of this map, whose name I cannot find right now.

  • Suggested Number Of Players: 2-8
  • Suggested Play Mode: Man-To-Man
  • Weapons and Availability: MA-75', Plasma Pistols
  • Aliens: None
  • "Carnage" rating (from 1-5): 4
Latest Version: 1.0
Download the latest version [6k]

Tips on Making Maps

Here are some of my own personal ideas on how to construct fun and enjoyable Marathon maps. Please note that these are my own ideas, so if you feel differently about an issue, go ahead. I'm not out here to make the rules.

  • Have an idea of what type of carnage you want on your map before you begin. Do you want high rates of death? Then make a smaller arena with fewer areas, or include more SPNRK's, TOZT-R's or Alien Guns. If you make too large an arena, then people won't be able to find each other. On the other hand, if you are making a strategy or team play map, making a small arena may defeat the purpose of the map, as well as having too many good weapons lying about.
  • Always place weapons and ammo for an 8-player game, unless the map is specifically made for less than that number. For example, in my moderate carnage maps, I have a minimum of 4 MA-75's and 4 Plasma Pistols. In an eight player game, this averages out to that 6 people will have one of the two, while two others may just have the handgun. (Remember that you can have more than a given number of weapons as well). However, if I go from 8 players to 4, the weapon numbers are still acceptable: although the players may have a harder time of finding themselves, they will all have both a MA-75 and a pistol. This is still enjoyable, and doesn't make for players to be scrounging around for weapons.
  • Always use '-1' for 'Random Count' in the object placement data. I have yet to see a net map that uses a fix number of weapons and objects to a great extent. I'm sure there could be a good use for it, but I have yet to find one. In the meantime, make sure you set this field properly so that an infinite number of items are possible.
  • Avoid Shield and Oxygen Panels in net maps. Otherwise, the game comes down to holding down the panel for yourself or teammates. Not that this can be fun in a fun map, but it generally spoils a serious net map. The same goes for Oxygen panels. This is not to say that a vacuum level is bad: this will force a player to die after such-and-such a time frame, which can be a great handicapper.
  • Always place at least 8 player objects on the map. There's a great fun network map called 'King of the Mountain', which takes place in low gravity, and has tons of TOZT-R's, rockets, and Alien Guns, and with these, one can fly around, and then toast enemies from above. However the map has one major problem: there's only 1 player object. Thus, even after the game gets started, one player can grab a rocket launcher and stand facing the player object, such that he can kill the fresh people immediately. Definitely not fun for the fresh player.
  • Use power-ups sparingly. I find that powerup disrupt the game too much: usually the player that gets them tends to win the game. In most of my maps, I avoid the infra-red chip, the invincibility powerup, and the fish-eye view chip, and use the invisibility powerup with a min of 0, max of 1, frequency of 1000. If I use any of the others, then the frequency is lower than this. This is not to say to don't use powerups at all, as without them, a lowly player may never win a game, but don't use them like, say, handgun ammo.
  • Stick with symetrical or simple-to-learn maps. I have found that the best maps that I have played are quick and easy to learn. This is apparent by the types of maps that I have produced (as shown above).

Credits

I'd like to thank the following people for their map suggestions and comments:
  • Ken Wong (kenw@engin.umich.edu)
  • Mike Africa (mae@umich.edu)
Access Counter accesses since Sept 17, 1995.

Michael K. Neylon / MKN / September 26, 1995