This is my first map pack, and it contains, logically, my first twelve net maps. I saw a lack of consistency and quality in the most recent net maps, so, after playing around with Forge a little, I came up with a simple plan for a map that became "Treble Clef." Within two days, I had completed the first three maps in this pack, and I was proud enough of their quality to release them. This pack now contains twelve maps.
And now, to the maps themselves:
A medium-sized map, "Treble Clef" is simple and elegant. It is good for two players, and I've had good games with more than four. The key here is that you can almost always keep an eye on your opponents; however, there is enough cover for players to appreciate, and it's still possible to stalk the other player in 1-on-1 games. A fun map overall.
Choose this one for a generally good game, without specific requirements.
This is a visually stunning level best suited for three or more players. It is similar to Waldo/Return to Waldo, but there are key differences, such as an outer ring to run around, and elevators to aid in dodging. The weapon selection is a little more fun, too. This is my least favorite map of the first three, but it's still fun. It's also now a King of the Hill map!
Best for medium-sized, fast games; it's been called "power weapon central."
If you like mind games, air time, and fast maneuvering, you'll love "Melt." This may be my favorite, and for good reason. There are many paths to follow, and the weapons are very well-balanced. There is a huge vertical element in this map; use it to your advantage.
Best for duels, but still fun with three or maybe more players; this is the map for tense, cerebral gameplay.
This is the pack's biggest level. It will cause line-of-sight errors in Infinity, so I only recommend it for net games in Aleph One. The arena has sniping windows on its perimeter and also contains covered walkways from the higher windows to the center.
This is the most traditional map of them all: an arena. Good for large games.
"Why Not A Nautilus" is a different kind of arena. It is actually four chambers arranged so that each chamber shares a side with two other chambers. The shared walls each contain a door. Running over one of the small raised squares in the map will open or close the door it is closest to. In this way, players can create small arenas to fight in, or may leave the walls open to allow for continuous battles. You can use the walls to create a sanctuary for a short time while enemies look for you or fight each other.
Recommended for games small or medium in size; this map is second only to "Melt" for stalking a target.
After thinking of a nice, square, platformy level somewhere in space, I got to work on this one. Be warned that the environment type is "Magnetic," so hunting for your enemies can lead to more surprises. Also note that this level is available for King of the Hill play, but I don't play KOTH much, so let me know how it stacks up to the real KOTH maps.
This map is good for a game with four or less players. It's extremely fast, and it's the recommended KOTH level of this pack.
A Simplici7y map. That is, a map that has no more than seven polygons. Since it's the seventh map in the pack, why not? Yeah, I know what you're probably thinking: it's got to stink. However, I am proud of my first attempt at Simplici7y. Thunderdome has influenced it somewhat, but most of the weapons are much better than rockets at long range; don't worry, I've kept a few SPNKRs in here for mid-range battles.
A bug, apparently unfixable, affects this map. However, it's still good for a quick game.
Another Simplici7y map, this one is a fraction of the size of "The Test." It is actually more detailed in some ways. The only two weapons are the MA-75B and the Fusion Pistol. They are very well-balanced here, and the rare Invincibility powerup makes the Fusion gun a must from time to time. If you want to train on either the MA-75 or the Fusion pistol, do it here.
One word: fast. Recommended for small games of up to four players.
Originally meant to be larger and more extensive, this level ended up a little disappointing at first. I added the two side towers and gameplay got a lot better, but it just didn't fit the usual EMFH style of play. I decided to make this an experimental Kill the Man With the Ball map only. It has enough twists that a ball carrier can walk around and rack up time, if he knows the map well. The water at the bottom also lessens his disadvantage.
Not really recommended for anything. KTMWTB is rather silly on here, but you might have fun.
Another one-night map in the same vein as "Treble Clef." It also uses the Sewage texture set, and has a curved set of stairs. However, it's even more wide open, and features two different weapons (the SPNKR and the WSTE) while retaining the MA-75B. It's a fun map, and it also has a hill for KOTH. I like the feel of this level, and I hope you do too.
Great for 4-player EMFH. KOTH is very difficult because the hill is very easy to defend.
Possibly the best large-game map in the pack. It's a lava texture level with a lot of looping and jumping, sort of like if you spread "Melt" out into large-game territory. I hope you enjoy this level; I do.
I've tested it with up to 6 players, and it was amazing. Three players might be slow.
Along with "Roses have Thorns," it's a good large-game map. It's a bit faster than RHT. The teleporter lets you travel quickly and cut off enemies. There's not much more to say, other than enjoy. This is the last map in Azure Dreams.
Good for a change of venue and gameplay for 3 or more players.
I hope you enjoy this pack. If you have questions or comments, you can probably find me (jon_irons or just irons) on the #alephone IRC channel on irc.freenode.net. I'm also a member of the Pfhorums (www.pfhorums.com).
"Treble Clef" at one time looked much more like its namesake. It got better, but I kept the name. I wanted another part of speech, so I chose an adjective for the second map, and because of the lighting and color scheme, I chose "Incandescent." "Melt" is the first word that came to mind after I drew the map on paper. I enjoy listening to electronic music, and one day I was listening to Benny Benassi, my favorite DJ, and I saw that the song was the "Original Dub" version, so the words stuck in my mind and I named the map after it. The question "Why Not A Nautilus?" suggests that the map looks like a Nautilus, but it no longer does. However, it has maintained its inner chambers, much as a real nautilus shell has. "mk. III" finishes this map's name because it is the third version; the other two versions were failures. Each successive version I created from scratch. I'm not sure where "Re-run" came from. In all honesty, I was thinking about an old show called What's Happenin'? in which there is a portly character named Rerun. The name entered the level name box and still hasn't left. Another artist I like is The Chemical Brothers, and "The Test" is so named both because it it my first Simplici7y map and because that day, I was listening to the Chemical Brothers song of the same name. I named "Fox and Hound" thus because it's a fast map that involves a small amount of guesswork to hit an opponent; the side passages usaully give you at least two options of exit, enough to surprise a player. "The Shaft" takes its name both from its central structure and from an episode of the comedy News Radio, in which one character habitually gets a yearly bonus of $0, which is called "the shaft." As I was creating the floor plan for "Whisper," I was listening to some odd, ambient music, and I noticed that I needed a map name. Since it was about 2 AM, I looked around my desk and saw a miniature bottle of mouth wash, whose flavor was "whisper mint." End of story. Without a doubt, "Roses Have Thorns" is the most humorous name in the pack. I was at the Boston Universit clinic once, and I saw a pamphlet of the same name about Sexually Transmitted Diseases. I mentioned it to my room mate and when he saw the original, bad name for this map, he suggested "Roses Have Thorns." Thus, the legend was born. Finally, in the most blatant allusion since "Poor Yorick," I named the last map "Singularity." I had just come from two semesters in Astronomy, and I wanted to try to mimic the aesthetics, and not the gameplay, from "Duality." I think I failed in the mimicking part, but I still named the level "Singularity," after the infinitely dense astronomical nightmare, and in order to recall to the player "Duality."
The whole pack is named "Azure Dreams" because I like the way it sounds and because it reminds me of the poem "L'Azur" by Stéphane Mallarmé.
The entire pack has had a final once-over. I realized that I didn't boost up ammunition and weapon spawn rates quite as much as I had earlier imagined. In addition, I changed a polygon (1/7th of the whole map!) in Fox and Hound. Now things are far more balanced. Enjoy the pack, or else.
Respawn rates for weapons and ammunition improved for almost all maps. Expected to be the final update.
Weapon respawn rate increased in "Roses Have Thorns."
Last version of Azure Dreams, barring bug and balance fixes. Added two new maps. Changed some rough edges in various maps, including "Melt." Increased quantities of all weapons and ammunition in all maps.
Added three maps. Fixed a texture in "Original Dub." Made minor changes in "The Test." Added this Changelog to the Readme file.