Files for Gary Simmons

The Battle Cat's World Tour v1.1

Gary Simmons — Jul 10, 2000

Did someone say "murder, mayhem and destruction"? No? Then I just did. Pull up a chair and immerse yourself in a little history and a lot of carnage. These maps reflect, very extremely extra loosely or totally no way not at all,   famous battles of World War II. Some history quotes are from Compton's Encyclopedia (1986 ed.), vol. 25, some of it from the Internet and some of it is just me blowing it out my hinney.

This is a painless 312K download. Although this is a map designed for network play, Version 1.1 adds the ability to play solo against computer net opponents. Use it just to have fun, or if you are sinister like me, practice your timing and distances etc and memorize weapons, ammo and powerup locations in each level and then steamroller your friends later in those same levels during net play. This NetPak is for Marathon Infinity and uses the standard shapes file.

Introducing... *drum roll* the Battle Cat's split poly technology *cymbal crash*. The "3 texture on one wall" barrier has been broken! Now you may not only stack polys up like hot cakes, you can put them on never before possible places. Over or under doors or entrance ways, on bridges, on walls not connected to the ceiling, on platforms or doors, even have multiple textures on walls with normal windows. Look for   these "tricks" in this map pack. Not actually tricks, this is the real thing, a variation of the split poly, only putting multiple split polys on a single line, up to 9 high on one wall in "Arnhem Bridge". But many many more are easily possible. For the biggest eyeful of this technology check out "Nagasaki". This is where I discovered the technique and sort of went wild with it. An impossible thing in every room.
Anzio - EMFH, KOTH, KTMWTB. This was made for at least 4 players. The hill is between the platform and the window, between the two elevated perches.
Arnhem Bridge - EMFH, KOTH, KTMWTB. Split polys on a bridge? Impossible. Lighting effects going DOWN a wall? Impossible. Or... maybe not.
Berlin - EMFH, KOTH, KTMWTB, CO-OP. Basically this is the "Little Beirut" section of the "Plutonic Relationships" level of D-Day V1.1 with some enhancements for net play. This is a very large net map meant to support 8 players. The hill is in the center of the street. All starting points are by weapon stashes, run down stairs to gather ammo for the particular weapons you found upstairs. Try playing this in teams with a lot of people. Defend your turf or go door to door taking the city WWII style. This is a good map to play team KTMWTB. Tri-teleporters work like this: teleporter to your right will take you from building to building clockwise, teleporter to the left will take you from building to building counter clockwise, center teleporter will take you outside the buildings. Form your raiding parties, bind your legs and arms and scream while teleporting. It unnerves you victims.
Nagasaki - EMFH, KOTH, KTMWTB. This is where I discovered the new technology. I went nuts with it and put something impossible in every room. I rather overused it but I was so blown away when I first found it. This is designed for up to 8 players. The hill is in the center of the central room. Again all guns are found grouped together. Each room has a different major weapon in it. The SPNKR room is a SPNKR arena, shotguns are in a dark room where limited vision is compensated by the wide dispersal of shot etc. Rumor has it that while you fight your petty fight the Americans are on their way with a secret weapon. Be the first one on your block to become a "permanent sidewalk shadow"!
Ox Snard - EMFH, KOTH, KTMWTB. This is the only American city in the NetPak I PROMISE! No more American cities. Never again! This is it. Not even one more. You have my solemn word on this. This should play 4-5 people OK. This needs some directions to operate. All weapons are found with their ammo in discrete places. Everybody starts down stairs near some heavy weapon and ammo. The draw to the upstairs is the hill and a power up. A teleport in the Assault rifle room will take you up to a room you can quietly teleport into, take the elevator up and you are overlooking the hill, the small platform under the flickering light thingy. The teleport in the lava pit room will take you up to the power up ledge overlooking the hill. The western switch will briefly raise the lava in the lava pit. Good for flushing out people who like to stay in the dark shotgun room and the teleport platform area. The eastern switch is weapons only and it operates a crushing platform protecting the red power up. To get rockets you have to jump into the lava pit. The rockets are on the platforms, the platforms are tuned to bring you back up without lava damage if you do it right. Run off one platform side towards the other platform side. You are caught and come up with rockets.
The Bulge - EMFH, KOTH, KTMWTB. Straight forward carnage in a small arena. Bring your own bandaids. Check out the window room. That ain't possible! The platform there has split polys too!
Thom's Trailer - EMFH. Here is another American city map. OK... so I lied. Get a grip. Clinton does it every day. This city is actually just outside the city limits of San Antonio Texas. This is a two player novelty map. The only thing to slow you down are the tornadoes that seem to plague the trailer park Thom lives in. The crushing death (tornado) is to put the field on an even footing about once every minute. With the close proximity, lack of cover and the ability of a player to suck up most of the ammo this is needed for more than just a gag. How can you have a trailer with out some dogs fighting in the yard? After firing a shot, look out the window. Make sure you have ALIENS TURNED ON. I thought this one up when Thom (one of my beta testers) was complaining about Ox Snard being too big and not enough shotgun ammo. I thought, "OK butt wipe, I guess you are used to shotgun fights in your trailer". The rest is history.

Bastard Child v1.0

Gary Simmons — Jul 10, 2000

Bastard Child V1.0

By: Gary Simmons
the Battle Cat

Hey some babies are bastards, don't blame me, they are bad seeds is all. Anyway this map is called Bastard Child because it is a spin off of Hell Hole. It was an experiment that I was going to leave in the dumpster but thought better of it when I considered those poor little rats. Instead I left it over night on a doorstep but when I drove by the next morning the little bastard was still there only he had a big footprint on his chest. Relenting, I decided that this experimental map was good enough to keep although it was not exactly what I wanted Hell Hole to be. It's advantage is that it is faster than version 1.3 and 1.4 and it was originally released with those maps. Here it is again for your   enjoyment. By the way, I was so pathetic at map making when this was produced that I accidentally merged another completely unrelated map into it that will only smear the phosphorus off your monitor. Just remember it is supposed to be a one level only map so just push the "New Game" button after you have selected it in the preferences just like you would normally start a game. If you "warp" you smear. Sorry for the confusion but it was originally released as "Filmware" meaning you sent me a film of you playing it as payment. If I were to change it now the old films would no longer work with it. So you see, I am stuck.

D-Day V1.1

Gary Simmons — Jan 15, 1999

The year is 1944. The day is June 6TH, D-Day. The world has been torn apart for a decade in a terrible struggle of good against evil. After many years of desperate bloodshed there now appears to be a light at the end of the tunnel. Allied forces have grouped together as the Allied Expeditionary Force under General Dwight D. Eisenhower for a major push into the Axis held French lands of Normandy. The race to beat the Nazi scientists to the atomic bomb is almost at hand. However there is another threat against humanity.   It has been learned that a new and terrible weapon was recently developed. A weapon that, if left in enemy hands, will turn the tide of the war in favor of the German war machine. Atomic fusion has been developed by the Nazis in the form of a plasma pistol in a small laboratory in Cherbourg, Normandy. The secrets of this device must be stolen by you and utilized by the Allied nations before the Axis powers can develop a fusion style "hydrogen bomb" based on the scientific principles behind this new and awesome weapon.


The D-Day scenario is the long awaited prequel to Bungie's early game, "Pathways Into Darkness", connecting that game with the universe of Marathon. In D-Day you will witness your own birth as the very first prototype Mjolnir Mark IV Cyborg - the Marathon Marine incarnate. And yes... prepare to meet your maker! 12 solo levels, 1 net map.

No physics models are used to pump up aliens to undefeatable strength, or make flying Hunters shoot flaming, screaming

  BOBs that stick like napalm to babies. Just straight-from-the-can classic Marathon fun. All difficult puzzles are "on the side," so you do not need to solve them to proceed (automap and terms give lots of clues), one even hurries you on your way. All rooms can be entered (except the airplane levels), all ammo stashes and power-ups can be had. There are no insolvable teasers in D-Day. Can you reach the secret terminal?

Hell Hole 1.5

Gary Simmons — Jan 15, 1999

Hell Hole V1.5

By: Gary Simmons
the Battle Cat

I'm not going to embarrass myself or annoy you with version 1.4. It was a dog for several reasons. Most annoying was that the map was too sprite intensive meaning that sometimes monsters you were fighting would blink out of sight in mid carnage. They would still be there and still be fighting back but you could not see them. Just as vexing was the sticky polys, they would snag your shoulders and shake you snotless as you tried to run past them. A really great way to get yourself killed by a monster or a net player. However there were many good things to say about it. I had a really good handle on the map editor by this time. Mainly I was responding to the critique "Hell Hole V1.3" received in Frost's "Marathon I-Zine" review, I have fixed some things that I readily admit should have been in the original release. In order to practice properly, one needs to sharpen the "aiming up and down" skills. There are now 4 mounds that are .9 WUs high. I have also added shading to show the sun shining down at an angle onto the playing field. In addition to these recommended changes, I have made it playable as a net game as "Multiplayer Carnage" and "King of the Hill" with a sniper ledge overlooking the hill accessible via the Mosh Pit. Yet it still blows for the reasons stated so on to version 1.5:

Boy I hate whiners. OK, the number of polys have been drastically reduced thanks to Grendel's technology and tremendous personal sacrifice. You BASTARDS! It is much faster now, no more sticky polys. I have added "Kill the Man With the Ball" net play and for those of you who grew up with a "Slip & Slide" in your back yard there is now

  a water canon accessible via teleportation from the mound just under it. Just stepping onto the activated canon will land you on the hill. Running out of the canon will flatten your nose on the far wall but if you rub yourself off on a column you can run through the map at near relativistic speeds. Use this to scoop up weapons from the Mosh Pit for net play. No more Sniper Alley you sneaky little pukes, monsters are allowed everywhere except the Blood Trough. Actually this hearkens back to the original concept of this map where I thought it would be fun to blow monster guts over a low wall. Again back to the original concept, the weapons are now randomly placed except for net play. The whole idea behind the randomness of the player and alien start positions, weapons and ammo was to make it a new game every time you fired it up. Keeps you on your toes. THERE ARE NOW TWO (2) LEVELS in Hell Hole V1.5. Although either level can be played net OR solo, the first level is designed for solo play and has all the old and new goodies. The second level is designed for net play. THE DIFFERENCES IN THE NET LEVELS ARE AS FOLLOWS: Fewer monsters for those who like playing with monsters on. All weapons are in the Mosh Pit. Sprite intensive monsters have been eliminated in the net level because sometimes other players vanish from sight while escorting your filthy carcass to Valhalla in a hail of smoking lead and I'm not having any of that crap here. The Enforcer, Cyborg and half the Fighters were left out. No power up canisters to skew the Carnage Report, no invulnerability power ups for the same reason.


Hell Hole v1.4

Gary Simmons — Apr 21, 1997

Bob surfing, speed and air time all is available with this map. Updated now with elevated platforms (mounds) for aiming practice and wider passageways. The mosh in the middle now transports to a high sniper ledge, but don't stay there too long. Now supports EMFH and KOTH. Oh, and the famous readme cheat codes have been updated...(at least since I last saw them). Update now includes flims...