AUTHOR: Infininight
TITLE: Over The Edge
STATUS: Publish
ALLOW COMMENTS: 1
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DATE: 05/08/1999 01:00:00 AM
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BODY:
Its made to meet the needs of the EDGE!
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AUTHOR: Infininight
TITLE: The Fall of Madrigal
STATUS: Publish
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DATE: 06/08/1998 01:00:00 AM
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BODY:
The Fall of Madrigal 2.0 - a dark conversion of Creep on the Borderlands

This plug-in is cross-platform capable without any modifications.

Version 2.0

<ul>
	<li>Changed Trow to Forest Giants to make it easy to pluck balls stuck on cliffs, etc.</li>
	<li>Renamed files in order to follow the Map Maker's naming conventions.</li>
</ul>
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AUTHOR: Infininight
TITLE: Sux!
STATUS: Publish
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DATE: 09/17/1999 01:00:00 AM
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Enjoyable
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AUTHOR: Infininight
TITLE: Myth TFL secret level-legendary-1 death
STATUS: Publish
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PRIMARY CATEGORY: Solo
CATEGORY: 
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CATEGORY: Solo

DATE: 03/17/2001 01:00:00 AM
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BODY:
Recently I was talking with a group of people who said they couldnt get passed the end of the secret level on TFL, so I decided to post how I got passed it. I did have 1 death (a sacrificial lamb at the end), if anyone can do it with no deaths post the film will love to see how you did it!
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Author=Age Of Myth
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AUTHOR: Infininight
TITLE: Forest Heart II
STATUS: Publish
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PRIMARY CATEGORY: Solo
CATEGORY: *Coop
CATEGORY: 
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DATE: 04/01/2001 01:00:00 AM
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BODY:
The Tain would be paradise compared to what you will encounter on this new variant of the TFL solo. Instead of being whisked away into the dark recesses of the Tain, you must face an insurmountable army, fight through wave upon wave of undead, and battle countless trow into gravel! Aiding your Forest Giants, you will have archers and heron guards at your disposal. Don't let confidence get in your way, this is not the same Forest Heart that you're used to  you and your teammates will face many challenges, and a surprise at the end 
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AUTHOR: Infininight
TITLE: The Bad / Untamed Lands
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Netmap
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DATE: 01/01/2001 01:00:00 AM
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BODY:
What Soulblighter hath stolen, we now reclaim

In a massive tri-clan operation code-named 'Project Magma', TFL mainstays The Underdogs and selected ex-'uDog' members began porting 15 of the best M2 terrains from Bungie, Vista and Badlands cartographers. Even M2 units such as the Maul, Stygian Knights, Mortar Dwarves, Warlocks and others were brought to M1. The project's purpose was to combine M2's ingenious designers with M1's more streamlined game engine. "The key success factor for Magma was preserving each map's design as closely as possible", says Underdog founder and Magma project leader ChrisP. "There are several major differences in the basic structure of M2 and M1 meshes that couldn't be handled by many of the M1 tools out there, but we thought it important to do the ports as well as we could."

Experienced map-makers know that M2 has 4 times as much mesh detail than M1, that height boundaries are totally different and that there are several incompatible elements that can make M2 maps almost impossible to port to M1. In mid-April, the project was almost called off when an untraceable error created persistent crash problems for Mac users. After several tests, a change in the way the maps were processed provided the Magma port crew reliable results.

Initially, unit porting was shelved due to the incredible amount of tedium and effort involved. A recently introduced unit porting program failed to deliver the high-standard results Project Magma set out to meet, and so unit porting was done 'by hand'. After a few successful trials, Society of the Journeymen (SJ) member Losk immediately began transporting units then scenery, and finally portable models.

Warlocks and Myrkridian Giants were among Losk's greatest innovations. As M1 has no mana system, Losk spent weeks learning the internal scripting language of the M1 game engine and created a mana simulation. "It was important to preserve the feel of the ported units as closely as we could While it's not perfect, it's close enough to freak a lot of M2 players out."

The first five maps ported are Bungie Corp's "Gyre & Gimble in the Wabe", "Drowned Kingdom / Empire", "Clash / Cracks in the Cloudspine", "Dead Man's Chest / Float" and "Dead of Winter", but have been given new unit mixes and gameplay options tailored for M1 play. The release of The Bad/Untamed Lands brings our total of M2 converted maps to 6.

"M2's game engine has to work hard to manage a large variety of models, scenery, units, animations and render a detailed map in 3D", says ChrisP. "By porting M2 maps to M1, M2 players can use the faster, smoother M1 engine for an all-round better netplay experience, and M1 players can rejuvenate play with a whole new bunch of units and terrains."
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AUTHOR: Infininight
TITLE: WWII: Timewarp
STATUS: Publish
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DATE: 06/09/1999 01:00:00 AM
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BODY:
Due to the issues being had with the PC version, and my inability to fix them (TW2, although packed with updates and new features, is now dead), This plugin is no longer available. I appreciate the support, and the enjoyment, but I wanted a bang, and not a whimper. Rather than fight against a hidden incompatability, I've trashed the project. Enjoy what it was, an know that I really didn't pick on PCs intentionally ;) If anyone desires to pick up the pieces and try and assemble something new, the updated tags that I had created will be available to any who dare try and fix the problems. I promise you whatever the problem is, it is truely subtle, and especially nasty. It runs fine solo, but not with multiple users. The Mac says it's good, the PC chokes and dies. As a result, this has now become unsupported by author. I apologize for any inconvenience, and who knows, with me, there is always the chance of a comeback  and I haven't lost the ability  just the desire.
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Author=El Bastard
Group=Vista
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AUTHOR: Infininight
TITLE: Mazzarin's Demise II
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Coop
CATEGORY: 
CATEGORY: Coop
CATEGORY: Solo

DATE: 09/03/2002 01:00:00 AM
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BODY:
After scores of enjoyable games of the original Mazzarin's Demise, we decided to try to perfect it. Version 2 includes almost 100 improvements, tweaks and surprises, most notable of which is you can now play with up to eight players. You'll have to defeat several hundred more enemies who swarm at you at a more hectic pace; however, your own forces are now more powerful. Overall, the map is only slightly harder than the original, but we think it's much, much more fun and action-packed. Get the plugin before you're left out and stuck all alone in the lobby.
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AUTHOR: Infininight
TITLE: Wight Gonna Kill You
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Netmap
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DATE: 01/15/1998 01:00:00 AM
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BODY:
Wight Gonna Kill You
<br />
a Myth: The Fallen Lords film

<dl>
	<dt>Produced by:</dt>
		<dd>Cyclops</dd>
		<dd>Kagemusha</dd>
		<dd>Nearer</dd>
		<dd>Onyx</dd>
		<dd>Bloodrain</dd>
	<dt>Written by:</dt>
		<dd>Cyclops</dd>
	<dt>Narration by:</dt>
		<dd>Cyclops</dd>
</dl>

This is probably one of the weirdest yet most satisfying "Last man on the hill" games I have ever been involved with. The way it ended has probably never has been done before (back then in 1998 anyway :), at least none of the 5 playing have ever witnessed such an event.

The game started harmlessly enough. I got a kind of shitty spot. Trying to attack from the back side with that slope is almost impossible. With enemy soulless on the ridge, I had no choice but to fall back. I decided to try and go over to the ridge on the left side of my start position. That kind of worked, as I lost a few of my soulless but was able to gain control of the ridge by moving my berserks onto the ridge and attack the enemy soulless while they were busy attacking my soulless (wow thats a mouth full). I gained a great position for the final assault on the hill.

As time was ticking down, enemies where abundant in the main bowl, as many small skirmishes were fought out. A lone soldier stood at the hill with about 1 minute left, and thats when it happened. All hell broke lose. My fetch blasted the poor soldier into hell, and as my fetch tried to escape a fast charging enemy group of soldiers from the right, he died =(. My soldiers engaged the enemy, and it was a furious battle. The others were battling it out as well, as time was wearing thin. I moved my wights into position but as the fighting grew onto the hill itself one of my wights was attacked and took out a big chunk of my soldiers and a few enemies. I still had one wight left and he was wandering through heavily infested enemy territories.

The battle raged on, soon I was left with a poor soldier who finally died. Two other armies were battling it out as I moved my last three soulless into position to take the hill. I also moved my last wight into position to take out the remaining soldiers fighting on the hill. But as the wight moved and my soulless reach the hill, the soldiers were leaving the hill unguarded ( as I view the film from all angles). I blew my wight as the men passed by him. BOOM!! As the ground trembled, the wight disease spread to my three soulless. I watched helplessly as they died and no one remained on the hill. I still hold control of it, even though I lost all my units.

What happened was weird. I was still the uncontested owner of the flag as the game ended. But since all the units from all the armies except Bloodrain's last two spiders had died, Bloodrain was declared the winner.

Let this be a lesson to those who do the wight thing, be sure and move all your units off the hill BEFORE blowing your wight up. I learned a valuable lesson, wights can kill your own men! I knew this already, but man, did I really get to taste it this time.
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AUTHOR: Infininight
TITLE: STORMY
STATUS: Publish
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PRIMARY CATEGORY: Netmap
CATEGORY: 
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CATEGORY: 

DATE: 02/27/2002 01:00:00 AM
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Four kinds of games arecontained.

There are two types of the storm and fine weather. Plasma and thunder may occur at a storm and a unit may receive a damage!

Dwarven invisibleman is transparent only while walking.

When attacking, a figure is in sight for a moment. click at once.

Catapult &amp; Ballista became a re-appearance. The kind of stone changed a little.

The texture is an image more near a myth. Be interesting and play.
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AUTHOR: Infininight
TITLE: Ambush at Devils Overlook II
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Coop
CATEGORY: 
CATEGORY: Coop
CATEGORY: 

DATE: 04/01/2001 01:00:00 AM
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BODY:
You will face all new challenges on this new variant of the TFL solo classic, which will require of you and your teammates unconventional strategies for a solo map. Joining forces with your grenade-throwing pals are those electrifying fetch  you now have lightning at your fingertips to dispatch the hordes upon hordes of soulless! However, in order to survive, you and your teammates will find that the fetch and dwarves will have to work together A must have for any connoisseur of more seedy tactics. 
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AUTHOR: Infininight
TITLE: WWII Solos
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Coop
CATEGORY: 
CATEGORY: Coop
CATEGORY: Solo

DATE: 02/03/2001 01:00:00 AM
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BODY:
<blockquote>
"We spoke our fears to the Captain and asked what his son could know, for we would never have marched so far to be food for a carrion crow"
</blockquote>

<h5>What?</h5>

Basically what this plugin is, is every "normal" solo level on myth TFL, has been converted so that instead of normal units, you now command the WW2 units made by Santa's Head and converted to Myth TFL by el Bastard.

To install this, you need to have version 1.3 of Myth The Fallen Lords, and just drop the WWIISolosTFL.gor file into your myth / tags / plugins folder

To actually play the levels you must be in multiplayer mode, via internet, Bnet or Appletalk options. Select the WWIISolosTFL.gor plugin, and hold down space to access all of the levels in solo/coop mode.

<h5>Why?</h5>

Ever since I heard of WW2 for myth I wanted to play it, alas, when I heard about it I only had Myth the fallen lords, so Timewarp was my only option, yet not many play it, and it has no solo levels, I made this so that people could co-op and solo with WW2 units, just as you can with the mythical solos on Myth II

<h5>When?</h5>

This plugin sorta began a long time ago and has had many, many revisions to cope with all the bugs that occured with scripts, some of which are not solved

<h5>Who?</h5>

This Plugin has been created, tested and compiled by the Crows Bridge Cartographers.

<dl>
	<dt>Judd</dt>
		<dd>The meshes and stli's (just hacked NOT created)</dd>
		<dd>pregame picts</dd>
		<dd>compiling the whole shebang</dd>
	<dt>Crazy Rooster</dt>
		<dd>Excellent testing help. (both Cap and CR found bugs I didnt even know existed)</dd>
		<dd>Great advice, helpful ideas</dd>
	<dt>Capital</dt>
		<dd>Excellent testing help. (both Cap and CR found bugs I didnt even know existed)</dd>
		<dd>Great ideas, helpful advice</dd>
</dl>

<h5>How?</h5>

I (Judd) did most of the editing on a PPC 5260/120mghz, and also on an 8600/250, Apple computers.
<br />
Using excellent editing programs such as :

<ul>
	<li>Despair, made by Chris Amico</li>
	<li>Chris Amico's Myth extractor 1.0.1</li>
	<li>Mons edit, by David Shaw</li>
	<li>The Fallen sounds</li>
	<li>stliEdit 1.0b, by Waka</li>
	<li>Bartok, Lucena Systems</li>
	<li>Hexedit, by Jim Bumgardne</li>
	<li>Textura 1.od3, by Kim Foo - Jones</li>
	<li>Amber 1.0pb3, by Vodi</li>
	<li>Myth The Fallen Lords, by Bungie</li>
	<li>Simpletext, by Tom Dowdy</li>
</ul>

All of these tools worked exceptionally well, once you get to know how to use em of course =)

Well

I would like to thank everyone who i have ever played against in myth, and everyone who i have ever played with in co-op games. Especially those WWIITimewarp ones =)

I can be contacted at :
email - juddluke@hotmail.com
ICQ - 37796516

<h6>Helpful Tips</h6>

BTW, all of the levels have been renamedand each level has TWO links, dont panic, they both work fine, it just might confuse some people.

If you want to access all of the levels at one time, simply hold down space bar when selecting the solo level option in multiplayer.

Here is a list of the names when compared to the original levels - 

@ = Not so Good levels are marked with this = @

<ol>
	<li>Crows Bridge - WWII:Crows Bridge</li>
	<li>A Traitors Grave - WWII:The Assasins</li>
	<li>Siege of Madrigal - WWII:Sniper's Hole</li>
	<li>Homecoming - WWII:Town Combat</li>
	<li>Flight from Covenant - WWII:A Tactical Retreat</li>
	<li>Force Ten from StoneHeim - WWII:Platoon Ten</li>
	<li>Bagrada - WWII:Operation Barborossa</li>
	<li>Ambush at Devils overlook - WWII:Artillery Emplacement C</li>
	<li>Five Champions - WWII:Peaceful Penetration</li>
	<li>Out of the Barrier - WWII:Blood on the sand</li>
	<li>Silvermines - WWII:Combat Patrol</li>
	<li>In the Shadow of the Mountain - WWII:With Proud Deliberation</li>
	<li>Seven Gates - WWII:Bullet, Bayonet and Bravery</li>
	<li>Forest Heart - WWII:A Beautiful Day</li>
	<li>Heart of Stone - WWII:The Pest Exterminators@</li>
	<li>The Smiths of Muirthemne - WWII:Tomb Raider III@</li>
	<li>Sons of Myrguard - WWII:105th Airborne</li>
	<li>(secret level !) - (secret!)@</li>
	<li>The Road North - WWII:As the rain comes down@</li>
	<li>Across the Gjol - WWII:Rain sweat and tears</li>
	<li>The Watcher - WWII:Sniper</li>
	<li>River of Blood - WWII:Gone West@</li>
	<li>Pools of Iron - WWII:No Retreat@</li>
	<li>The last Battle - WWII:Insane verses@</li>
	<li>The great Devoid - WWII:Least we Forget</li>
</ol>

As you might realise, many are just renamed in a differant order =)

<h6>Hints and tips !?!</h6>

<ul>
	<li>Field cannons Blow up spectactulary if carrying ammo.use this against the enemy.</li>
	<li>Often the enemy wears similar colours to you, but their main colour is brown.</li>
	<li>Never underestimate the damage one soldier can do.</li>
	<li>Grab Grenades from fallen enemy and friend alike.</li>
	<li>Do "pop-up" shots, stay in cover, wait for enemy fire, then pop up and shoot them while they reload.</li>
	<li>Ditches and buildings offer the best cover against field cannons, as do some trees.</li>
	<li>Friendly fire is a reality, it can kill many of your men</li>
	<li>In some levels, avoidance is a much easier way to prevail.</li>
	<li>If for some reason a level does not work well, try changing the difficulty.</li>
	<li>On higher difficulty levels, not only are there more men, but they are harder to kill.</li>
	<li>Snipers arent really snipers</li>
	<li>Dont be near an enemy Field cannon if you plan to shoot it</li>
</ul>

<h6>Special Thanks</h6>

Too Santas Head for creating the WW2 series and to El Bastard for converting them to Myth TFL, without them this would not be possible.

If there are any bugs that we havent picked up, please let me know about em.

I truly hope you enjoy playing these levels as much as i have had making them and playing them.

Have fun, that is compulsory =D
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AUTHOR: Infininight
TITLE: What happened to the zerk
STATUS: Publish
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PRIMARY CATEGORY: Misc
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DATE: 10/31/1999 01:00:00 AM
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Hmmmm, a zerk shouldent be invisible
Or, should it

Dont think so
Its 2 films. The "invisible zerk" film is the "netegame may" film

Mail me on: zennah44@hotmail.com if ya figured out what happened

And, cya on B.net
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AUTHOR: Infininight
TITLE: Huge Wod O' Films
STATUS: Publish
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CATEGORY: Coop
CATEGORY: Solo

DATE: 10/02/2001 01:00:00 AM
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As the title suggests, this is a HUGE collection of films from 'back in the day' when I was still an irritating newbie and Myth was just a pastime rather than a way of life. Some of these films are awesome clashes between hardened veterans, and others are one sided affairs between the elite and the uninitiated. I haven't checked these films out in over a year, so I can't vouch for their quality, suffice it to say that they were all fun and jam-packed full of carnage.

Also included is a complete walkthrough of the TFL solo campaign, on the off chance someone out there hasn't already finished it.

It's a largish archive, and a lot of the battles (as I recall) were damn close and a lot of fun. As an added bonus, you get LR's witty (some would say incessant) commentary in many of the battles.

Note: LR operated under a number of guises 'back in the day', including 36 Inches and Sanguine. Enjoy!
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AUTHOR: Infininight
TITLE: Heart of the Jungle
STATUS: Publish
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DATE: 07/31/1998 01:00:00 AM
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Heart of the Jungle is a map loosely based on the single player map Heart of the Stone, with a completely new enviornment. The battle takes place in thedeepest jungle, with lush green surroundings, a dark murky pool in the center and land bridges connecting to a center island. There are four starting postitions on the light and dark versions, and 9 on the popular Champion version.

Games: Body Count, Steal the Bacon, Last Man on the Hill, King of the Hill, Capture the Flag, Territories, Flag Rally and Captures; are offered with
light, dark and champion variants.
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AUTHOR: Infininight
TITLE: Necropolis
STATUS: Publish
ALLOW COMMENTS: 1
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DATE: 07/31/1998 01:00:00 AM
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Necropolis is a completely new map with two settings, blend or purree. Necropolis features a very small playing mesh with plenty of fodder for those exceptionally bloody days. There are four starting positions and a light and dark version.
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AUTHOR: Infininight
TITLE: Ghl Rugby
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Netmap
CATEGORY: 
CATEGORY: 
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DATE: 04/30/2002 01:00:00 AM
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Project Magma is proud to release the first original gametype for Myth:TFL: Ghl Rugby! Having taken over 2 years in development and testing, Ghl Rugby pushes the TFL engine to it's limits in order to provide an entirely new style of gameplay. Not only is Ghl Rugby a brand-new gametype, it's also the first original gametype in TFL history that is FFA-based; Expect intense 4-way Rugby action!

The object of Ghl Rugby is to get the ball (a flaming dwarf head) into your goal, and score more points than your opponents. However, this can be done many different ways; In order to win, you will need to carry, toss, shoot and blast the ball into your goal with a varieity of specialized units. Because of the many strategies you can use in Ghl Rugby, you will find plenty of enjoyment playing solo or on a team.

As this is an original gametype, it plays very differently from the Myth you're used to. As such, we have also included a special training variant of the plugin, aptly named "Ghl Rugby Training". This will give you a crash course on how to play and allow you to get a feel for how the units work. Although the training variant covers some very basic things about Ghl Rugby, we also recommend that you check out the <a href="http://projectmagma.net/gr/">Ghl Rugby site</a>, as everything is covered there that you will need to know in order to devastate any person or team that faces you. We suggest you read it carefully, it may mean the difference between a commanding performance or a laughable defeat.

At only 3.3 megs, Ghl Rugby is also one of Project Magma's smaller plugins. Download it today and join in for some Rugby! 
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AUTHOR: Infininight
TITLE: TargetPossessed
STATUS: Publish
ALLOW COMMENTS: 1
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DATE: 07/27/1999 01:00:00 AM
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BODY:
The target is like the one from the taturial it is now alive and possessed by the devil. its weapon is a tralls Axe i havn't tested this one out but it looks good.It is one of those good units it has its streath also its weaknesses, it is very nice. By clicking that download button u are promising me that u will give me ur map u use him in if not don'y get him and i won't create anymore units sence ppl won't send me there maps its discouraging. Thank you for exepting and giveing me ur map.
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AUTHOR: Infininight
TITLE: Venice
STATUS: Publish
ALLOW COMMENTS: 1
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DATE: 03/10/2001 01:00:00 AM
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BODY:
Venice superbly rounds out the popular collection of Magma Myth 2 ports. Long in the making, it required innovative scripting to recreate collapsible wall models in the Myth TFL engine. In addition to the standard Myth 2 variant, youll find four other meshes in the typical imaginative and fun Magma tradition. From carpet-bombing wars using air-strike flares and mortar shells, to massive ultra-dark team carnage, to more traditional lighter FFA fare, youll not want to miss out on this one.
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AUTHOR: Infininight
TITLE: The highlands
STATUS: Publish
ALLOW COMMENTS: 1
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DATE: 03/30/2002 01:00:00 AM
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this is cool plug.

enjoy!
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AUTHOR: Infininight
TITLE: Dwarf Riot 2
STATUS: Publish
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PRIMARY CATEGORY: Misc
CATEGORY: 
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DATE: 08/22/2001 01:00:00 AM
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BODY:
Not made by me, just posting.
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AUTHOR: Infininight
TITLE: Jimmeny Cricket Wights
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Netmap
CATEGORY: 
CATEGORY: Coop
CATEGORY: Solo

DATE: 04/21/2000 01:00:00 AM
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BODY:
Hey hey, this is a must myth have.

This plugin will edit the Wights unit on Myth: TFL, the wights will be superb, I have found that on a des game All Melle with exception to Ghouls will be uselessI fought a war of ghouls and wights only oncetrust me this plugin is a great thing of myth. I can't tell you what it does because that would spoil the suprise but I can reccomend this and so can others.

Best Usage-

Desert, BC
Carnage Light (slugfest)
Grave, LMOTH

Those few scenerios I have found to be the best place for these guys. What else is there to say but..Download this plugin. If you like it, please reccomend it to people.
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AUTHOR: Infininight
TITLE: Hax0red Map of Bad Thins
STATUS: Publish
ALLOW COMMENTS: 1
CONVERT BREAKS: __default__
ALLOW PINGS: 0
PRIMARY CATEGORY: Netmap
CATEGORY: 
CATEGORY: Coop
CATEGORY: Solo

DATE: 10/31/1998 01:00:00 AM
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BODY:
This is the Hax0red Map of Bad Thins: The original cult classic of bad map horror. Can other maps allow you get your dose of Watcher combat? What about playing the first Myth unit with a gun? Or even buppets? I don't think so.

Fun fact: It's the only map that ever got CLOSE to beating Weevil's Flapjack House of Death as the worst map ever. Think about it.

Since I am a lazy swine, here is my original readme! 

This is a read me thingy. It is for Hax0red Map of Bad Thins. It has many units that are hax0red:

<ul>
	<li>Dwarven Princesses throw pumpkins that EXPLODE!!!!!!! And they can do Pumpkin Airstrikes by pressing "t".</li>
	<li>Zerk Keengs attack like a zerk cept with their SUPER DUPER ZAPPING ATTACK when you press t.</li>
	<li>Happy Buppets run around and die. But they die in coolness ways (?) 't' deheals themselves, leaving lethal chunks good fer zapping.</li>
	<li>Kung Fu Trow kick a lot.</li>
	<li>The other doods are there to PROVE that this is a Hax0red map.</li>
</ul>

There is the normal crappy version and the even crappier WATCHER RIOT!!!

This map sucks. 

DrunkBob is not responsible for any seizures you suffer from this horrible map.

I thank no one, for I am a sociopath and hate fellow humans. Thus, this map was born.

Ooh, there are other things too here!

<ul>
	<li>There is Break N Pieces Dork, which has a lot of brawling units like: Kung Fu Trow, Drunk Pugilists (which are villagers that poke and kill!!), Fir'Bolg Boxers (which punch and can pick up thins), Shroom Men (normal jmen except they throw killa shrooms instead of shovel whackin), Drunk Durfs which attack underhanded, and Evil Pumpkin guys that attack a lot like Spider Queens or something.</li>
	<li>Wheres Waldo is assassin BC where you try and hunt and kill enemy wights, while protecting your own. There is a Creep, Mudpit, and a Grave version of this.</li>
	<li>Happy Wappy Groovetime Hour which is a lame dorf riot ripoff but with haxed dorfs. Be careful with Drunk Dorfs (they are powerful but inaccurate schmoes with avatara globes !). Dorf Journeymen throw a heal bomb for their special attack. The Suicide Midgets, well, blow up. Pickle Durfers throw pickles and drop squirrels (I was drugged at the time, sorry :)). Ooh, and it even has a bug in it that will make two teams, if together, kill each other! I want to prove to you that I suck. I made an 8 player version too for more playability (?)</li>
	<li>Antigravity Ghol Riot Ripoff is a ripoff of Clan Bear's swanky Ghol Riot, but with antigravity tweaks in them. Enjoy. There is a boxer riot thin too (!)</li>
	<li>Pimp Wars, coming in single player and riot form, with pimps that shoot stuff. Oh, and the skanky hos may morally offend you. Heh.</li>
	<li>What A Gyp, another single player level, is very lame. Your mission, kill the evil thrall. That's all.</li>
	<li>Also, there is the brilliantly scripted Sales Representative Slaughter, yet another single player level that was created by Pooka. It has scripts in it. I did not make it, blame him.</li>
	<li>And, finally, my masterpiece, Godzilla Whoopass Time. Its a single player level, which means you may have to hold down the spacebar to get a full list of the maps available and Godzilla Whoopass Time! should be apparent. Follow the instructions, or die horribly.</li>
</ul>

I am insane. Heee heee.

BTW- The Pregames Suck.
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AUTHOR: Infininight
TITLE: Crazyglue for Myth TFL
STATUS: Publish
ALLOW COMMENTS: 1
CONVERT BREAKS: __default__
ALLOW PINGS: 0
PRIMARY CATEGORY: Netmap
CATEGORY: 
CATEGORY: Coop
CATEGORY: Solo

DATE: 05/30/2000 01:00:00 AM
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BODY:
There are 11 meshes included in crazyglue.gor and they are as follows:

<h6>Multiplayer:</h6>

<dl>
	<dt>I must be crazy</dt>
		<dd>This map is intended for occasional use when normal mutliplayer games are getting a little boring. Each team begins with 4 Balors to tear the other team apart with. This map is set on the texturemap for desert between your ears.</dd>
	<dt>Dorfs vs. Ghols</dt>
		<dd>Like "I must be crazy" this map is a fun map to break away from the monotony of your usual routine. As the name implies, one team will have Ghols and the other team will have Dwarves. This map is set on the texturemap for Desert Between your Ears.</dd>
	<dt>Like a porcelain carpet</dt>
		<dd>If you have never seen a porcelain carpet then I think you are one the lucky ones for those of you that have been Carpet Bombed into oblivion and want a map devoted to Carpet Bombing, this map is for you! The mesh has a plethora of Fetch and Dwarves, and to heal any injured units that happen to be struck by enemy bombardments Journeymen have been included as well.</dd>
	<dt>If I had a Forest Giant</dt>
		<dd>This mesh has been updated since the last release. The player now has wights so ghols can now pus their enemies! Another improvement is the addition of Mandrake (healing) roots and satchel charges for each team.</dd>
	<dt>If I had a Forest Giant (Hero)</dt>
		<dd>This mesh has many hero units on it (Hero Archers, Zerks, Dwarves) in addition those there are warrior captains, Fetch, Forest Giants, Wights, and Journeymen. Each team has a stash of Mandrake roots in close proximity to the base.</dd>
	<dt>Dwarf Football: Das Boot!</dt>
		<dd>Utilizing patented Das Boot!(tm) technology the ball automatically is blown into a random orbit around the map for Steal the Bacon. Each team has 5 Dwarves, 20 Thrall, and 4 wights. The map is set on For Carnage Apply Within.</dd>
	<dt>High Anxiety</dt>
		<dd>Out in the Barrier two teams are pit against each other, and only one will come out alive This meshes utilizes "The Five Champions" texturemap and is complete with canyons that have all been "opened" up for units to traverse and strategic "forts." If you are a fan of big team games, this map is for you.</dd>
	<dt>High Anxiety (Dark)</dt>
		<dd>Like "High Anxiety", this map is based on the texturemap for "The Five Champions" and has Dark units (Trow, zerks, myrmidons, Dwarf Heros, Fetch, Soulless, Spiders, and Journeymen).</dd>
	<dt>Tournament of Champions</dt>
		<dd>So, where do champions go to test their so-called skills??? To the Tournament of Champions of course! This map is based on the texturemap for "I'll Dance on your grave" but is different in that there are five starts each with five champions. Each Start also has three Mandrake roots.</dd>
</dl>

<h6>Co-op/Solos:</h6>

<dl>
	<dt>A long the way to a long awaited party</dt>
		<dd>Those dang dwarves are at it again only this time the mayor in the adjacent town has got wind of things (literally) and has sent troops to put a stop to the dwarven partying. This map is for people who "like to blow things up!"<br /><br />

Note: You might need to press and hold shift (while switching to singleplayer levels) to access this level for the first time!</dd>
	<dt>A long Awaited Party</dt>
		<dd>You cried, you lamented, you threw all your heart and soul into trying to beat "Sons of Myrgard" just to get to "A long Awaited Party." And when you finally got there you died on the first wave of ghols! This mesh allows you, and those who have this plugin to play "A long Awaited Party" whenever you want and with Balin! So cry no more, go kick some Ghol butt!<br /><br />

Note: You might need to press and hold shift (while switching to singleplayer levels) to access this level for the first time!</dd>
</dl>

<h6>Special Feature:</h6>

And you thought that was all to crazyglue.gor didn't you? Well read on because included is a new and improved GHOL unit. The new Ghol is smarter than his predecessor in one way and that is in throwing his pus, yep, that's right, no more crying over spilt pus, your ghol is protected against accidental pus release by way of his new SPECIAL ABILITY. To use the Ghol with pus or any other battle debris pick up the object as you normally would. Now when you are ready to hurl, simply press "T" ( or your corresponding special ability key) and click on a enemy target or point on the ground to release the pus. This unit OVERRIDES ALL MAPS THAT HAVE GHOLS ON THEM AND SUBSTITUTES THE NEW GHOL for them. To use the Special ability Ghol on a regular bungie map, make sure to have this plugin selected.

I would like to thank Crazy Rooster, Groovedog, Ghost Wheel, Judd, and StoneCold for helping me out in gettting this map released to you! Thank You guys!!!
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AUTHOR: Infininight
TITLE: Carnage For The Masses
STATUS: Publish
ALLOW COMMENTS: 1
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DATE: 07/27/2000 01:00:00 AM
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Carnage For The Masses is an entirely new map for Myth: TFL.

Its a small map, with a slugfest and dark variant.

I made this for kicks, really It was a practice map so I can make cooler stuff in the near future, but it works, and its fun to play. Plus there just arent that many third party maps out there for Myth: TFL anyhow.

Its not that big of a download And its pretty fun. Enjoy.
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AUTHOR: Infininight
TITLE: Arcon
STATUS: Publish
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DATE: 01/12/1999 01:00:00 AM
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BODY:
Arcon was in the works for many months. About a year from today we finished it and only gave it out to a small group of people.

Now, thanks to the Mill, I can get this out to the public after all my friends got sick and tired of it :)

This Plugin contains:

<ul>
	<li>New Texture map made from scratch</li>
	<li>5 multiplayer maps (no singles)</li>
	<li>WW2* Units</li>
	<li>Normal Myth units</li>
	<li>Skrial fixxed (made to act as a thrall)</li>
	<li>Tantum head fixxed (skulls on trows belt)</li>
	<li>Heroes: Cross between Ghol World and other tricks.</li>
	<li></li>
</ul>

Hope you enjoy it.
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AUTHOR: Infininight
TITLE: Shadowmines
STATUS: Publish
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DATE: 08/19/1998 01:00:00 AM
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BODY:
Shadowmines is the team's latest effort, and takes place in a dark cavern deep below the earth. Dwarves in search of gems came here with their armies of archers, warriors and ghls, and even persuaded a few wild spiders to help them rule the mines.

<strong>Games (Light, Dark, Champion and Dwarven Wars)</strong>: Body Count, Steal the Bacon, Last Man on the Hill, Scavenger hunt, Territories, Flag Rally and Captures.

<strong>Games (Football)</strong>: Steal the Bacon, Scavenger hunt, and Captures. 
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Screenshot1=Flag Battle
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Screenshot3=Fetch Zap
Screenshot4=Spiders
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AUTHOR: Infininight
TITLE: If I had a Mahir
STATUS: Publish
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DATE: 07/19/1999 01:00:00 AM
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Changes:

<ul>
	<li>Mahir fixed</li>
	<li>Spider queens r now normal spiders</li>
	<li>New pathfinder dorfs throw low and very fast</li>
	<li>(Dorf cl actually does somethin =) )</li>
	<li>More changes that i 4got</li>
</ul>
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AUTHOR: Infininight
TITLE: Fox's Map Pack
STATUS: Publish
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DATE: 08/11/1999 01:00:00 AM
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BODY:
these r some tfl mapz
i was guna add more but they need work

maps included:

ZCB WARZ!!!!!!!!
ZCB WARZ:Magical
Skrael On My Hill!!(remake)

(and old friend made this map and i lost it so i remade it, it's not exactly like the old one)

If I had a Mahir (final)

Hope ya like these, more to come.
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AUTHOR: Infininight
TITLE: If I had A Pele
STATUS: Publish
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DATE: 08/22/2001 01:00:00 AM
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BODY:
Not made by me, just posted.
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AUTHOR: Infininight
TITLE: When Heroes Dare
STATUS: Publish
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DATE: 01/02/2000 01:00:00 AM
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Modified Creep, Desert Trow and Carnage with a humourous edge to it =) Enjoy

Please read the primer which acts as the readme.txt
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AUTHOR: Infininight
TITLE: INCODorf
STATUS: Publish
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DATE: 07/24/1999 01:00:00 AM
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The inco dorf Has a trow kick to fight meelee up close also has stoning arrow as a surpriseif u uses this monster in a map tell me the file path or a way to download it thanku
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AUTHOR: Infininight
TITLE: Dancing Trow-to-Trow
STATUS: Publish
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DATE: 08/22/2001 01:00:00 AM
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BODY:
Did not make, just posting.
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AUTHOR: Infininight
TITLE: Return of the Elf Kings
STATUS: Publish
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DATE: 07/29/1998 01:00:00 AM
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BODY:
Return of the Elf Kings is orginally based on the map "The Desert Between Your Ears". Kings features a completely new winter snow terrain, altered elevations (including a river bridge, river cliffs, and large hills) and flag locations. Return of the Elf Kings is a map with powerful units and an abundance of magic.

There are three different maps included, each highlighting a different Elven battle that took place at the River Tiahn, which caters to different playing styles. 
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AUTHOR: Infininight
TITLE: True meaning of last man
STATUS: Publish
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DATE: 03/08/2000 01:00:00 AM
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BODY:
 These are a couple of Demo games. (remember those days?) Well, these were a couple of LMotH games I played in, both resulting in only a single unit surviving the game, holding the hill. The first game, I won, with only a single ghol on the hill. And the second, I didn't win, but it ended with a wight blowing up on the hill, leaving three thral on the hill at very low life. Two are on the same team and rushed the third, but the third killed the other two, winning the game.
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AUTHOR: Infininight
TITLE: A Couple of Lasts
STATUS: Publish
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DATE: 05/20/2001 01:00:00 AM
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BODY:
My login was P?M? at the time of these films so watch me on the maps. In the game of Body Count, I get wipped bad, but I get the last laugh in the end(watch my one remaining Ghol). The LMOTH game ends with one Zerk at the flag(my Zerk, hehe). Truely he was the LAST MAN!
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AUTHOR: Infininight
TITLE: Sir Mauriac's Tale
STATUS: Publish
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PRIMARY CATEGORY: Scenario
CATEGORY: Netmap (FFA)
CATEGORY: Netmap (Team)
CATEGORY: Coop
CATEGORY: Solo

DATE: 05/14/2002 01:00:00 AM
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BODY:
"Sir Mauriac's Tale" features 27 solo/co-op levels and 40 multiplayer variants. The 27 solo levels follow the tale of Sir Mauriac, a bad-assed Warrior Cap whose small party of stalwarts journey through many environments on their very difficult task.

The solo/co-op of this map is plain INSANITY. Very difficult indeed. Playing on Legendary will challenge even the most seasoned player.

Co-op is just one hell of a lot of fun, game after game after game.

The 40 multiplayer maps are an endless source of enjoyment. I mean, *40 maps* guys and gals
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AUTHOR: Infininight
TITLE: The Conquest of Covenant
STATUS: Publish
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DATE: 04/29/1998 01:00:00 AM
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BODY:
<h6>What it is:</h6>

The Conquest of Covenant v1.1 is a "Creep on the Borderlands"-flavoured multiplayer conversion of the absolutely amazing Bungie TFL map "Homecoming." This excellent map allows many types of play, and is sporting basically the same unit selection as "Creep."

If you love "Creep," as I do, you'll love this tiny little .gor file. I've always thought Bungie's Homecoming map was a beauty, and now we can enjoy it multiplay.

Indeed, with the size and variation of this map, many individual "battles" are possible within a single game, depending upon your game type.

<h6>Changes for v1.1:</h6>

<ol>
	<li>Stuck units/bugs graciously fixed by Havok-ise Zumi of Oof</li>
	<li>Preview screen added by Sloan [cb] and Pythos [cb]</li>
	<li>Minor changes made by Kodiak [cb]
		<ol type="a">
			<li>Added central Terries flag</li>
			<li>Moved location of 2 terries flags to place them within Cathedral and Arena respectively</li>
			<li>Removed Scavenger Hunt game option</li>
		</ol>
	</li>
</ol>

Short Description: Basically Creep unit selection, 2 teams, on solo landscape of Homecoming level.

Known Bugs: Some yellow destination circles may not appear on ground which is able to be moved upon.
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AUTHOR: Infininight
TITLE: nity 3
STATUS: Publish
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DATE: 04/01/2001 01:00:00 AM
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BODY:
In addition to paying tribute to the Unity series authored by Clan Bear, this giant map collection also strives to be the next in the series  to which is succeeds wonderfully. Expect not only to find creative new unit sets to try out many a new strategy on, but also converted Myth 2 units as well, such as the Ghast, Mortar, Stygian Knight, even Alric and Balmung! There are many variants to play, but we at Project Magma definitely suggest that you don't miss "Soulblighter's Revenge" and "Sluglords - Anarchy". 
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AUTHOR: Infininight
TITLE: Forged North
STATUS: Publish
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DATE: 08/22/2001 01:00:00 AM
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BODY:
No description given.
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AUTHOR: Infininight
TITLE: time bomber hiking
STATUS: Publish
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DATE: 03/19/2002 01:00:00 AM
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BODY:
A time bomb appears. Since this is very powerful, it collapses the ground. Let's take refuge immediately after placing. The bottle of a signal improves. It cannot move with magic after that. Furthermore, many time bombs are dropped. There are five kinds of maps. Let's play.
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AUTHOR: Infininight
TITLE: Basic Training
STATUS: Publish
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DATE: 08/22/2001 01:00:00 AM
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BODY:
I didn't make this, just posting it.
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AUTHOR: Infininight
TITLE: Proving/Killing Grounds
STATUS: Publish
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CATEGORY: 
CATEGORY: 

DATE: 07/01/2001 01:00:00 AM
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BODY:
This popular Myth 2 map is now available for your TFL desires! Very true to the original, you will have just as much fun and excitement playing the light and dark meshes that were converted from Myth 2. However, that's not the end of it: In addition to the normal light and dark variants, expect to find new and original variants, such as a unit set full of all the giants the Myth series can offer! On other variants you might even find high explosives for your ghols to carry. As an added bonus, we have quieted the peasants to make sure you don't go insane while playing. 
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AUTHOR: Infininight
TITLE: Bungie Tourny Round2
STATUS: Publish
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DATE: 05/02/1999 01:00:00 AM
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Many more films of round two in the Bungies first Myth Tourny. Various players were in these films.
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AUTHOR: Infininight
TITLE: Myth TFL One Dorf Army
STATUS: Publish
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DATE: 12/26/1999 01:00:00 AM
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Welcome back to the world of TFL. These couple films were on the myth tfl demo(not on a third party map). One recording was an amazing victory(for me anyway), the other was a catastrophy. Be sure to view the read me for my thoughts. Maybe i'll see someone on the game.

Known as: Verdugo, Ninja Warrior, Agent Orange
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AUTHOR: Infininight
TITLE: Dol Baran
STATUS: Publish
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CATEGORY: 
CATEGORY: Coop
CATEGORY: Solo

DATE: 09/10/2002 01:00:00 AM
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This is a large and beautiful desert map, set deep in the barrier amid high rocky plateaus, narrow ledges and deep thirsty valleys. Included in this plugin are six multiplayer meshes and a solo.

The solo sees your small party trapped on a narrow rockbridge, surrounded on all sides by the forces of the Watcher who is intent on recovering his lost arm. Randomized waves of enemies attack from all sides, making this an unbelievably tough yet enjoyable struggle. We challenge you to complete this level in multiplayer mode on Legendary and send us a film!

The Multiplayer meshes include:

<ul>
	<li>2 Team (Light) - Standard TFL Light units, two huge armies.</li>
	<li>2 Team (Dark) - Similar to the above, but with Dark units.</li>
	<li>5 Start Light - complete with a Grave-style centre start.</li>
	<li>5 Start Dark - can anyone say "carpet bomb"?</li>
	<li>5 Start Ghol Riot - classic Ghol riot map.</li>
	<li>5 Start Slugfest - Mmmmm, slugfest :-)</li>
</ul>

<h5>Credits</h5>

<ul>
	<li>Concept, Colormap and Scripting: Sandman</li>
	<li>Scripting tweaks and M2 port: Iron Duke</li>
	<li>Shadowmap: lank</li>
	<li>Testers: lank, Ghost, TJ, True Peril, Doobie, Losk, Grasshopper, Woof, Coggs</li>
</ul>

Questions, comments, bribes, ect. - sandman@sandmanmaps.cjb.net

Films for beating the solo on legendary - ironduke@renaissancegames.com
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AUTHOR: Infininight
TITLE: A Dwarf Too Far
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Solo
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DATE: 08/10/1999 01:00:00 AM
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I don't know about you but I played the Myth demo to death, especially Crow's Bridge. I'd invent all kinds of new challenges. The pinacle of this was when I completed Crow's bridge on Legendary with only one bowman and the dwarf. Here are two films: 'One man and his dwarf' and 'Agressive running away.' The films are from the demo but they work under the latest Myth TFL plugin. 

In 'One man and his dwarf', if you watch carefully, two Ghols discover the hiding place of the rest of my men and are killed. In the second film our two heroes win the level with no outside help. As you will no doupt guess, I didn't complete the level in real time. I saved..once or twice. (Which might explain why the Soulless find the dwarf almost impossible to hit! )

Download these two films, ( saved as a self extracting archieve. Just double click on it ) get the Myth TFL CD out and watch that dwarf go!
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AUTHOR: Infininight
TITLE: ZCB - Special Edition
STATUS: Publish
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DATE: 10/31/1999 01:00:00 AM
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heh well i was bored and decided to make a new zcb

I made about 4 dif onesI think this was the best 1 tho so here it iz in all it's goodness.

It has 2 meshes, 

ZCB-SE and ZCB-RED ALERT

ZCB SE is pretty basic except for the barrels and the dorf heros

ZCB Red Alert has durfz, durf heroz, and pathz (all modified) and some wierd wights (heh i 4got what they did)

eh
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AUTHOR: Infininight
TITLE: Nook's Desert Films
STATUS: Publish
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DATE: 09/14/2000 01:00:00 AM
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Hey im back again. Well Iv'e discovered im not too bad at desert. These films are not only to show that I CAN win =) they also show good strats such as mass wighting and melee rush. These come in handy and there nice to have around. Good Luck on Myth and Desert! Also if you like these films, Id like to know so please mail me at hobbes_214@yahoo.com
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AUTHOR: Infininight
TITLE: BMF Slingfest
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DATE: 08/22/2001 01:00:00 AM
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Not made by me, just posted.
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AUTHOR: Infininight
TITLE: Demo Maps Plugin
STATUS: Publish
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DATE: 06/20/2000 01:00:00 AM
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This is a set of over 60 maps that were all originally made for the demo of Myth: TFL.

Maps Authored By:

<ul>
	<li>00Agent23</li>
	<li>Anubis</li>
	<li>Blizzard</li>
	<li>Checkmate</li>
	<li>Col. Malcom</li>
	<li>Crunch</li>
	<li>Debera</li>
	<li>Durandal</li>
	<li>Kenny</li>
	<li>Lord Pyscho</li>
	<li>Mad Man</li>
	<li>Predator</li>
	<li>Satan Claws</li>
	<li>Scanner</li>
	<li>Shepard</li>
	<li>Smash</li>
	<li>StraTmaN</li>
	<li>Sythe</li>
	<li>White Knight</li>
	<li>William Wallace</li>
	<li>Windows Crusher</li>
</ul>

Maps Compiled into .gor by Anubis

Maps Taken from the Absolute Demo Map Archive (ADMA), <A HREF="http://demomaps.mythtfl.com" TARGET="new1">demomaps.mythtfl.com</A>

Maps tested on 1.3 by Anubis and Stratman.

Visit <a href="http://www.mythtfl.com" target="new">www.mythtfl.com</a> for editors, maps, and news for Myth: TFL.
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AUTHOR: Infininight
TITLE: Stupid Pack
STATUS: Publish
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DATE: 07/05/1999 01:00:00 AM
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BODY:
It's amazing the weird people you find playing myth. The people in the Lmoth game are definately newbies with no self respect, look what they called themselves :)! Anyway, one player obviously didn't know what the hell he was doing charging at another player and getting all melee units :) In the second film 2 crowns and a sheild take down a sword and dagger. I am a supporter or fair play :)

I would also like to say I am only a sheild because I havent played myth_TFL in years, its not that I just suck :)
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AUTHOR: Infininight
TITLE: Dorf Rocket Arena
STATUS: Publish
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DATE: 10/11/1999 01:00:00 AM
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BODY:
This took a long time to make (well cuz we put it off so much =) but it'z finally here a Quake-type conversion for tfl!

<h6>Contains 5 maps:</h6>

<dl>
	<dt>7 plyr acid fest</dt>
		<dd>7 starts with i think almost all the new units we put in there and a lil more</dd>
	<dt>Quake (lite/dark/spiders)</dt>
		<dd>3 team mesh. 1 lite team, 1 dark, and 1 spiderz e-z enuf? exactly!</dd>
	<dt>quake napalm thingie</dt>
		<dd>A 9 start mesh..all 3 types of dorfs choc full o rocket launching goodness (did that make sense?)</dd>
	<dt>( Insert map Name Here )</dt>
		<dd>A map on da carnage mesh i made in about 30 min that we decided to throw in.</dd>
	<dt>Metroid vs Snowman</dt>
		<dd>It's a map based on tha trow mesh (blah blah blah) it has 3 metroids fer 1 team and 3 snowmen for the other.</dd>
</dl>

<h6>Bugs:</h6>

 Technically, there are bugs in these maps but most of them are in "insert map name here".. such as:

<ol>
	<li>U can blow up the tree wit satchels (this is a good thing, not really a bug =)</li>
	<li>Sometimes there is no lmoth flag if some1 doesnt start center.. but who likes playing an lmoth game wit less than 5 ppl? =P</li>
	<li>No, the units aren't messed up soulblighter just doesnt like to do his special sometimes =)</li>
	<li>ahh the cluzter dorf "wt..why isnt it blowing up!?" well.. why dont u shoot something to blow it up?</li>
</ol>

hehandmb keep some distance =) they do sometimes blow up butheheweee! =)

wellthat about sums it up!
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AUTHOR: Infininight
TITLE: The Five Legends
STATUS: Publish
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PRIMARY CATEGORY: Coop
CATEGORY: 
CATEGORY: Coop
CATEGORY: Solo

DATE: 09/27/2000 01:00:00 AM
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<blockquote>
"At the behest of the nine, our officers chose five champions from amoung the legion"
</blockquote>

<h5>What?</h5>

Basically what this plugin is, is every "normal" solo level on myth TFL, has been converted so that instead of normal units, you now command the five champions, that is Truan Turgeiss, Oleg, ki'Angsi, and the legendary Journeyman Crazy Rooster !

(Something special has been done to the regular five champs levels=))

<h5>Why?</h5>

When i first got Myth TFL, like everyone else i suspect, i played the solo levels and enjoyed all of them immensly. (still do =))

However, my favorite levels had to be the five champions levels, those guys just plain rock ! However, I wanted to be able to play with them on all the levels.

Playing co-op with these guys is real fun, with five people =)

<h5>Who?</h5>

This Plugin has been created, tested and compiled by the Crows Bridge Cartographers.

<dl>
	<dt>Capital</dt>
		<dd>Initial alpha, "An Ode to crows Bridge" =)</dd>
		<dd>Unit pickup problems</dd>
		<dd>Great ideas, helpful advice</dd>
		<dd>Excellent Testing, finding bad bugs.</dd>
	<dt>Crazy Rooster</dt>
		<dd>Excellent testing help. (both Cap and CR found bugs I didnt even know existed)</dd>
		<dd>Great ideas, helpful advice</dd>
	<dt>Judd</dt>
		<dd>The meshes and stli's (just hacked NOT created)</dd>
		<dd>Pregame picts</dd>
		<dd>Compiling the whole shebang</dd>
</dl>

Well

I would like to thank everyone who i have ever played against in myth, and everyone who i have ever played with in co-op games. Especially those five champions ones =)

I can be contacted at :
email - juddluke@hotmail.com
ICQ - 37796516

If there are any bugs that we havent picked up, please let me know about em.

I truly hope you enjoy playing these levels as much as i have had making them and playing them.

Have fun, that is compulsory =D

Judd
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AUTHOR: Infininight
TITLE: If I had a Mahir
STATUS: Publish
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DATE: 07/18/1999 01:00:00 AM
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BODY:
This is trow with new units and rain. It's pretty fun to play, it's also my first map =)

There are:

Warriors
Warr Capt's
Mahir
Spider Queens
Dorf Pathfinders
Myrm's
and Fetch

(i dont think i left any out)

-FoxLinked

btw, i didnt include an stli so it shows up as trow (the top trow)
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AUTHOR: Infininight
TITLE: Gyre & Gimble in the Wabe
STATUS: Publish
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DATE: 06/01/2000 01:00:00 AM
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BODY:
What Soulblighter hath stolen, we now reclaim

In a massive tri-clan operation code-named 'Project Magma', TFL mainstays The Underdogs and selected ex-'uDog' members began porting 15 of the best M2 terrains from Bungie, Vista and Badlands cartographers. Even M2 units such as the Maul, Stygian Knights, Mortar Dwarves, Warlocks and others were brought to M1. The project's purpose was to combine M2's ingenious designers with M1's more streamlined game engine. "The key success factor for Magma was preserving each map's design as closely as possible", says Underdog founder and Magma project leader ChrisP. "There are several major differences in the basic structure of M2 and M1 meshes that couldn't be handled by many of the M1 tools out there, but we thought it important to do the ports as well as we could."

Experienced map-makers know that M2 has 4 times as much mesh detail than M1, that height boundaries are totally different and that there are several incompatible elements that can make M2 maps almost impossible to port to M1. In mid-April, the project was almost called off when an untraceable error created persistent crash problems for Mac users. After several tests, a change in the way the maps were processed provided the Magma port crew reliable results.

Initially, unit porting was shelved due to the incredible amount of tedium and effort involved. A recently introduced unit porting program failed to deliver the high-standard results Project Magma set out to meet, and so unit porting was done 'by hand'. After a few successful trials, Society of the Journeymen (SJ) member Losk immediately began transporting units then scenery, and finally portable models.

Warlocks and Myrkridian Giants were among Losk's greatest innovations. As M1 has no mana system, Losk spent weeks learning the internal scripting language of the M1 game engine and created a mana simulation. "It was important to preserve the feel of the ported units as closely as we could While it's not perfect, it's close enough to freak a lot of M2 players out."

The first five maps ported are Bungie Corp's "Gyre & Gimble in the Wabe", "Drowned Kingdom / Empire", "Clash / Cracks in the Cloudspine", "Dead Man's Chest / Float" and "Dead of Winter", but have been given new unit mixes and gameplay options tailored for M1 play. Future ports will be a mix of third party and Bungie favorites.

"M2's game engine has to work hard to manage a large variety of models, scenery, units, animations and render a detailed map in 3D", says ChrisP. "By porting M2 maps to M1, M2 players can use the faster, smoother M1 engine for an all-round better netplay experience, and M1 players can rejuvenate play with a whole new bunch of units and terrains."
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AUTHOR: Infininight
TITLE: Sephiroth's Funny Films 2
STATUS: Publish
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DATE: 03/04/2000 01:00:00 AM
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BODY:
Here's another pack of Sephiroth's Funny Films!

The first film doesn't have me in it, but my goody buddy Char, in "Char and the Clumsy Guy"

The Next film is a few of my buddies and I in a Myth 1.0 New Year's Eve Reunion felt like a game of Pool Party. Since we didn't have VR Pool Party and we didn't want to download it or go to 1.3, we decided to play a little "Ghetto Pool Party".

The third film is me, my buddy Char, and two newbies playing some "Not so Random Trow". Char and I ended up on the same team together along with one of the newbies.

Enjoy Sephiroth's Funny Films 2!!
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AUTHOR: Infininight
TITLE: Wights of Passage
STATUS: Publish
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DATE: 08/22/2001 01:00:00 AM
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Not made by me, just posted.
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AUTHOR: Infininight
TITLE: Deluxe Maps
STATUS: Publish
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DATE: 08/22/2001 01:00:00 AM
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All regular maps but has all game types.
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AUTHOR: Infininight
TITLE: The Vessel
STATUS: Publish
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DATE: 12/15/2000 01:00:00 AM
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The Vessel was designed from the ground up with gameplay taking priority over all other considerations. The map has been planned in such a way as to promote very interesting fights and battles (much like Bungie's map, For Carnage Apply Within), and features several different meshes for ffa and team play, with a wide selection of units. The Vessel also features a quality, handcrafted colormap. Natural colors and breathtaking views compliment the already rich and diverse playing experience.

For more information, visit <a href="http://www.m-i-a.net/vessel">www.m-i-a.net/vessel</a>. There you can find detailed information about the map, as well as screenshots and more.
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Screenshot2=Myrmidons!
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Screenshot4=Flag Battle
Screenshot5=Dwarven Hellfire
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AUTHOR: Infininight
TITLE: Fm's Solo Films
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DATE: 05/02/1999 01:00:00 AM
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A film of me doing every level on normal settings, including the secret level. I think in most, not one unit of mine dies. Other than that, the films are good to watch to see how to complete a level if you are stuck.
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AUTHOR: Infininight
TITLE: A "Vivid" Can of Slugfest
STATUS: Publish
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DATE: 10/06/2001 01:00:00 AM
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You'll need the absolutely awesome TFL map called "Vivid" (by DeadMan) to view this film.

What a perfect excuse to go and get "Vivid," eh? Really, it's one of the best TFL maps ever created, bar none.

Anyway, in this film, ol' Beer Can completely decimates two worthy foes in a game of Slugfest (Steal the Bacon).

This film is full of sneaks, steals, and action. The end is a bit hilarious, as well. 

Can you say "Uber Thrall"?

Enjoy.

Players

:: Beer Can ::
<br />
Kira (uDog)
<br />
Vulture (FoG)

Recorded October 06, 2001 via BungieNet.
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AUTHOR: Infininight
TITLE: C & C in the Cloudspine
STATUS: Publish
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DATE: 06/01/2000 01:00:00 AM
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What Soulblighter hath stolen, we now reclaim

In a massive tri-clan operation code-named 'Project Magma', TFL mainstays The Underdogs and selected ex-'uDog' members began porting 15 of the best M2 terrains from Bungie, Vista and Badlands cartographers. Even M2 units such as the Maul, Stygian Knights, Mortar Dwarves, Warlocks and others were brought to M1. The project's purpose was to combine M2's ingenious designers with M1's more streamlined game engine. "The key success factor for Magma was preserving each map's design as closely as possible", says Underdog founder and Magma project leader ChrisP. "There are several major differences in the basic structure of M2 and M1 meshes that couldn't be handled by many of the M1 tools out there, but we thought it important to do the ports as well as we could."

Experienced map-makers know that M2 has 4 times as much mesh detail than M1, that height boundaries are totally different and that there are several incompatible elements that can make M2 maps almost impossible to port to M1. In mid-April, the project was almost called off when an untraceable error created persistent crash problems for Mac users. After several tests, a change in the way the maps were processed provided the Magma port crew reliable results.

 Initially, unit porting was shelved due to the incredible amount of tedium and effort involved. A recently introduced unit porting program failed to deliver the high-standard results Project Magma set out to meet, and so unit porting was done 'by hand'. After a few successful trials, Society of the Journeymen (SJ) member Losk immediately began transporting units then scenery, and finally portable models.

Warlocks and Myrkridian Giants were among Losk's greatest innovations. As M1 has no mana system, Losk spent weeks learning the internal scripting language of the M1 game engine and created a mana simulation. "It was important to preserve the feel of the ported units as closely as we could While it's not perfect, it's close enough to freak a lot of M2 players out."

The first five maps ported are Bungie Corp's "Gyre & Gimble in the Wabe", "Drowned Kingdom / Empire", "Clash / Cracks in the Cloudspine", "Dead Man's Chest / Float" and "Dead of Winter", but have been given new unit mixes and gameplay options tailored for M1 play. Future ports will be a mix of third party and Bungie favorites.

"M2's game engine has to work hard to manage a large variety of models, scenery, units, animations and render a detailed map in 3D", says ChrisP. "By porting M2 maps to M1, M2 players can use the faster, smoother M1 engine for an all-round better netplay experience, and M1 players can rejuvenate play with a whole new bunch of units and terrains."
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AUTHOR: Infininight
TITLE: A Sad Little Camper "Wins" Grave
STATUS: Publish
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DATE: 03/02/2000 01:00:00 AM
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A disgraceful "win," and a fine example of rotten gamesmanship.

I wasn't involved with this folly, but I found this film on someone's site, along with some sort of boasting about how great a victory it was.

Yeah, some "victory".

I mean, a little Camping isn't a bad thing, but Camping as a primary "strategy" is just sad.

And then to brag about what a "great game" it was.

This kind of playing is not what TFL is about.

Bah!
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AUTHOR: Infininight
TITLE: Blood in the Wadi
STATUS: Publish
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DATE: 07/31/1998 01:00:00 AM
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Blood in the Wadi was Setiks first adventure into map making, it features a completely new mesh, texture, scenery, and even Elven units. A harsh desert with rocky dunes is contrasted with an old lake bed and nearby river bed, hence the hence the title "Blood in the Wadi". The word "Wadi" is an arabic word that describes a dry cracked river bed. There are currently five starting positions on the map. Light, Dark and Hero versions are available.

Games: Body Count, Steal the Bacon, Last Man on the Hill, King of the Hill, Capture the Flag, Balls on parade, Scavenger hunt, Territories, Flag Rally and Captures; are available with light, dark, and hero variants.
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Screenshot1=That sinking feeling
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AUTHOR: Infininight
TITLE: Group of Coops#1
STATUS: Publish
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PRIMARY CATEGORY: Coop
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CATEGORY: Coop
CATEGORY: Solo

DATE: 10/14/1998 01:00:00 AM
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Myth 1 may be getting a little old but not too old for this plug!(well, maybe) Anyways, this Plugin is filled with some action co-ops! The maps are 

<ol>
	<li>VR Pool Party</li>
	<li>Creep</li>
	<li>Carnage</li>
	<li>Desert</li>
	<li>Grave</li>
	<li>Mudpit</li>
</ol>

It contains about 10 maps which are all different and fun.

Its good practice when your not on bungie.net!

Try it, and I hope you enjoy it.
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AUTHOR: Infininight
TITLE: Temple of the Tain
STATUS: Publish
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DATE: 05/29/1998 01:00:00 AM
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Greetings all! This map features the following:

<ul>
	<li>Completely new height map.</li>
	<li>Completely new passabilities.</li>
	<li>A reasonable balance of unit types.</li>
	<li>One completely new unit, the Dwarven Journeyman!</li>
	<li>5 game possibilities (BC, Bacon, LMOTH, Terries, and Flag Rally).</li>
</ul>

<h6>Notes about the map:</h6>

The geometry of this map is quite interesting, forcing players to rethink some of their normal "let's just walk in this direction" methods of engagement. Position can mean the difference between a win and utter annihilation. Lack of height can kill.

Spiders love this map. :)

Dwarven Journeymen (gotta love their names and flavor text!) are very interesting units. They have the throwing abilities of a dwarven hero (or thereabouts), the toughness of a normal dwarf (or thereabouts), and no satchel charges. Instead of those lovely satchels of explosives, each D.J. carries with him four healing bottles, which he can throw at targets (units, the ground, or whatever). When a healing bottle strikes (and goes off sometimes they don't), units within a radius around the bottle are healed, just as if a journeyman had walked up to them. Do not send your Myrmidons charging towards a Dwarven Journeyman; the D.J. will almost certainly win unless you have an incredible numerical advantage.

And, because I was asked -so- many times during playtesting

The red stuff on the ground is not lava. It is not a pool of blood. It is a bloody stain. In other words, it ain't supposed to behave like water! ;)

How we did it:

Maps were created by Remus Shepherd using Adobe Photoshop and GraphicConverter on a PowerMac 8500/180 with128 megs of RAM. The Dwarven Journeyman was created by Remus on his home PC (Pentium 200, 32 megs of RAM) using plain-ol' hex editing. The mesh was created on Loshadh's home system (PowerMac G3 266, 160 megs of RAM) using a combination of Photoshop, custom written Matlab scripts, and HexEdit. Insertion of the map textures and .256 file generation was performed by Loshadh. Unit and object positioning was performed on the 8500/180 using Cameroon's kick-butt editing program "Mesh Inspector Gold 2.1.2". Overhead map was simultaneously created by both Remus and Loshadh, and insterted by Loshadh. Pregame screen created by Loshadh.

<ul>
	<li>Map design and artistry, Remus Shepherd.</li>
	<li>Unit Design, Remus Shepherd.</li>
	<li>Grunt Work, Implementation, and general Miracle Worker, Loshadh. ;)</li>
</ul>
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AUTHOR: Infininight
TITLE: If I had a Yeti
STATUS: Publish
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PRIMARY CATEGORY: Netmap
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DATE: 08/22/2001 01:00:00 AM
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Needs a description.
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AUTHOR: Infininight
TITLE: InCarn8
STATUS: Publish
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DATE: 07/01/2001 01:00:00 AM
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This map was built for the Return of the Fallen Lords 2 tournament. In addition to the relatively small download, It features 8 light starts on the classic carnage set, to make for a delightfully bloody situation. With all the fun of normal Carnage Light - times 2, you can expect this map to deliver in full games. However, don't be surprised if you find yourself surrounded by enemies this map is not for the timid! Required for the RotFL2 tourney, and a must have for the rest of you. 
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AUTHOR: Infininight
TITLE: Decaying on the Borderlands
STATUS: Publish
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DATE: 06/20/1999 01:00:00 AM
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This map is a dark version of Creep on the Borderlands for Myth:TFL, it has a hexed bungie unit the Mahir, I made this map around June so it came out before my friend made his first map, If I had a Mahir, so I did not steal it from Foxlinked. The units are as follows:

3 out of 4 Mahir
3 out of 6 Wights
6 out of 9 Dwarves
12 out of 24 Soulless
18 out of 27 Warriors
30 out of 45 Thrall
6 out of 18 Myrmidons

I would like to thank my fellow ordermate Shaister for his help and impute in this map, without him this map would not be possible, now enough reading GO PLAY : )
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AUTHOR: Infininight
TITLE: HEX This!
STATUS: Publish
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DATE: 01/04/1998 01:00:00 AM
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BODY:
"HEX This!" is a map about four months in the making. What started as a experiment on my part became a full fledged map with five varients. "HEX This!" is based on "Heart of the Stone" and features tons of hexed units. It only has one type of melee unit and it can make for very interesting games. Here's a list of the hexed units and a short bio:

<dl>
	<dt>Scab Ghols</dt>
		<dd><blockquote>"After the disaster at Myrgard, Balor needed new ghols. So he commanded Bel'al to make new ones out of the scabs of his enemies"</blockquote>

Scab Ghols can go on any terrain, and are partially immune to arrows. Their attack is pretty weak but they are very good for keeping flags contested and since they can go on any terrain and are faster than all the other units they can kill a lone Berserk Hero eventually. On Scab Slugfest and Scab riot there are lots of artifacts that they can pick up. To use a artifact make the Scab Ghol pick it up, hit the 't' key, and select the unit to blast (or heal).</dd>
	<dt>Scab Preistess</dt>
		<dd><blockquote>"Scab priestess are the most feared of the scab ghols, they have been known to pick the scabs off the living"</blockquote>

Scab Preistess's are pretty much the same as Scab Ghols except they have a much more powerful attack. They're only on Scab Slugfest.</dd>
	<dt>Hulk</dt>
		<dd><blockquote>"Aren't they a little too well, stupid?" asked Shiver, "No, I like my onions stupid." replied Balor "It's minions sir."</blockquote>

Hulks aren't quite as fast as the other scab ghols and they don't have a melee attack but they make up for it with sheer brute strength. Usually it's best to swat these guys off at a distance or swarm them with Scab Commandos because if they get in to close to a group of normal Scab Ghols the can wreak havoc. Hulks are only on Scab Slugfest.</dd>
	<dt>Scab Commando</dt>
		<dd><blockquote>"Commando's are one of the most mindless of the scab ghols. They work in a hive mentality with one of the Priestess as their brains.."</blockquote>

Scab Commando's are a fast unit. Faster than scab ghols, and if they swarm something look out because the other side isn't going to get a chance to fight back. Like the Hulks they don't have melee attack but they are a little weaker so Scab Preistess's can usually pick them of pretty quick. Scab Commando's are only on Scab Slugfest</dd>
	<dt>Hermit Dwarf</dt>
		<dd><blockquote>"Well after being chased by spiders the size of dogs, and being only 3 feet tall, well you learn to climb good" - Elmo the hermit talking to his pet rock</blockquote>

Hermit Dwarves have three fundimental things that differ them from normal dwarves. 1) There bottles are a little bit weaker 2) they just kinda lob the cocktails way up and if your lucky and the unit they're attacking hasn't moved they bounce way off from their intended target hitting nothing and 3) they drop bottles instead of satchels. Hermit Dwarves are on the normal Hex This and Hermit Riot.</dd>
	<dt>Drake</dt>
		<dd><blockquote>"Kiran summoned the Drakes out of the great devoid, and using chains of power, bound them to his will"</blockquote>

Drakes use the unused Bungie "Skrl" sprites so they are a little bit different visually. They shoot fireballs at a very rapid pace but often they explode in the air or bounce right past the target. One interesting quirk is that the fireballs go through models.</dd>
	<dt>Indian Healer</dt>
		<dd>Indian Healers are like normal Journymen except with a twist, Their healing spreads like Avatara magic. This can make for some very interesting tactics. Such as healing your units when a Mahir is attacking and thus killing the Mahir.</dd>
	<dt>Mahir</dt>
		<dd><blockquote>"an obsidion knife screamed in a tongue he understood not, it's words violent, clear and distinct, tearing his breast and pulling him toward the dark thing which had risen from the shadows."</blockquote>

Mahir are another unused unit from Bungie. Their attack has to be seen to be believed but the long and short of it is look out for the unit that gets in it's way. Mahir can not be healed so be careful when your Indian Healer is healing your units ("Whats the Indian Healer do?" "Try it." *healing noises* "Crap.").</dd>
</dl>

The two normal units that appear are the Berserk Hero and the Archer Hero.

Here's a list of the varients:

<dl>
	<dt>Hex This!</dt>
		<dd>
		Hex This normal has four starting points.
			<ul>
				<li>Berserk Hero</li>
				<li>Archer Hero</li>
				<li>Mahir</li>
				<li>Hermit Dwarf</li>
				<li>Indian Healer</li>
				<li>Scab Ghol</li>
				<li>Drake</li>
			</ul>
		</dd>
	<dt>Hex This! (Scab Slugfest)</dt>
		<dd>
		Hex this (Scab Slugfest) has four starting points.
			<ul>
				<li>Scab Ghol</li>
				<li>Scab Preistess</li>
				<li>Scab Commando</li>
				<li>Hulk</li>
			</ul>
		</dd>
	<dt>Hex This! (Scab Riot)</dt>
		<dd>
		Hex This (Scab Riot) has eight starting points.
			<ul>
				<li>Scab Ghol</li>
			</ul>
		</dd>
	<dt>Hex This! (Hermit Riot)</dt>
		<dd>
		Hex This (Hermit Riot) has eight starting points.
			<ul>
				<li>Hermit Dwarf</li>
			</ul>
		</dd>
	<dt>Hex This! (Drake Riot)</dt>
		<dd>
		Hex This (Drake Riot) has eight starting points.
			<ul>
				<li>Drake</li>
			</ul>
		</dd>
</dl>

Hex This was made using Mythed, Amber, CORE Edit, MONS Edit, Despair, Textura, BrainHex, Bartok, PROJ Edit, Mesh Inspector Gold, LPGR Edit, Rage, and Firecats wierd mons editor that only he can open.

We'd like to Perrin, Abaddon, President Clark, Wightout, Infector, Netflint, @$$, Deadites, Isolder, Zeronova, and Hiro for beta testing and your great input, and then of course Bungie for being the coolest game company around.
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AUTHOR: Infininight
TITLE: Unity
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Netmap
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CATEGORY: 
CATEGORY: 

DATE: 06/01/1998 01:00:00 AM
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The current versions of Unity are: Unity1.1 (unity1_1.gor) and Unity2 (unity2.gor). They work together providing different and varied maps based on the original textures in Bungie's Myth: The Fallen Lords.

Unity1 was a compilation of maps from the 'old' plug-in days of Myth_TFL v1.1 and v1.2, but, since bigger and better tools have made themselves available, major revisions and improvements have been possible. Unity2 was the result of these improvements and the desire to provide a large, diverse and fun-for-all map pack. 

Unity2 was expected to replace Unity1, but many mythers expressed their love and affection for the now classic maps (well, some of them anyway). Since Unity2 maps used the same tags as Unity1 maps (and the meta-server on Bungie.net, there was a need to update either Unity1 or Unity2. Now, Unity1 was smaller so we decided to update it to Unity v1.1.

This gave us the opportunity to include some new (and hopefully our last until Myth II) conversions. The topics below discuss some of the new features which Mythers may find confusing with some of the unity maps.

A Note on World Knots: While making world knots is not difficult, it is difficult to get them right in a netplay situation. I have removed the one and two way world knots from Smiths and MaD sKiLLz because of their limitations in Myth 1. Perhaps with Myth 2, we will see improvements and then the knots can come back.

<h6>Some Unity Features</h6>

<ul>
	<li>Open Passability</li>
	<li>There is No Shelter</li>
	<li>Riots on Smiths</li>
	<li>Himalayan Hangover</li>
	<li>MaD sKiLLz</li>
</ul>

There are three meshes that use abnormally open passability. Since the maps were solo level maps, they originally had large mountainous areas which were entirely blocked off so that no unit, not even soulless, could wander. These areas were opened in an effort to free up these awesome battle zones and allow for the development and more frequent use of new and more ruthless strategies that utilize height advantages. (Note: No Shelter has only the white chalk cliffs in the center ring set as sloped, so it is a spider and soulless zone, and those units are abundant on the dark versions. Enjoy!)(Note: MaD sKiLLz has been opened up so that only the river in the middle has 'thin ice' which ghols can cross at will but that other units will have to find thicker ice. Hint: Look for the river grass.) While some experience despair at not feeling safe anywhere on a map (deal with it), others have expressed interest in setting up and executing elaborate battle plans to take advantage of this opportunity. Please send us your films. We would love to see these new strategies in action. Note: While the mesh has been opened, the edges - borders have been sealed as impassible, so click away and see where you can go.

<dl>
	<dt>Coliseums</dt>
	<dt>Gladiator Units</dt>
		<dd>Many people have expressed concern that while they enjoy riot maps, the dorf riots entail less chance and strategy than ghol riots. This is a result of the power of the pathfinder unit as a 'super-hero'. To provide a further challenge, the coliseums and their gladiators are introduced with Unity1.1. Gladiators are normal dwarven heroes (Olegs) who have exchanged their ability to lay satchel charges for the ability to heal with a special ale made with the journeyman's famed mandrake root. This provides the additional challenge of preserving your veterans during the course of a game, because each gladiator killed yields 3 experience points for the victor. Welcome to gladiator life: short and sweet.</dd>
	<dt>Kill el Bastard</dt>
	<dt>Mudpit</dt>
	<dt>Covenant</dt>
		<dd>Providing some variation on the assassin theme. Make sure to test out the LemurStick of Stoning (Priests and Jmen are immune to it) and read the priest's story for the object of the game. Another secret: the unit which actually gets the kill on the priest is awarded 20 experience points to aid you in your quest for the next priest down the line or for the defense of your own priest.</dd>
	<dt>Tilt Maps</dt>
		<dd>Most all of the original net play maps have been 'tilted'. This provides the player with all the units that the map can hold (was designed to hold). More specifically, you are given the maximum of all the units which normally appear on the map. This allows for new levels of strategy and intimidation since the larger armies can more easily be split between multiple players on the same team. While this is great for 10 player - 5 team FFA (Free For All) games, it is also good for 2 team play on these same maps. Note: Many of the maps have had their flags moved in order to accommodate the increased armies as well as minor modifications which allow for many types of game play.</dd>
	<dt>None</dt>
		<dd>If you scroll down the game type lists you will find that most (if not all) of the Unity maps have the 'None' game type option enabled. This allows you to play scoreless games (not sure how ranked treats this, does last man standing still win with v1.3?). You see, originally this game provided that the last man standing would win the game in ranked rooms. While this would make some people send soulless off the map in order to at least get a tie, we provide this option in the hopes that some people might just want to play a game, move their armies around and make their own rules for the game. Enjoy yourselves, get out on the field, march around and don't worry about flags and balls, just see who has the best formation control and unit micro-management or whatever suits your fancy.</dd>
</dl>
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AUTHOR: Infininight
TITLE: The Den of Inequity (In Flux)
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DATE: 04/30/1998 01:00:00 AM
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I've had this around forever but never released itthis version of the beta has 2 meshes.

This release is mostly for curiosity's sake until I find the most up-to-date version laying around on my old harddrive.

I've played with getting the mesh back to a playable state. It's certainly still subpar, but I've at least improved its state for the time being. Updates will continue (unless I can find the near finished version somewhere on an old drive :). This version only has the "Harbinger of Doom" version ("Dark" with a to-be "Queen Fetch" [unfinished as of yet])
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AUTHOR: Infininight
TITLE: Appalachian Hot Springs
STATUS: Publish
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DATE: 08/06/1998 01:00:00 AM
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No readme included with the .GOR, so unless the author steps forth to take ownership of this fine Myth 1 map, no description will be available.
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AUTHOR: Infininight
TITLE: Covenant Supreme!
STATUS: Publish
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CATEGORY: Solo

DATE: 06/25/1999 01:00:00 AM
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BODY:
Find your Myth I CD, blow the dust off, and pop it in your drive, because this recording is worth it! You all remember that dauntingly huge army on the solo level Flight from Covenant, don't you? The one you thought you or anyone else would never beat? Well, here it is, watch some 30 myrmidons, and that many or more thrall be slaughtered with 2 dwarves, about 16 warriors, and about only 8 archers! This is definantly the best I have ever done in any solo scenery in Myth I or Myth II. 

Note:

a) It was recorded some time ago, I just remembered it recently.
b) This is a film for Myth I: TFL! It will not work for Myth II!!!!
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AUTHOR: Infininight
TITLE: If I had a Forest Giant TFL
STATUS: Publish
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DATE: 11/27/1999 01:00:00 AM
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BODY:
Note: If I had a Forest Giant has been updated and is now included in the plugin Crazyglue.

Includes two meshes, standard and dark.

The standard mesh includes Forest Giants, Berserks, Warrior Captains, Ghols, Journeymen, Archers, and Dwarven Pathfinders.

The Dark mesh includes Forest Giants, Berserk Heroes, Warrior Captains, Journeymen, Archers, and Dwarven Heroes, and Fetch. 

This map utilizes the texture map from "The desert Between Your Ears."

Enjoy!
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AUTHOR: Infininight
TITLE: Catapult &amp; Ballista
STATUS: Publish
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DATE: 01/10/2002 01:00:00 AM
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desert and walls.

two new arms are strong. but very 

slowly. 
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AUTHOR: Infininight
TITLE: Dynamite&Destroyers
STATUS: Publish
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DATE: 08/27/2001 01:00:00 AM
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Many new arms add. A dynamite is large explosion and power is stronger than a Molotov cocktail. Unit action is newly added and acts variously. There are guarding an attack, running, provoking, etc. It may be able to laugh at music. Please receive and play by all means.
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AUTHOR: Infininight
TITLE: Redemption In The Dire Marsh
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DATE: 07/25/1999 01:00:00 AM
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This is a pretty straight foward map, it's a remake of Bungie's map, "Death On the Dire Marsh" the biggest Free for all map they made, but I thought it lacked what I love light units; So I've made a light version of Marsh, a very balanced one at that. The units include:

<ul>
	<li>Dwarves</li>
	<li>Warriors</li>
	<li>Thrall</li>
	<li>Archers</li>
	<li>Wights</li>
	<li>Ghols</li>
	<li>Beserkers</li>
	<li>Journeymen</li>
</ul>

Since the armies on this map are huge for a ffa it makes for very fun play throughout the map, I suggest playing team FFAs on this map because of the amount of units on each team.
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AUTHOR: Infininight
TITLE: Wet Feet!
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DATE: 08/19/1998 01:00:00 AM
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Ah, yes: Another oldie, and with no READ ME file.

I had nothing to do with this map, but am posting it here for posterity.

In the meantime, it's gonna make for some killer games.

Apparently, the authour is named "Cuzog," and was active in the Myth community for a time.

Anyway

"Wet Feet!" occurs on the map "For Carnage Apply Within". The Bungie map has been slightly and expertly modified, however: The centre "bowl" is gone, replaced with a tree-studded pond fed by a stream oozing from the famous white rock of old.

Seems simple enough in concept, but gameplay takes new dimension. The standard "FCAW" tactics will fall slightly short on this "incarnation," so watch out!

Really, for an altered map, this is some very cool stuff.

Enjoy.
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AUTHOR: Infininight
TITLE: A Placid Film Pack
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DATE: 10/02/2000 01:00:00 AM
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A pack of 19 old films from an old timer. Yes, these films are old. Yes, the players are old. Many well-known opponents from the early Myth days are found in here. From the thousands of Myth games I played, these are the only 19 that I have saved - for their quality. So do these old films show anything still relavant to the Myth games played today? Judge for yourself! ;-)
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AUTHOR: Infininight
TITLE: DwarvenGunner
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DATE: 01/25/2002 01:00:00 AM
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New unit is Dwarven Gunners. Please enjoy.
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AUTHOR: Infininight
TITLE: And Raxtus Laughed
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DATE: 10/11/1998 01:00:00 AM
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ORIGINAL INFORMATION (March 7, 2003) 

Continuing the task of archiving old and/or forgotten TFL plug-ins

Here's "And Raxtus Laughed."

I had nothing to do with this map's creation, nor was a READ ME included, so the authour(s) is/are unknownlest they step up and say somethin'.

"And Raxtus Laughed" is set in a Lake Powell-esqe rolling sandstone desert landscape, you command a small to medium-sized troop of either Light or Dark units. 

There's a nice bit of variety, with some really diseased water running in a stream through map centre, and pooling-up in the north.

Combat is awesome, as the reasonable unit size and interesting selection make for great times.

One tech flaw is that the map edges are visible. Not a huge error, but could have been easily corrected.

Enjoy this oldie but goodie.
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AUTHOR: Infininight
TITLE: Onto the Battlefield of Doom
STATUS: Publish
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DATE: 06/20/1998 01:00:00 AM
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BODY:
I found this map some time ago. There's no READ ME, and no way to trace ownership. But, I thought it should be posted.

This is a HUGE battlefield, with two starts. Each side has an awesome army of Archers and Warrs, with a couple JMen for good measure. All units can be traded.

This is one intense multiplayer forum. Just sheer carnage, but also a lot of tactical stuff, as the terrain of this gigantic battlefield has trees, hills, and holes. Very tough LMOTH.

A great Fallen Lords addition! See you on Marius Net.

Will the authour please come forward?
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AUTHOR: Infininight
TITLE: Thieving Huckelberry
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Netmap
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CATEGORY: 
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DATE: 04/22/1998 01:00:00 AM
-----
BODY:
Unbelievable Myth 1 "For Carnage Apply Within" film file!

This film is *all about* the end: A totally sneaky theft of bacon after a nearly THREE MINUTE overtime/sudden death situation! 

Yeah, the ball is totally surrounded, and in swoops "Your Huckleberry" with a lonely little Soulless for a victory you'll just have to see to believe. 

After the game, everyone involved was rolling with laughter.

When the game started, "Your Huckleberry's" sole strategy was to try a "sneak". Didn't look like it was ever gonna happen, but man did things change!!!

Yes, "Your Huckleberry" is me.

<h6>The Players:</h6>

<ul>
	<li>Wax the Craven</li>
	<li>Mr. Grim</li>
	<li>Rune</li>
	<li>Ecthgow</li>
	<li>Your Huckleberry</li>
</ul>

<h6>The date:</h6>

April 22, 1998, on the B.Net of olde

Enjoy.
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AUTHOR: Infininight
TITLE: Dwarf O' Ghol
STATUS: Publish
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PRIMARY CATEGORY: Netmap
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DATE: 10/06/1999 01:00:00 AM
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BODY:
Have you ever wanted to riot. Well you can riot, riot, riot, all day on Dwarf O' Ghol. Dwarf and Ghol riots on the Training map and on Forest Heart. There is also a secret weapon on all of the maps, so far no one knows where it is and I am not about to tell.
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Author=The Raven
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Filename=74263672
Filesize=648k

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AUTHOR: Infininight
TITLE: TFL Solo Recordings
STATUS: Publish
ALLOW COMMENTS: 1
CONVERT BREAKS: __default__
ALLOW PINGS: 0
PRIMARY CATEGORY: Solo
CATEGORY: 
CATEGORY: 
CATEGORY: Solo

DATE: 10/25/2000 01:00:00 AM
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BODY:
These are 15 of the 25 Myth TFL solo levels beaten on Legendary with one or two losses and no casualities.

I hope to beat more levels in the future.
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AUTHOR: Infininight
TITLE: The Big Freeze!
STATUS: Publish
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PRIMARY CATEGORY: Netmap
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DATE: 01/27/2001 01:00:00 AM
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BODY:
This game was the most incredible ending I've seen on Mudpit Massacre Dark. With just over two minutes left in game, the only thing standing was one frozen trow, one myrm, and one badly wounded trow. With the trows last kick to kill the myrm, he began walking to take out the frozen trow only to be hit 2 seconds later by a piece of myrm debri freezing himself as well. Zip comes with 3 close up screen shots so you can see how it happened!
-----
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Author=Age Of Myth
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Version=1.0
Filename=748048341
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AUTHOR: Infininight
TITLE: Rocky Mountain Moonshine
STATUS: Publish
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PRIMARY CATEGORY: Netmap
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DATE: 08/22/2001 01:00:00 AM
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BODY:
Not made by me, just posting it.
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AUTHOR: Infininight
TITLE: Myth 1  Beaten!!!!
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Solo
CATEGORY: 
CATEGORY: 
CATEGORY: Solo

DATE: 12/17/2000 01:00:00 AM
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BODY:
Hi all,

After my previous post of Myth 1 films of the 15 levels, I found some time to complete the rest of the Myth 1 levels.

Here are all the levels (including the secret level) of Myth 1 completed on legendary !!!
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AUTHOR: Infininight
TITLE: PumpkinWars3
STATUS: Publish
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DATE: 08/04/2001 01:00:00 AM
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BODY:
New arms appear. Explosion became powerful. An enemy is not seen on a overhead map.
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AUTHOR: Infininight
TITLE: ZeroGravityTFL
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Netmap
CATEGORY: 
CATEGORY: Coop
CATEGORY: Solo

DATE: 10/24/1999 01:00:00 AM
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BODY:
Well this plugin is for Myth: The Fallen Lords. 

It "turns" off gravity without the need for you to have "Bob's Moon Waffles" by DrunkBob.

Note: I only made the tag. DrunkBob did all the work in creating Moon Waffles. Hope you have fun in Zero Gravity!

Capital
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Group=Crow's Bridge Cartographers
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Version=1.0
Filename=78328733
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AUTHOR: Infininight
TITLE: Sephiroth's Funny Films
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Misc
CATEGORY: 
CATEGORY: 
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DATE: 07/23/1999 01:00:00 AM
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BODY:
The first film is me (Sephiroth) vs Dragus. I beat him so bad, ut was funny. The next film is a FFA, I killed 3 armies! One of them I killed with a single berserk! It's funny as hell! Enjoy!!
-----
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Author=Sephiroth (Joel Philibert)
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AUTHOR: Infininight
TITLE: Maniacres Sink
STATUS: Publish
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PRIMARY CATEGORY: Netmap
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DATE: 11/10/1998 01:00:00 AM
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BODY:
"Maniacres Sink" occurs in an Everglades-like tropical lagoon-type environment. Waters and small islands border a larger land mass, which has a bowl of more water, and land in the centre.

Game play is outstanding, reminding one of the Bungie "stock" maps. Unit selections are cool as well, with nothing too outrageous, and everything seemingly in measure. The map is technically strong, save for the edges.
-----
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Filename=786079165
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AUTHOR: Infininight
TITLE: Where Heroes Dare
STATUS: Publish
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PRIMARY CATEGORY: Netmap
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DATE: 08/22/2001 01:00:00 AM
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BODY:
Did not make, just posting.
-----
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AUTHOR: Infininight
TITLE: Shadow of the Moutain II
STATUS: Publish
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PRIMARY CATEGORY: Coop
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CATEGORY: Coop
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DATE: 04/01/2001 01:00:00 AM
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BODY:
Perhaps one of the most played solo levels of all time, Shadow of the Mountain challenged the most coordinated team on higher difficulties, and tested the tactical ability of any team captain. However, with Shadow II, your team will struggle through the most easy of difficulties. Waves upon waves of the dark, both undead, and your fellow comrades turned against you, will push you to the very brink of your tactical ability. To assist you, a mortar has joined your ranks, however you will need to rely on your own wits, and the skill of your teammates, to make it through the assault on the mountain this time 

For more information check <a href="http://projectmagma.net">projectmagma.net</a><BR>
<BR>
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AUTHOR: Infininight
TITLE: Last Refuge
STATUS: Publish
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CATEGORY: 
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DATE: 02/27/1999 01:00:00 AM
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BODY:
Not much is known about this (no readme with the .GOR). The Mill just came across it and thought to put it up. The author should step forward and take ownership so a proper write-up can be done for this.<BR>
<BR>
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AUTHOR: Infininight
TITLE: Films to Laugh at
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Netmap
CATEGORY: 
CATEGORY: 
CATEGORY: 

DATE: 05/29/2000 01:00:00 AM
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BODY:
Most of these films were made by my cousin Ryan (Kaerveck) and myselfI hope you find these a good laugh.
<br />
By the waycheck out the 3 dorf fun films
<br />
Mail me if you would like to know more about 3 dorf fun.btw thx Strat

<BR>
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Author=Inev~ (Rick)
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Filename=80482116
Filesize=107k

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AUTHOR: Infininight
TITLE: Flight from Covenant II
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Coop
CATEGORY: 
CATEGORY: Coop
CATEGORY: 

DATE: 04/01/2001 01:00:00 AM
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BODY:
Think your nimble? Quick? Think you can escape like you did last time? Think again. Waves and waves of evil will impede your progress, and challenge you like you have never imagined before. You will encounter countless thrall, mauls, wights, and your fellow dwarves turned against you in this forge through doom. However, don't despair altogether, you and your teammates have a some special archers, some help by a trusty mortar, and of course your many warriors to forge a path through the ranks of the undead. 

For more information check <a href="http://projectmagma.net">projectmagma.net</a><BR>
<BR>
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AUTHOR: Infininight
TITLE: Dark Campaign TFL (Co-op)
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Coop
CATEGORY: 
CATEGORY: Coop
CATEGORY: Solo

DATE: 03/23/2000 01:00:00 AM
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BODY:
Welcome!

If you are newer to Myth:The Fallen Lords you might not of heard of the Dark patch that changes ALL 25 levels of the solo missions into a Dark Campaign. Well, now you can experience all the solo missions in a whole new light

<br />
This plugin was made using Herbert West's MythDark program.

The reason behind creating this plugin was to have a smaller package that removed the need to have a hex-edited tags.gor

<br />
Thanks for downloading.
<br />
Capital.

Special thanks to order LoP/PPK & helper extraordinaire Crazy Rooster.<BR>
<BR>
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Filename=81111102
Filesize=1.7 MB

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AUTHOR: Infininight
TITLE: PYRAMID
STATUS: Publish
ALLOW COMMENTS: 1
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PRIMARY CATEGORY: Netmap
CATEGORY: 
CATEGORY: 
CATEGORY: 

DATE: 02/15/2002 01:00:00 AM
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BODY:
<P><CENTER><B><FONT SIZE="+3" FACE="Times">PYRAMID</FONT></B>

<B><FONT FACE="Times">Probably this is very good.A
<br />
texture and graphics improved.<BR>
<br />
The stage is a pyramid.The new units added there.<BR>
<br />
A dwarves professional killer.<BR>
<br />
This has a gun more powerful than an gunner and shoots buckshot
<br />
to a long distance enemy.<BR>
<br />
And the figure which runs to a trot is humorous.<BR>
<br />
Although the gun existed really also in the myth world or it is
<br />
unknown, <BR>
<br />
the dwarves evolved further the arms which use gunpowder.<BR>
<br />
The conventional dwarves explosive is not discovered by the enemy.<BR>
<br />
It can be hidden. and see -- this Barrelman He is very unhappy.<BR>
<br />
Is he pitiable?<BR>
<br />
Much gunpowder is contained in barrel.<BR>
<br />
This large-explodes.He is broken pieces.Scream.Please enjoy this
<br />
fear.<BR>
<br />
Three games are contained in all.<BR></FONT></B>

<B><FONT FACE="Times">Please play.</FONT></B>

<B><FONT FACE="Times">sub</FONT></B>

</CENTER>
<br />
<BR>
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AUTHOR: Infininight
TITLE: Creeping Battles
STATUS: Publish
ALLOW COMMENTS: 1
CONVERT BREAKS: __default__
ALLOW PINGS: 0
PRIMARY CATEGORY: Netmap
CATEGORY: 
CATEGORY: 
CATEGORY: 

DATE: 12/27/1999 01:00:00 AM
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BODY:
Creeping battles v1.1

<br><br>The Past of The Border Lands is not a well known tale. A summer morning, A grassy field and some blood.The gods of Old didnt even know of this wars coming, but there it was there it happened. Pusatara's, Beserks, Warriors and more fought in these 3 battles of the seasons. Known as the Creeping Battles this battle may have been the most gruesome of all battleseven that suposedly started by the leveler or..leveler's. Screams could be heard from miles away as the last survivers of the battles were tourchered and beaten by the victors. The only humor that is found in this battle is that of it's end..no one won, no one lost, all were dead.


<br><br>The Creeping battles Is made up of 3 maps, a Summer, winter and spring. Yes..for the winter map the map has been redone to actually look like a winter map. The weather's are sun, snow and rain..Detail and sounds is perfect. This is definetly a map that you will enjoy.
<br />
<br><br>Units edits and attack can be found in the read me file.
<br />
<br><br>Please Check Tank Clans website for other great mapshttp://ourworld.compuserve.com/homepages/KV1/myth.html
<br />
<html>
<br />
<center><img src="http://ourworld.compuserve.com/homepages/KV1/Tags2.GIF"><center><BR>
<BR>
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AUTHOR: Infininight
TITLE: Blackwater Cove
STATUS: Publish
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DATE: 07/30/1998 01:00:00 AM
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Blackwater Cove was Badlands first cooperative foray into making a map with plenty of water, and wights! It features an all new mesh, texture, scenery and effects. A large beach and rocky terrain in the west and south surrounds a beautiful but deadly cove. There are five starting spots on this map. Light, dark and slugfest versions are available.
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AUTHOR: Infininight
TITLE: TURC: Riot Maps
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DATE: 08/22/2001 01:00:00 AM
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Not made by me, just posted!<BR>
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AUTHOR: Infininight
TITLE: MythTFL The Good Ol' Days
STATUS: Publish
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DATE: 12/16/1999 01:00:00 AM
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Back to the days when MythTFL was packed and when I was but a rookie.
<br />
Looking back now, after all this time, I can still taste the sweet taste of victory.
<br />
Alone or with friends taking back the lands of Myth.<BR>
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AUTHOR: Infininight
TITLE: Dead Man's Chest & Float[TFL]
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DATE: 06/01/2000 01:00:00 AM
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What Soulblighter hath stolen, we now reclaim

<br />
In a massive tri-clan operation code-named 'Project Magma', TFL mainstays The Underdogs and selected ex-'uDog' members began porting 15 of the best M2 terrains from Bungie, Vista and Badlands cartographers. Even M2 units such as the Maul, Stygian Knights, Mortar Dwarves, Warlocks and others were brought to M1. The project's purpose was to combine M2's ingenious designers with M1's more streamlined game engine. "The key success factor for Magma was preserving each map's design as closely as possible", says Underdog founder and Magma project leader ChrisP. "There are several major differences in the basic structure of M2 and M1 meshes that couldn't be handled by many of the M1 tools out there, but we thought it important to do the ports as well as we could."

 Experienced map-makers know that M2 has 4 times as much mesh detail than M1, that height boundaries are totally different and that there are several incompatible elements that can make M2 maps almost impossible to port to M1. In mid-April, the project was almost called off when an untraceable error created persistent crash problems for Mac users. After several tests, a change in the way the maps were processed provided the Magma port crew reliable results.

 Initially, unit porting was shelved due to the incredible amount of tedium and effort involved. A recently introduced unit porting program failed to deliver the high-standard results Project Magma set out to meet, and so unit porting was done 'by hand'. After a few successful trials, Society of the Journeymen (SJ) member Losk immediately began transporting units then scenery, and finally portable models.

 Warlocks and Myrkridian Giants were among Losk's greatest innovations. As M1 has no mana system, Losk spent weeks learning the internal scripting language of the M1 game engine and created a mana simulation. "It was important to preserve the feel of the ported units as closely as we could While it's not perfect, it's close enough to freak a lot of M2 players out."

 The first five maps ported are Bungie Corp's "Gyre & Gimble in the Wabe", "Drowned Kingdom / Empire", "Clash / Cracks in the Cloudspine", "Dead Man's Chest / Float" and "Dead of Winter", but have been given new unit mixes and gameplay options tailored for M1 play. Future ports will be a mix of third party and Bungie favorites.

 "M2's game engine has to work hard to manage a large variety of models, scenery, units, animations and render a detailed map in 3D", says ChrisP. "By porting M2 maps to M1, M2 players can use the faster, smoother M1 engine for an all-round better netplay experience, and M1 players can rejuvenate play with a whole new bunch of units and terrains."

For more information see:
<br />
http://www.udogs.net/magma<BR>
<BR>
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AUTHOR: Infininight
TITLE: Dead of Winter[TFL]
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CATEGORY: 
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DATE: 06/01/2000 01:00:00 AM
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BODY:
What Soulblighter hath stolen, we now reclaim

<br />
In a massive tri-clan operation code-named 'Project Magma', TFL mainstays The Underdogs and selected ex-'uDog' members began porting 15 of the best M2 terrains from Bungie, Vista and Badlands cartographers. Even M2 units such as the Maul, Stygian Knights, Mortar Dwarves, Warlocks and others were brought to M1. The project's purpose was to combine M2's ingenious designers with M1's more streamlined game engine. "The key success factor for Magma was preserving each map's design as closely as possible", says Underdog founder and Magma project leader ChrisP. "There are several major differences in the basic structure of M2 and M1 meshes that couldn't be handled by many of the M1 tools out there, but we thought it important to do the ports as well as we could."

 Experienced map-makers know that M2 has 4 times as much mesh detail than M1, that height boundaries are totally different and that there are several incompatible elements that can make M2 maps almost impossible to port to M1. In mid-April, the project was almost called off when an untraceable error created persistent crash problems for Mac users. After several tests, a change in the way the maps were processed provided the Magma port crew reliable results.

 Initially, unit porting was shelved due to the incredible amount of tedium and effort involved. A recently introduced unit porting program failed to deliver the high-standard results Project Magma set out to meet, and so unit porting was done 'by hand'. After a few successful trials, Society of the Journeymen (SJ) member Losk immediately began transporting units then scenery, and finally portable models.

 Warlocks and Myrkridian Giants were among Losk's greatest innovations. As M1 has no mana system, Losk spent weeks learning the internal scripting language of the M1 game engine and created a mana simulation. "It was important to preserve the feel of the ported units as closely as we could While it's not perfect, it's close enough to freak a lot of M2 players out."

 The first five maps ported are Bungie Corp's "Gyre & Gimble in the Wabe", "Drowned Kingdom / Empire", "Clash / Cracks in the Cloudspine", "Dead Man's Chest / Float" and "Dead of Winter", but have been given new unit mixes and gameplay options tailored for M1 play. Future ports will be a mix of third party and Bungie favorites.

 "M2's game engine has to work hard to manage a large variety of models, scenery, units, animations and render a detailed map in 3D", says ChrisP. "By porting M2 maps to M1, M2 players can use the faster, smoother M1 engine for an all-round better netplay experience, and M1 players can rejuvenate play with a whole new bunch of units and terrains."

For more information see:
<br />
http://www.udogs.net/magma<BR>
<BR>
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AUTHOR: Infininight
TITLE: BalorWarz
STATUS: Publish
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DATE: 09/07/1999 01:00:00 AM
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This is a fun map that uses the Balor unit (hence the name) but don't worry he isn't too powerful so that he ruins the game. He makes the game more fun (in my opinion) by making you scatter units because of balor's lighting attack (shoots it from the sky and can cause major damage) that he has 3 of (had to edit that if your wondering 'bout the "modified units") and he only has health of a zerk instead of his norm. Map also is same as trow map and when you select a map choose trow after you select the plugin. It also has all the units from trow.

<br />
Have Fun!!! 

  Bloodthirster MIA<BR>
<BR>
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AUTHOR: Infininight
TITLE: Nook's "Luck" Films
STATUS: Publish
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DATE: 08/24/2000 01:00:00 AM
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Heyaz! These films are my luck films because.I usually play like a drunken duff thats eaten too many mandrake roots=) hehe. Im just whoopin some good friends, u have to have 3 dorf arena for one of the films, and the rest are grave. Hope you like them! Thanks for gettin them! Hey and look out for my new Desert Films comin out soon-posted-9/13/00

Nookie<BR>
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AUTHOR: Infininight
TITLE: AgentsGrave
STATUS: Publish
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DATE: 09/28/2001 01:00:00 AM
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A burning desire to take whats so good about trow and place it on a small map, finaly has materialised in this plugin from the TFL Agents. AgentsGrave gives you 2 trow, 6 souls, 6 zerk heroes, 6 mids, a Duff hero, and a fetch. If you start South East on this map you get added bonus!! But you'll have to see what that is. Great game for ffa and 2 team max, good luck and we at the TFL Agents hope you like it. Enjoy!<BR>
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AUTHOR: Infininight
TITLE: Myth 1 stuff
STATUS: Publish
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CATEGORY: Coop
CATEGORY: Solo

DATE: 07/15/1999 01:00:00 AM
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BODY:
woooo!
<br />
all this m2 stuff here
<br />
I decided to go back to m1. I'm sorta new at this so dont expect it to be perfect
<br />
the wights r quite funny
<br />
the dorfs are neat
<br />
and some other things
<br />
I'll have more soon
<br />
gotta finish ashes of mahir 2<BR>
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AUTHOR: Infininight
TITLE: Oblivous Co-ops
STATUS: Publish
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CATEGORY: Coop
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DATE: 10/14/1999 01:00:00 AM
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BODY:
This is a group of five co-op maps for Myth: The Fallen Lords, all taking place on the same mesh (Mudpit Masscure). Mudpit has become the site of five different unit type civil wars between huge armies(yours caught in the middle of two wanting to fight each other and you), the only real goal is to surive the battle with your ass still in one piece, which is a trick to behold, here are the maps in more detail.

The first map is named Honor of the fir'Bolg, which as you could guess is a version of a fir'Bolg civil war. The units include two Forest Giants, one Dwarven Hero, six Archer Heroes, and around 30 to 40 Archers, and about 25 Thrall, caught in the middle of two warring armies of archers and thrall about 80 men strong each.

The second map is called Pulled Through The Dark, this is an all dark unit version, a civil war has broken out between the dark, and your squad is caught in the middle of Deceiver's army and The Watcher's army. The units include one trow, two fetch, 6 ghols, about 20 Myrmidons, many thrall, and about 20 something soulless, verus two warring armies of soulless, myrms, and thrall.

The third version is a standardized Bungie multiplayer unit trading civil war, which is basicly the units found on light maps like Desert Between Your Ears. The units include Warriors, Archers, Thrall, one Journeyman, two Dwarven Heroes, and six Ghols.

The Fourth version is called A Beautiful Oblivion, this is a mixed unit map, with the units including ones that wouldn't usually be teamed together, the units include, Bererkers, Myrmidons, two fetch, one Mahir, thrall, Warriors, and Archers, verus two warring armies of archers, warriors, and thrall.

The last version is for all those dwarve crazied people out there. The Dwarves have finally drink one bottle of sweet ale too many and started a civil war. This map includes two dwarven heroes, severel Dwarven Regulars, and thrall, verus two warring (if not drunk) armies of dwarven regulars and thrall.

This is the second version of Oblivous Co-ops, if you downloaded the first version please delete it and replace it with this one. 

There are somethings that might worry people at first, like the floating units at the begining, which is not a glich they just float at the begining for my silly little reasons, move them and they'll go to the ground where they belong. One error does come up sometimes but it's not serious enough to hurt gameplay, if you encounter it, just view the Readme text, it explains what it means.

As I was informed today, that Mac users cannot read the readme file, since I used a PC only app. to write the readme, anyway the question that people wanted to know is how to get them to show up, well listen up, here's how!

First off go to multiplayer, then login to Bungie.net or TCP, and host a game, and on the game setup screen, find oblivous co-op.gor, and click on it, then hold down on your spacebar and click on the single player maps button in the top left hand corner, after clicking on it you should see all the normal single player maps, and five new ones at the top, those are the oblivous co-ops. After you play each one of them, they'll show up on the list permently everytime you click on the plugin file.

Special Thanks to Roshambo of the Underdogs, for pointing that out. And also to Shaister of Kamppur for beta testing this so long ago he prob forgot ; d
<br />
<BR>
<BR>
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AUTHOR: Infininight
TITLE: Myth T.F.L Movie No Death-Legendary
STATUS: Publish
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PRIMARY CATEGORY: Solo
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DATE: 12/27/2001 01:00:00 AM
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BODY:
Myth The fallen lords Movie.

      To all Those That loved myth 1 I had to also do it for You`all! No Deaths only scrpit on forest heart (and even 2 berzerks form scoutting party live :D.)I should Old Dogs New Myth 1 Tricks :P theres allways away a round something never for get that this is mb one of the fastest myth 1 films made watch me Own IT!
<br />
  
<br />
      Thanks to The Bungie for the support for Myth 1-2 To Mumbo Jumbo & God Games For the great Game of Myth 3 and to Mill for support of all myth games and downloads!<BR>
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AUTHOR: Infininight
TITLE: Wastelands
STATUS: Publish
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DATE: 07/31/1999 01:00:00 AM
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BODY:
Wastelands is a new map loosly based on "The Last Battle" by the badlands team. The setting is a barren, war torn, diseased wasteland, filled with bubbling rivers of waste, battle scarred terrain, and a variety of hills and pits. The lay of the land makes this an ideal FFA map for hill or terries games with many different passages to the center, as well as varied defensive terrain surround flag locations.

Games: Body Count, Steal the Bacon, Last Man on the Hill, King of the Hill, Scavenger hunt, Territories, Flag Rally and Captures; are available with both light and dark variants.
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AUTHOR: Infininight
TITLE: Demise on the Plains/Mazzarin's Demise
STATUS: Publish
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CATEGORY: 
CATEGORY: Coop
CATEGORY: 

DATE: 03/10/2001 01:00:00 AM
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Plains completes Project Magma's initial goal of porting all nine original Myth 2 maps to TFL and is possibly our most unique and interesting plugin to date. We skipped Raid on the Plains, but youll find Demise on the Plains as well as three other FFA maps. Aside from the usual tactical abilities required in multi-play, Strife on the Plains also demands developing strategies like no other Myth map. Riot on the Plains is a 10-start Ghol riot with more than one bizarre twist to it. Slaughter on the Plains uses one of the most balanced and fun unit sets we can think of. Last, but far from least, Mazzarins Demise, the long awaited and extremely addictive coop is included with this plugin. It pits you against the largest hoard of enemies ever seen in ANY Myth map. For more details, check out the coop section of this site. 
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AUTHOR: Infininight
TITLE: A Myth:TFL film pack
STATUS: Publish
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DATE: 08/03/1999 01:00:00 AM
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This pack is Carnage to the Brink but you need to have VR Pool Party and Unity2 work them to work so get on it!  

I did this by myself with only me in the game but it is still bloody!
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AUTHOR: Infininight
TITLE: Fire and Water Don't Mix
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DATE: 08/22/2001 01:00:00 AM
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Not made by me, just posting.
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AUTHOR: Infininight
TITLE: Bungie Tourny Round1
STATUS: Publish
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DATE: 05/02/1999 01:00:00 AM
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Durandal and Joshstar where in these films.
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AUTHOR: Infininight
TITLE: Raisin Barn
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DATE: 07/30/1998 01:00:00 AM
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In a time long past, the carpenters of the Unions came again into the lands of Men. Their leaders became known as the Foremen, and their terrible carpentry was without equal in the West. In thirty weeks they reduced the civilized forests to houses and trash, until the free vale of Post alone defied them. A township gathered there, and a barn raising was held there for the Foremen.

Pensions were born in the hammering and nailing of the works that followed, and the owners of the deeds will never be forgotten

Notes

Hah! You wasted all that time to download THIS netmap instead of another one! Aren't you feeling silly now! More taunting to follow in a later version. Oops, later version now, but I'm still short of time for taunting. Maybe in the Final release. Oh hell, Final release now, and I'm still short on taunting. I wonder if I should just remove this archiac placeholder

Anyways, to install this map, place the file named raisinbarn.gor into the plugins folder inside your tags folder (this folder should be easily located in your main Myth folder). It should work fine at this point, and if not, make sure that your folders are named right, that the raisinbarn.gor file was properly decompressed, and that you have sacrificed a chicken to the darker gods that lord over internet transfers.

If you figured out the double pun in the name, good for you! If you get the jokes in the text block above, then you're definitely two scoops of it.

For those of you wondering, yes, I am doing everything humanly possible to make this the biggest damn .gor you will ever download! Currently at 7.6 megs and counting you cannot imagine what a pain this thing is to carry around on floppies. Oh well, at least it will discourage people from emailing it to each other

If you find a serious problem (dammit!), email me at ferrex@mythcodex.com, and we can look into rectifying the situation. If you are having a serious problem, sure, email me too and I'll see what I can do to help. If you are a serious problem, seek help.

<h5>Descriptions</h5>

The Light version is a traditional light unit map, based on "I'll Dance on Your Grave"'s unit selection. 

The Dark version is in there just to piss orange off (hehe ;). No trow or fetch, though-- trow aren't too hot for FFA games like this, and fetch are just way too powerful in an urban setting. Instead, the Dark version focusses on fast troops and mobility. Note also that dwarven hero's can throw over small houses

The Team version was hacked together at Case's request, so he can play Terries on something other than Desert or Creep all the time. This version has two large armies instead of six small ones, and is (you guessed it!) designed for team play. Troop selection blends some light and dark units, focussing on melee (arcs are fodder, and you don't need them). 31337 captain hit squads and 31337r (is there a hAx0r d00d symbol for "r"?) spider queen squads should make it interesting enough.

The Blind versions of each map are more or less the same, except with special overhead maps that render your opponent's troops invisible (it's a dirty hack, but somebody had to do it). Very fun. Breeds paranoia and ulcers, though. And those black dots are just there to show where flags are located in Terries games, and to serve as reference points in other games it's too bad you can't switch the overhead with the game type. Oh well

<h5>Units</h5>

Spider queens are a bit faster and a bit weaker than normal queens, but they are still very damn potent. Watch out for them, especially on the Blind variants.

Warrior captains are a bit faster than normal warriors, and hit faster too. Much like berserks, in fact, except with more life and a very fast recovery time from paralysis (in part to offset the advantages of the spider queens). They are worth 6 points too, though you never trade for them-- this only makes a difference when you're playing BC.

Journeymen have increased range with their healing, which solves some problems with their pathfinding, and also makes them considerably more useful in combat, since you can actually heal units in a tight formation. A bug in v1.3, affectionately code named "Drunk Journeymen", kept me from really playtesting their impact, but I imagine it will vary directly depending on the player.

Heroes of the fir'bolgish and dwarven persuasion have some new names and flavor text. There are a few in jokes hidden in there, so don't be surprised by names like "Orfg" and "obi'Wan".

The "Mega Unit" variant never made it in, so no lightning arrow shooting forest giants with paralyzing punches. Sorry.

<h5>Known Strategies</h5>

Strategies? In a Readme file? Pshaw no really, strategies? Sure, why not. 

<dl>
	<dt>All</dt>
		<dd>Use satchels. Alleyways are fantastic places to lay charges and set ambushes, especially if you either want to force someone to go another way or that person is forced to come through. And remember that some barrels are loaded with explosives  if you blast one of them open and then light it up with a second grenade, you can blast a nice sized hole in any passing force. On the topic, note that some barrels contain those narotic mandrake roots, and those journeymen just love those. A journeyman with a full load of tha root and their slightly increased range can inflict serious hurt on a group of thrall, and even a group of myrms if they're not looking</dd>
	<dt>Light</dt>
		<dd>Use your dorfs. By scooting around between the buildings, dorfs actually have a chance to get in close without being shredded by archers. Two dorfs, working in a team, can eradicate very large numbers of warriors and thrall, and there have been instances where a single dorf rushing a group of archers packed into an alleyway has killed seven or eight with one grendae.</dd>
	<dt>Dark</dt>
		<dd>This is an extremely fast paced variant  some testing games were essentially decided and over no more than three minutes into the game. Troop mixing in this map works extremely well, as serks and myrms go together like bread and butter. And if you throw your queens into a mixed group, their paralyzing bite can seriously affect the outcome. Another thing to consider is serks vs. myrms in pregame selection. If you think you'll have a chance to heal your units, serks are probably the better bet. If you're rushing the hill in an LMotH or KotH game, take myrms for sheer volume. Finally, when using queens, remember two things  never run from other queens, even if you cannot hope to win (at least you can inflict collateral damage), and those dorf and archer heroes will usually take longer to kill than you might think</dd>
	<dt>Team</dt>
		<dd>Use those thrall. One testing game of LMotH ended in a surprise victory because thirty thrall managed to block an alleyway long enough to prevent the opposing team's main force from reaching the hill. All thirty thrall were lost and managed only three kills in the melee, but hey, they did the trick. And take care of your Captains  it's an easy thing to retreat and heal them, and and experienced captain can kill just about anything without allowing it to land a single hit.</dd>
	<dt>Blind</dt>
		<dd>Be paranoid. Orbit that camera constantly, watching for any units that aren't yours. These variants are absolutely rank with dorfs and spider queens sneaking up from behind, and two dorfs or a squad of spiders in the backside can really ruin your day. Also, when tailing someone, use the scenery as cover! Your group of serks standing behind a barn might look silly to you, but if you opponent is just orbiting over his troops and not really looking around, they're invisible to him. Also, always listen for the buzz of an approaching wight it just might save your hinder.</dd>
</dl>

<h6>Deep Thoughts</h6>

I now like the pregame screens. Thank god for delays in v1.3.

Arcs are fodder. Dorfs eat them like nobody's business in this map. Spider queens eat everything. Thrall, on the other hand, have a chance, because dorfs (while nifty in urban combat) are dumb as sin and will throw a bottle into a wall if there is a thrall on the other side. Oh, and never run from a spider queen. It goes nucking futs and speeds up about 2x whenever it's attacking, and absolutely nothing can outrun it. Your best bet is to fight.

I really like the Dark variant. It kicks ass. Blind is better, though.

Still can't keep balls from rolling into buildings when being pushed by an overzealous ghol or spider. Be careful, and hope that the ball bounces out. It does, sometimes.

One tequila, two tequila, three tequila, floor.

And finally, yes, I know that some of the buildings are lit on the wrong side-- I tried to fix that, but it refused to play dice with me. So look at those light defying barns and suffer if you must. At least the rest of the map works. Except the edges, but hey, most units should be able to climb a slope like that anyways. And who the hell goes to the edges when there's this much map to play on?

<h6>Thanks</h6>

Thanks go out to all of my beta testers, who are still laboring on this map instead of doing useful work. Cheers to you guys. Thanks also to Cameroon, Loshadh, and Hideyoshi for helping me fix that damn quivering barn problem. Special thanks to Kris Amico for Despair, Deacon Indigo for MythTech, and Vodi for Amber  Couldn't have done it without these tools. 

Done what, you ask? Shaddap.

Thanks also to Malory and Kag for helping me decide on a name, Case for the Team idea and general impetuous to finish this sucker, El Bastard for the (never used) Hero version, and everyone who encouraged me by saying "neat map" (even if they didn't mean it. ;)

Thanks also to my chair for it's excellent lumbar support, faithful cat Wood (pronounced "woo-day") for spiritual counselling, and KMFDM for the soundtrack required for the creation of this map.

Gratuitous Reference to Malory

There ya go buddy.
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AUTHOR: Infininight
TITLE: Torpidinium
STATUS: Publish
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DATE: 10/06/1998 01:00:00 AM
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Torpidinium is my third and final map for Myth the Fallen Lords. However you'll find plenty to ooh and ahh over with this one. Yeti was the first, Wop had assassin and Torp has World knots!

Torpidinium is a 1280x1536 size map, wider than mudpit wideways by one submesh. Torp is set in autumn (fall for you yanks) where the trees are reddish, orange and olive and the sunset light casts an orangish glow on the land. The world knots add a whole new level of strategic play where distance is no object and sneak attacks and quick escapes are the name of the game.

<h6>Information on Torp</h6>

Torp comes with several meshes:

<dl>
	<dt>Normal</dt>
		<dd>Standard light setup with most games available.</dd>
	<dt>Dark</dt>
		<dd>Dark variant similar to normal but with Dark units.</dd>
	<dt>Assassin (2 team)</dt>
		<dd>This is a two team variation of assassin where it acts like capture the flag. When your assassinee is killed you are faded and eliminated.</dd>
	<dt>Ghol Riot</dt>
		<dd>10 teams 5 ghols each. I have had a large number of requests for Ghol Riot on torp and was pressured into it :P</dd>
</dl>

Thanks to the guys at cb for inventing it, they rock!

<h6>Teleporters!</h6>

The use of teleporters in Myth is nothing new, but no map released to the public has had world knots available in a netgame. Thanks have to be given to Kris Amco for his World knot demo and to Bungie for being perpetually lazy in leaving a partial script in RIP. :P

I have made a few changes to the way that world knots are used. Firstly I have made a few cosmetic changes, the knots in Torp are three pronged unlike the four pronged myth ones. I did this to economize on the size the knots took up because they can provide a barrier in the way of a destination. Its not wise to walk across one unless you want to teleport to the opposite one. Even when you walk across one it may still keep a lock on you and teleport you when walking out of one or even a good distance away afterwards.

The wks (world knots) on Torp are two-way. There are 8 wks and 4 paired ones. When you teleport out of your home one you get teleported into one of the center ones and from there you can go to other ones around the map via the 3 other knots in the center

To show a wk is operational it has lights radiating towards the center similar to Smiths of Muirthemne lights. However I have reduced the number of lights to 40 or so to prevent the map reaching its maximum sprite limit and obviously slowing down slower computers.

Which brings me to my next point, when the lights are not on that means the knot is broken. A knot can be broken by blowing up one of the two linked knots. If you break your home knot then the knot linked to it in the middle ceases to work. This can be used as a strategic method to protect your flag ball etc. Balls cannot be teleported in netgames due to myth's scripting limitations, as fun as it would be it might not be very fair either.

Thanks to VR, froob, Bungie, Max, El Bastard, Lord Chromag (for Libram) and all the other Beta testers out there.

<h6>World Knot Users Guide</h6>

Torpidinium is not a lag friendly map. If you are in a teleporter and are lagged you may well have enormous problems getting units in and out.

Okay here are some hints on why you lost some units to the nethers: 

There is a term I call 'blocking' that can happen when you have both knots 'buffers' full with more units either side. This causes the knots to delay beaming the teleported units down because the script avoids beaming down while there are other units in the other knot. This prevents the units from overlapping.

Usually this is fine and doesn't occur often but when you loose a unit for an unexpected time check if you or another opponent has a unit in the knot that won't teleport. Remove the unit and the process should continue.

There is one exception to this if the other knot was destroyed and it had units in it's buffer. Usually this won't prevent the units from beaming down anyway but if there is a unit in the corresponding knot while its broken then he won't teleport and he would have a one-way block. These blocks are hard to get going and cheating with them probably won't be an issue.

Check if your units haven't just teleported to the other side and you forgot to look.

If the teleport seems to be taking ages check for these:

The knot timing is set to teleport units after 10-13 seconds from them first entering the knot. This seems too much for ghols and too little for thrall, but I had to consider all unit speeds. Remember get your units out quickly afterwards. 

Is the knot broken? If there are chunks lying on the ground or there are no pretty lights then it isn't working due to someone blowing up one of the two linked knots.

Due to the Myth engine limitations the timing sometimes screws up and the units teleport back almost immediately, while this is annoying there is nothing I can do about it short of recoding myth, its not all that common anyway.

Sometimes the return of your units just takes ages for no known reason, this is extremely rare and usually a symptom of blocking.

Due to myth's limitation on scenery you cannot teleport Bacon or any type of ball. Sorry.

- Presets get mangled in Torp live with it its also another limitation of myth.

- When a knot is destroyed and there are units yet to be 'beamed down' the destroyed knot model will regenerate. This does not make the knot work again, but it maybe confusing. There will be chunks of wk lying near and the lights will no longer be showing. This should alert you to the fact that the knot is broken and cannot transport units.
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AUTHOR: Infininight
TITLE: A Long Awaited Pathfinder
STATUS: Publish
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CATEGORY: Solo

DATE: 05/22/2001 01:00:00 AM
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After beating the secret level, I had decided to try a new challenge for myself. There was already a film up in the archives from someone who had beaten the level without the help of the pathfinder, so I decided to try the other way around, and ONLY use the pathfinder. I had alot of trouble at the end, because the majority of the ghols went after the rest of the dwarves, even when I put them aside, so it took a bit of time to find a place to put them that the ghols could not get to. There are two films in this file with the same beginnings, but two very different ends (starting from the second half of the battle with the large souless army). The second film, I hid the secondary dwarves even farther which made the ghol onslaught at the very end more difficult that time around. I hope you enjoy!
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AUTHOR: Infininight
TITLE: ClayFortConquest
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DATE: 01/02/2002 01:00:00 AM
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you can kills with new arms.
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AUTHOR: Infininight
TITLE: All Demos
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DATE: 03/09/2001 01:00:00 AM
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When i played the game, sometimes i just couldn't get through a level. I would read the strategy guide, and it helped, but sometimes i wished i could watch all the demos and see exactly what to do. I am offering these demos to new players who need a visual aid in completing a level. Most of these demos are on wimpy levels, and demonstrate my earlier playing abillities, which now i find amusing. Enjoy.
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AUTHOR: Infininight
TITLE: Drowned Kingdom & Empire
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DATE: 06/01/2000 01:00:00 AM
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What Soulblighter hath stolen, we now reclaim

<br />
In a massive tri-clan operation code-named 'Project Magma', TFL mainstays The Underdogs and selected ex-'uDog' members began porting 15 of the best M2 terrains from Bungie, Vista and Badlands cartographers. Even M2 units such as the Maul, Stygian Knights, Mortar Dwarves, Warlocks and others were brought to M1. The project's purpose was to combine M2's ingenious designers with M1's more streamlined game engine. "The key success factor for Magma was preserving each map's design as closely as possible", says Underdog founder and Magma project leader ChrisP. "There are several major differences in the basic structure of M2 and M1 meshes that couldn't be handled by many of the M1 tools out there, but we thought it important to do the ports as well as we could."

 Experienced map-makers know that M2 has 4 times as much mesh detail than M1, that height boundaries are totally different and that there are several incompatible elements that can make M2 maps almost impossible to port to M1. In mid-April, the project was almost called off when an untraceable error created persistent crash problems for Mac users. After several tests, a change in the way the maps were processed provided the Magma port crew reliable results.

 Initially, unit porting was shelved due to the incredible amount of tedium and effort involved. A recently introduced unit porting program failed to deliver the high-standard results Project Magma set out to meet, and so unit porting was done 'by hand'. After a few successful trials, Society of the Journeymen (SJ) member Losk immediately began transporting units then scenery, and finally portable models.

 Warlocks and Myrkridian Giants were among Losk's greatest innovations. As M1 has no mana system, Losk spent weeks learning the internal scripting language of the M1 game engine and created a mana simulation. "It was important to preserve the feel of the ported units as closely as we could While it's not perfect, it's close enough to freak a lot of M2 players out."

 The first five maps ported are Bungie Corp's "Gyre & Gimble in the Wabe", "Drowned Kingdom / Empire", "Clash / Cracks in the Cloudspine", "Dead Man's Chest / Float" and "Dead of Winter", but have been given new unit mixes and gameplay options tailored for M1 play. Future ports will be a mix of third party and Bungie favorites.

 "M2's game engine has to work hard to manage a large variety of models, scenery, units, animations and render a detailed map in 3D", says ChrisP. "By porting M2 maps to M1, M2 players can use the faster, smoother M1 engine for an all-round better netplay experience, and M1 players can rejuvenate play with a whole new bunch of units and terrains."
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Version=1.0
Filename=99109983
Filesize=7.0 MB

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AUTHOR: Infininight
TITLE: Lophan's Film Pack #1
STATUS: Publish
ALLOW COMMENTS: 1
CONVERT BREAKS: __default__
ALLOW PINGS: 0
PRIMARY CATEGORY: Netmap
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DATE: 10/20/2000 01:00:00 AM
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This is an old-time Myth:TFL film pack from back in the glory days (i.e. v1.1, v1.2). Some of the names are familiar, but these are by far the most interesting films I ever saved. Descriptions are in the readme but I can tell you there is a lot of humbling of lamers and rank-HOORS in this pack. Also, a lot of wighting is featured, a lot of pus, a dorf killing fiesta (67 in fact) and some victories pulled out of my nether-regions when it seemed that defeat was absolutely inevitable. I hope you enjoy watching them as much as I enjoyed making them and long live BSPC! (or is it Bungie Studios?)
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Author=Lophan
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Filename=99425849
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