Contents

Introduction

Simplicity levels, as they're called, are levels that may comprise at most seven polygons. These maps provide a surprising amount of variation if done correctly, and with enough ingenuity they only seem simple if you pause long enough to inspect. Thomas Mann's Greatest Hits is my contribution to Marathon's collection of seven-polygon levels. TMGH contains network levels for all classic game types, without using merged physics, shapes, or scripts. Perhaps future installments will explore the extra dimensions possible from such additions; right now, however, my aim is to provide a network experience that doesn't require much adjustment to enjoy.

As such, there are a number of challenges to overcome when designing a given level. Often it comes down to a tradeoff between height variation, balanced accesibility, and natural level flow. It's hard to have all three without repeating yourself early and often. You can see the results of these tradeoffs in this map pack. Sometimes a level has only one or two real polygons and an assortment of platforms or teleporters. Other times neither of these devices appears, but the level is rather flat. Size has an impact on both gameplay and aesthetics, and more often then not one of the two has to take priority over the other. I think I've done pretty well, all told.

In the end, with a possible maximum of 56 sides and vertices per level, it might not be possible to get rid of sharp angles. With only seven polygons at one's disposal, it's also not feasible in most cases to eliminate bouncy polygons using Hastur's splitting technique. 5D space is a rare thing indeed if it is to be interesting and functional, and room-over-room is exceedingly difficult to execute. Many of these levels originally looked very different, and only by eroding their forms as I fixed issues did they turn out as you see them here.

While they're often of the greatest interest to mapmakers, simplicity maps can still be fun for regular players. For those just learning to design levels, they can provide a valuable guide to the basics. If you're interested, more seven-polygon levels are available from the original bungie.org Simplici7y Contest pack.

Please report issues to me as soon as you encounter them. I don't play Marathon very often these days, and while I try to play at least a few games on each level, things are bound to crop up. There are a few bits that I don't think I can fix, notably a sticky corner here and there. These arise because of the limitations I've set for myself, which is admittedly my fault, but in all cases that I've found ahead of time, I've done my best to eliminate engine-based problems.

If you enjoy playing this map pack, please leave a review wherever you found them. The same goes if you hate them. I don't care much about ratings, but I like to see what others think of my work.

Levels

Key

EMFH
Every Man For Himself
KOTH
King Of The Hill
KTMWTB
Kill The Man With The Ball

Doktor Faustus

2 – 4 players

Note the pattern buffer/terminal textures. Players can use the action key on these areas to teleport around the level. See overhead map in-game.

The Magic Mountain

4 – 6 players

This level has a very small hill, especially considering the size of the rest. Possibly better with team KOTH.

Buddenbrooks

5 – 8 players

Due to the level's size, it is one of the few that can hold large games. Large KTMWTB games might be fun, and so might small (four-player?) KTMWTB games.

Death In Venice

5 – 8 players

A KOTH-only level. The hill is the lowest point in the level, shielded on two sides, filled with shotguns and ammunition. Ideally, a single person could attempt to hold this hill while other players scramble around the map seeking good trade-offs between firepower and distance from the hill.

Felix Krull

2 – 4 players

Like Doktor Faustus, this is a small level that uses height separation to keep things interesting. The hill is very cramped. A personal favorite.

Joseph And His Brothers

4 – 6 players

Although this level is very open, with line of sight to probably 75% of the rest of the level, it is designed to support mid-sized games through its use of weaker weapons and powerups. It also has two hills.

Listen, Germany!

6 – 8 players

The final level of v1.0 has every weapon available and there's tons of space for large battles.

A Gleam

4 – 6 players

The first level of v2.0 is an unusual one for me in that it is designed mainly as a battle of shotguns vs. assault rifle. There are rockets.

Railway Accident

2 – 4 players

Welcome to a cramped little level. The space above the lava is just as deadly as the lava itself, so jump across it with care!

The Blood Of The Walsungs

4 – 8 players

Although the map is rather spread-out, ammo is fairly sparse. My intention here is to draw kills out, especially in KOTH. I guess you could say this is my tribute to the classic Red Spectrum map Marathon Rocket Arena. Except it isn't square. Mainly it's that one green texture.

A Sketch Of My Life

2 – 5 players

The central idea for this level was, obviously, the two side-by-side elevators. I'm not sure when I originally designed this level, but it was probably in 2007 or 2008. KOTH might not be the best here, unless you want really unbalanced battles.

Anekdote

6 – 8 players

A big, low lava arena with one inaccessible polygon. But don't worry! You can still shoot through it. Mainly intended for long, long, long range combat. In theory, spawn killing should be difficult because bullets are so slow. In practice...?

Little Herr Friedmann

2 – 4 players

I guess you might say this is the 7-polygon successor to my third-ever net map, Melt. It's tiny. Recommended for duels in EMFH, but don't take my word for it.

Tristan

4 – 6 players

One of my favorite Underworld maps, and indeed one of my favorite maps of all time, is my own Change The Weather. The weapon balance and openness of Tristan attempt to emulate that level. Final level of v2.0.

Serenus Zeitblom

2 players

Speaking of Underworld maps, this level re-creates Underneath the Radar with seven polygons. The platform in the center can be tabbed. Run at it and hit tab to "jump." You'll see.

Lodovico Settembrini

3 – 6 players

Remake of Big Screen Satellite. Perfect for vulturing or for really fast games. The goo chute made it intact from the original. Use it properly or run at it from the wrong direction to bounce off.

Clavdia Chauchat

3 – 6 players

This is as close as I could get to Underworld's Born Slippy NUXX. Automatic weapons have the advantage of illumination in this darkness. Two hills will add some variety to King of the Hill games.

Adrian Leverkuhn

3 – 5 players

Unbelievably, this level is a remake of King of Snake. Power weapons abound in this somewhat small space.

Leo Naphta

6 – 8 players

Underworld's You Bring Light In faithfully transformed. Big, dark, with every weapon.

Hans Castorp

2 – 5 players

Here we see what happens to a level when it is compressed not only in detail but in area. What was once Holding The Moth is now a cozy little arena. I still don't advise camping on the high ledge.

Joachim Ziemssen

7 – 8 players

If you don't recognize Eclipse by now, you never will.

Spirochete

2 – 4 players

Formerly Fox and Hound from my first map pack, Azure Dreams. Possibly the most fun you'll have with the fusion gun. I recommend this level for duels, as it's very small, but the low power of the weapons here means larger groups can have interesting battles as well.

Frau Stöhr

2 ‐ 5 players

A simple level even among seven-poly levels. For EMFH, duels are probably best here. KOTH will support a handful more players.

Echo

4 ‐ 8 players

This level is all rockets all the time. Use the intermittent darkness to your advantage, and keep an ear open for powerups teleporting into the northeast corner. I'm sure you'll find some good ones.

Madame de Tolna

3 – 5 players

The only true two-floor simplici7y level I can recall making. Hopefully this breaks the action up and gives players ways to mount counterattacks without too much harassment. Two-player games invite camping on the upper floor. Not recommended.

Director Behrens

2 – 5 players

Broken up in a kind of funky way, this level offers more cover than one might expect from its floor plan. Niches abound, but the center of the map, where an invincibility powerup occasionally appears, should draw people out from time to time.

The Kridwiss Circle

2 – 4 players

This level, also known as Guns, appeared first in Pelikan, then in Underworld, and now here. It is one of my favorite seven-polygon levels and I think a strong contender against more complex levels, in my opinion a masterpiece of the form. Duels are great, and as usual, the weak weapons ensure that bigger groups aren't just spawn-die-spawn. The other game types are good here as well (especially Ball).

Gesta Romanorum

3 – 6 players

Like Kridwiss, this is a transplant from two older map packs. It was called Seg Station. A well-proportioned (if small) and artfully-textured level, it can house a surprisingly large game. Hill is probably the better of its two game types.

Maria Mancini

5 – 8 players

It's been a while since I added a truly large map to this pack. This level, with its gimmicky escapes from the deepest pits, forces constant attacks on the highest point while giving enough variety in elevation that mini-duels can erupt in the non-escape polygons.

Baptist Spengler

4 – 6 players

With enough discrete rooms to draw combat into all corners, and no one-hit weapons, you should be able to host mid-sized games here. Duels are possible, but rather slow. The sewage polygon breaks up the action and gives players on the lowest level assurance that they'll be harder to take by surprise.

Leo Zink

3 – 6 players

A pale shadow of Duality. You probably don't want to duel here, as it gives the player in the water polygon the same hard-to-beat position as its inspiration. Larger games will be chaotic, but that's the idea.

Doctor Krokowski

2 – 5 players

Take advantage of the map's two star attractions, the movable platform around which it centers, and the bounce wall along the north side. You can raise or lower the platform by hitting one of two switches on the eastern half of the map. Either position should provide a distinct experience. When the platform is raised, the bounce wall is only useful when approached from the western or eastern polygons nearby. When lowered, you can run into it from any point and be shot across the platform.

Silent Sister

2 – 6 players

A crazy, vertical level with a majority of polygons as lifts. You'll be going up and down a lot in this level. Shotguns are present, but only located in one place. The workhorse weapon on this level is the AR, and if you want to try your hand at the SMG, go for it.

Réflexions sur la violence

6 – 8 players

This Hill-only arena is a bit, shall we say, special? Everyone has invincibility at spawn time. The two weapons on the map, AR and SPNKR, are there not to kill opponents, but to push them off the hill. The larger the game, the better...

Apocalypsis Cum Figuris

4 – 6 players

Height separation here is not as extreme as in others, but because of limited accessibility, quite an obstacle. The flow of battle tends to rotate clockwise. Two players will possibly never find each other. The shotgun is fairly rare, so don't hold out for two at a time.

Henry Clay

2 – 4 players

There's very little to this one. It reminds me quite a bit of Waldo World Arena/Return To Waldo. There's a bent hallway feeding into a main arena area, with a small side room. Lots of different weapons, and a few annoying pillars to block projectiles in the arena.

Kaisersaschern

2 – 5 players

Split up by small height differences, this level will allow you to evade other players. The central area is a good place to lie in wait, as long as you're careful, while the highest point is both hill and ammunition dump.

Churlish Porter

4 – 6 players

Another level with vaulted ceilings and long drops. The shotguns exist in a single location—along the elevator shaft—so I hope you like rockets. All three types of health canister are here as well, to prolong the inevitable.

Christus Imperator Maximus

4 – 6 players

A nice old up-and-down kind of level. The weapons should keep medium groups busy (there are no one-hit kills); scenery objects provide cover between levels so that it's possible to fight or to run at long range. Don't sit anywhere too long, especially the water, however tempting that might be.

Marvels Of The Universe

2 – 5 players

Although the rocket launcher appears here, the focus is the fusion gun. Its ammunition is abundant and the invincibility powerup occasionally appears. Duels will be OK here, as will mid-sized games.

Knifelike Pains

5 – 6 players

A hectic setting for larger games. Ammunition, while plentiful in small groups, can never exceed a very large maximum, which means players will need to keep moving.

Sine Pecunia

6 – 8 players

A large KOTH map with beelines to the hill itself. Water will slow down players who are running to the hill, while the King will have to pick his targets wisely and try to avoid falling off his perch. Anyone who reaches the center can teleport onto the hill and bump off the current king.

When participating in team games, the pistols located around the periphery and the rocket launcher (and launchpad) to the southeast are more useful.

Emerald Ring

2 players

An intense duel level, Emerald Ring contains mostly shotguns, with one or two placements of other weapons that spawn rarely in case you want some variety.

Mario And The Magician

4 – 6 players

I imagine this level as the basement to Beyond Thunderdome. There's nothing but rockets, health cans, and an extravision powerup to discourage you from going to wrong way on the elevator.

Tonio Kröger

4 – 5 players

You'll need to stay on the move here: three of the four floor spaces occasionally find themselves covered in a thin layer of goo. Alarms will sound in areas with incoming goo. The goal is to keep players from staking out any one area, and to make it a little more risky to go for ammo caches in corners.

Lamentation

6 – 8 players

That's right, a CTF map. Long ago, during CTF's heyday, I designed a seven-polygon level based on Fox And Hound. Unfortunately, it was pretty broken and an eyesore to boot. I hope this level is neither.

The eastern hallway is the "front" way into the enemy base, with ample scenery cover for defenders to use in sniping, or for the carrier to duck behind when he's running back to base. The western hallway is something of a shortcut, requiring a rocket jump and offering much less cover aside from the "wall" in the center. I recommend posting a defender in each hall, and an additional one in the flag room. The fourth player, the carrier, should enlist teammates' help as needed.

A special thank-you to herecomethej2000 for his flag shapes patch. If you want to host this map, make sure you download my "Capture the Falg" script, which overrides Aleph One's default (boring) CTF behavior.

Disorder And Early Sorrow

3 – 4 players

After going over previous releases, I realized that a lot of the levels in this pack are put together with high-speed, action-packed games in mind. I decided to ramp it back for Disorder And Early Sorrow, reducing weapon and ammunition availability and spacing things out so gamelay is less hectic. I tried to model it after the original Infinity network maps in this respect. Let me know if I succeeded. Also in imitation of the Infinity maps (and in keeping with a few other levels in this release), I peppered the layout with a handful of power weapons. These will probably be more or less single-use, while the assault rifle and fusion pistol are the staple weapons.

A Man And His Dog

3 – 5 players

This level originally appeared as Injector, a hidden level in Pelikan. It migrated to Underworld later. The reason it's here is because I created a pretty cool KOTH level but it required team spawns to work. No dice. I tried.

Not much to this one. Keep running around. Use the teleporter every now and then. Shoot guys.

Finis Operis

4 – 8 players

This Ball map is intended for team play, but I think it will work fairly well without teams.

Because the level is under sewage and has high ceilings and a few tight turns, the man with the ball should be able to give other players a tough time. However, this is also a Rebellion level, so everyone starts with depleted shields. Players will have three options in pursuing the man with the ball:

Fists
Although it will still take a few hits to kill another player, you won't damage yourself in the process. You'll also be in a position to polish off someone who discharged a primary fusion shot.
Primary Fusion
You should be able to kill any other player at close range with one of these shots. You probably won't kill yourself, but will be within one-hit range from a player using fists. Of course, there's the chance you won't kill your target and will die anyway...
Secondary Fusion
You'll kill youself and anyone else in the area. Great for when you have the majority of a team cornered or when you can't quite get a bead on the man with the ball.

Try to work out a strategy with your teammates. Make sure at least two people go after the man with the ball: the first, to kill him; the second, to grab the ball if the first man kills himself in the process. With a large enough team, you can probably have a few players geared solely towards offense (if the enemy has the ball) or defense (if a teammate has the ball). Finally, note that you can't drop the ball once you have it. You'd better have some good teammates.

Have fun.

Level Chart

Use this chart for help choosing a level based on weapons, game type, or game size.

Lv. .44 Zeus MA-75B WSTE-M SPNKR Alien TOZT KKV-7 EMFH KOTH KTMWTB Min Max
01 2 4
02 4 6
03 5 8
04 4 6
05 2 4
06 4 6
07 6 8
Lv. .44 Zeus MA-75B WSTE-M SPNKR Alien TOZT KKV-7 EMFH KOTH KTMWTB Min Max
08 4 6
09 2 4
10 4 8
11 2 5
12 6 8
13 2 4
14 4 6
Lv. .44 Zeus MA-75B WSTE-M SPNKR Alien TOZT KKV-7 EMFH KOTH KTMWTB Min Max
15 2 2
16 3 6
17 3 6
18 3 5
19 6 8
20 2 5
21 7 8
Lv. .44 Zeus MA-75B WSTE-M SPNKR Alien TOZT KKV-7 EMFH KOTH KTMWTB Min Max
22 2 4
23 2 5
24 4 8
25 3 5
26 2 5
27 2 4
28 3 6
Lv. .44 Zeus MA-75B WSTE-M SPNKR Alien TOZT KKV-7 EMFH KOTH KTMWTB Min Max
29 5 8
30 4 6
31 3 6
32 2 5
33 2 6
34 6 8
35 4 6
Lv. .44 Zeus MA-75B WSTE-M SPNKR Alien TOZT KKV-7 EMFH KOTH KTMWTB Min Max
36 2 4
37 2 5
38 4 6
39 4 6
40 2 5
41 5 6
42 6 8
Lv. .44 Zeus MA-75B WSTE-M SPNKR Alien TOZT KKV-7 EMFH KOTH KTMWTB * Min Max
43 2 2
44 4 6
45 4 5
46 6 8
47 3 4
48 3 5
49 4 8

Changelog

2011-02-24: v1.0

First version, seven levels. Doktor Faustus, The Magic Mountain, Buddenbrooks, Death In Venice, Felix Krull, Joseph And His Brothers, and Listen, Germany!

2011-03-28: v2.0

Second version, fourteen levels. Added: A Gleam, Railway Accident, The Blood Of The Walsungs, A Sketch Of My Life, Anekdote, Tristan. Fixed floating spawn points in Death In Venice. Slight change in the placement of Alien Weapons on Felix Krull.

2012-08-01: v3.0

Twenty-one levels. Added: Serenus Zeitblom, Lodovico Settembrini, Clavdia Chauchat, Adrian Leverkuhn, Leo Naphta, Hans Castorp, Joachim Ziemssen. Added purported second hill to A Sketch Of My Life. Fixed sticky corner in Anekdote.

2014-07-24: v4.0

Twenty-eight levels. New: Frau Stöhr, Echo, Madame de Tolna, Director Behrens. Used: Spirochete (formerly Fox and Hound @ Azure Dreams), The Kridwiss Circle (formerly Guns @ Underworld), Gesta Romanorum (formerly Seg Station @ Underworld).

2014-07-29: v4.1

Fixed(?) problem respawning when caught dead on an elevator in Madame de Tolna.

2014-08-19: v5.0

Thirty-five levels. Added Maria Mancini, Baptist Spengler, Leo Zink, Doctor Krokowski, Silent Sister, Réflexions su la violence, and Apocalypsis Cum Figuris. Fixed limited number of SPNKRs on Buddenbrooks. Increased delay of platform in Serenus Zeitblom to make "jumping" with it easier.

2015-08-09: v6.0

Forty-two levels. Added Henry Clay, Kaisersaschern, Churlish Porter, Christus Imperator Maximus, Marvels Of The Universe, Knifelike Pains, Sine Pecunia. Put some scenery on Blood of the Walsungs that might help players figure out they can't fit through a certain polygon side. Spruced up this Readme file a little.

2016-02-09: v7.0

Forty-nine levels. Final version, barring fixes. Added Emerald Ring, Mario And The Magician, Tonio Kröger, Lamentation, Disorder And Early Sorrow, A Man And His Dog, Finis Operis. Added texture and shading to the eastern platform side in Knifelike Pains.

Who Is Thomas Mann?

The author of two of my favorite novels (The Magic Mountain and Doktor Faustus), and winner of the Nobel Prize in Literature, Mann has had more than a little influence on my own writing. This has obviously spilled over into my Marathon production, and really, since I can't say Mann had "greatest hits" without a smile, and since I can't really claim any of these maps is a hit, why not?

Map titles fall into several categories: titles of his works, names of characters, and phrases that appear in the works themselves. Some of these categories overlap, of course. In most cases, there is no reason a given map got one name or the other.