Fractal Remix RR: 7.0
Missing made this adaptation, based on an idea from Alfie. What it is, basically, is a different look at Morbias, with a taller, battleship-metal interior, and, for a useful change, a fair amount of health. So, like Morbias it is a hectic blast, ideal for a fairly small group, though for this sort of arena, the second, online-only Luna Bonus level is hard to beat, I say! The central circle of floor opens, just to surprise you, and when you fall down the pit is endless, as you go through the arena time after time, top to bottom, until you re-spawn, which adds a nice twist to proceedings. Adding health to the mix certainly changes the tactics and "feel" of gameplay, in a positive way I think, so this is a good addition to your files.
HealPod ][ Remix RR: 8.0
Quite a large map, this, for a high-tech installation based around the health-giving "HealPod", at the middle of the ground floor. Are you injured, low on health-points? Then step inside, and watch your health increase 15 points at a time, until you are up to 100 again. There is just one catch... in the two doorways into the main area, there are buttons on the floor. Press one of these and a plunger comes down in the HealPod, killing anybody standing in the cylinder, or even partly in it! A similar idea to Vulcanizer, though not as large a part of the game. It would be more fun if the Pod was the only way to regain health points, but Missing has been quite generous with the usual 50-point belts. There are plenty of triple strikes around, too, which is nice, and lots of rockets for them to fire. There are lifts (elevators) to take you to the upper floors, and ramps, and corridors, and smoky glass windows, and in fact a lot of cool stuff. It is a good map, with a lot going on, so add it to your collection. As far as I can tell, the only way to get to the topmost level is by re-spawning there after being blasted away, but there may well be secrets to learn that avoid that rather drastic way of moving around!
Coughin Remix RR: 7.0
"It isn't the cough that carries you off, It's the coughin' they carry you off in", as the old rhyme says. Missing's map is a little similar to Surge3, and as such can be terribly frantic with more than three players. You have, in a dark, stone-lined vault, a circular path with a cross-shape pair of passages inside; you have another circular way a few feet over everyone's heads, which seems out of reach without re-spawning there - the good old "suicide express"! The lower level cross-over isn't quite straightforward, as one side has a sheet of plate glass across, stopping you in your tracks, and also doing nasty damage if your ts rocket bounces back at you off it...and there seem to be a pair of small, steep rampways going upwards, but I couldn't fit into them. So it isn't as easy a venue for violence as you might suspect! The poor lighting is very atmospheric; in parts of the lower circle you only know somebody is in there by the weapon-fire coming out, or, in a team server, the appearance of the name of the adversary. I recently played with about seven others here, and it was surprisingly enjoyable and remarkably hectic; I don't think this arena will become one of the main classics, but it still makes an interesting experience.
Frigate Remix RR: 8.5
This is a large arena, adapted by Ashbar; apparently a more finished version will soon be with us, but this is plenty good enough to be going on with! A big, metal warship is anchored close to the dock. Aboard ship there are quite a few rooms, with weapons, the shield, the megapower, and the only health you will find. Down below there is a way out into the sea, while there is also a gangplank to take you onto the dock, or you can leap from the deck and swim for it. Perhaps the coolest thing is in the captain's dining room - a mirror, so you can see yourself! Very useful if it is a team game and you don't know what character you have come in as! Over on the dock there is a warehouse with crates to hide among, a long corridor, another room with a whomper, sidewinder, and hyperstrike. Dock and ship would make two decent little arenas, but there is the sea as well, a massive area you can swim through - though dive too deep and you find yourself running out of air, with health-points ticking away rather quickly! Try fighting there, though, with the triple strike perhaps. Or climb up onto the distant hills, and make your way back along the skyline, onto the roof of the dockside complex, and fire down. Or use the sheer size of the place to explore the skies with the alt fire camera-discs of the sidewinder!
No wildfire or nerf cannon here, but lots of fun. It isn't just a place to fight, it is a whole adventure playground too!
Surge3 Remix RR: 5.5
This arena is tiny. Draw a square with a line vertically down the middle, and another line horizontally across. Now think of that as a map, with passages about 20' long and no more than 3' wide. Add a shield in the middle, drop in some suitable weapons and health, and what you have is a useful venue for a two-person deathmatch. I played it with five Bots as a team server, and in 15 minutes we scored very nearly 200,000 points between the six of us. Such a small arena should be less laggy than most, but if more than three people want to play, do make it a team pointblast event - and even so be prepared to wear out that firing finger! And get used to re-spawning every 14 seconds. That said, an all-out blast-fest can be fun...just don't come here to play hide and seek! It is certainly a contrast to
Ashbar's other main creation...
Orbitspire RR: 8.0
Now, this is the first original map to be made available for Nerf Arena since the game was released, instead of being an adaptation (or "remix") of an Unreal Tournament map, so one can forgive it the occasional lack of smooth construction, innovation, or general steadiness. However, although the current release is only a "beta" (so a more polished final version may come along), there are no such real flaws to forgive. Instead you have a large and atmospheric building to explore on two levels, with tricks and devices never before seen in Nerf. Rooms that are fatal if somebody on the upper floor touches a particular control panel, for example, and moving floorways. There are bonus areas that you can only reach if a friend blasts you up there with a ts; walk along the edge of the top wall and view the harsh alien landscape outside, or jump across onto the rather fine statue that decorates the largest open area. There are all the weapons you could wish, plus lifts (elevators, okay?), teleportation, neat hiding places, bouncing pads, points-targets, and masses of atmosphere, making this an arena you can't afford not to have! Full marks to LeStat for an atmospheric, spooky treat.
HyperBlast Remix RR: 7.0
Sometimes, when you are in a hurry, only warp factor eight will do - and that is about the speed the starship Hyperblast is running at. This is truly an eerie effect, especially as you can climb about on top of the ship, as well as more safely inside, with the risk of being "shot off into space" at every turn! Our old friends the scattershot, hyperstrike, triple strike and whomper are present, plus shield, megapower, teleportation from one side to the other, and even megajump, though jumping too high from the starship gets you outside the envelope of air. The starship has three levels plus the top surfaces, and very impressive it is, too. Missing had sent me a "Beta" version a day earlier, where the whole ship was made out of concrete, but it is now good solid studded metal, with some very warlike effects, and even the bravest Klingon captain would think twice about tackling our warship now, especially when he sees you standing on top aiming the whomper right between his warp nacelles. So shout "Warp factor eight, Mr Crusher - make it so!", and baldly go where no Justin of the Tycoons has gone before...!
SpaceNoxx Remix RR: 7.5
Space: the final frontier? Well, we are not too far away, as our blue and pleasant planet is floating serenely in the background. One of the "son of Asteroid Bonus" arenas, this, with any ill-considered leap or projectile-inspired push liable to send you floating off to your doom, with the usual "took himself out" penalty points deducted. While I generally dislike this sort of arrangement, I think this is the nicest of its type, with plenty of low-gravity leaping between the main torus and the upper level, or even the outer upper ring where the megapower lurks...or there is even an elevator (or lift) from the lower to upper levels, or a couple of bounce-pads. The central hole in the main level is covered by a gauze-like film, but beware, it will not bear your weight - you will fall straight through, leaving that deducted points-lozenge behind! A good level for jumping and shooting, and fine eye-candy as well, should give this a high rating on anyone's charts.
Injector Remix RR: 6.0
Bouncers and teleporters and triple strikes and falling off into space... not an arena that I have ever really got the hang of, though I am assured that if you get the triple strike you can really take charge. Not particularly big, nor pretty, nor exciting, in my book, though with the right friends (or enemies) it can get pretty interesting.
Vulcanizer RR: 6.5
And I thought we had done all the Star Trek jokes. But a nice arena with its own special points - just remember to move the .uax file to your Nerf Sounds folder, or the thing won't work! While some new maps re-use the available sounds that come with the game, Vulcanizer is the first map to add its own words. The vocabulary may not be much larger than your average Pokemon, but it shows initiative! The heart of this arena is a circular area not unlike an icerink. Dash over it to get to a different area, or take an elevator up to the rather basic upper level where the hyperstrike and triple shot live, or just to snatch up the scattershot - but if another player is by one of the special buttons, and presses it, the floor vanishes from under your feet, and you are vul-vul-vulcanised! And yes, you do lose the points, 1000 if you were in the lead, 750 if you were second, 500 if you were third, otherwise 250...you know how it works. Otherwise, rush round the outer circular corridor for the sidewinder, nerf cannon, and other delights, and blast away at the opposition. There is even health, but sadly it tends not to re-spawn, so even the best players soon get blown away, having tired of hearing the warning bleeping when the health level reaches 25 or less. A nice level, a different level, but one to play for ten minutes rather than for twenty, given the choice.
Morpheus Remix RR: 6.5
You have probably come across the Unreal Tournament version of this, as it is the third level of the demo; the top floors and the roofs of three different skyscrapers, with a little lower down a flat concrete area with a bounce-pad to take you back up once you have picked up the whomper. Gravity has been reduced, making leaps from one roof to another fairly easy, but it is still not exactly hard to fall away, heading for the distant ground, losing those penalty points again. Time has been taken to introduce the proper Nerf colours and textures, plus most of our favourite weapons, but the layout is a bit simple and open, so this isn't one of the more challenging levels. Some people do rate this one highly, so see what you think...
Morbias ][ Remix RR: 8.0
With FractalRemix and Morbias2000 recently joining our lists, either this one is getting out-dated, or its ability to inspire new versions shows how strong an idea this is. No health power-ups, no added weapons except a good scattering of triple strikes (plus generous ammo) and a central whomper. A circular main area with rooms at each end leading straight to lifts to the upper level, which is a circular balcony allowing you to fire down on the other players, until somebody re-spawns right behind you. It is fast and it is deadly, so visit it often!
The Longest Yard RR: 6.5
Some of these arenas make sense as actual places, and some just seem to have been cobbled together. This is another of the floating-in-space concoctions, as ugly as Injector - but thankfully more practical. There is a large flat area with walls at each end and a cunningly-directed bounce-pad in the middle - hit it right and you can snag a shield. There are higher bits, and outer bouncers to bring you back in if you hit them just right, and even a little bit of teleportation, so it is all pretty invitingly playable. Some of the trickier moves just do not seem worth attempting, unless you enjoy falling off into space, but it is all well worth investigating.
Hall of Giants Remix RR: 9.0
It's big, and it's beautiful, with the nicest use of Nerf colours and textures you could ever hope to see, courtesy of Captain Mellow. All our favourite weapons are around, although you will probably need a team-mate to blow you into the air if you want to get up to the crosspiece near the roof where the whomper and the doubler are kept - use the sidewinder's alternate fire mode, the camera-disc, to check it out! In fact, use the camera-disc to take the grand tour, ducking and swooping. The place must be a mile long and half a mile high, with views off into space at the sides; the gravity is low, so you can run and jump, or use the trusty nerf cannon to fire all 15 balls in swift succession, and see them arc high, in a "HoG Rainbow", then bounce, bounce again, and finally scatter. Fire rockets from one end to the other, and marvel at how long they take to get there. Use the megajump to sale high and far, and try firing in mid-air at the other players, or the points-targets. Jump into the "boomtubes" for an express ride from the middle to either end, or the bottom to halfway up the sides. Two or three players can hardly ever see each other, which may be a disadvantage, but this is a wonderful place to play in, and one of the main reasons for adding any extra arenas to your game. I like it a lot!
Nerf Plaza Remix RR: 7.0
You remember the Nerf Plaza, from playing offline, where you stroll from one arena to another? Well, so does Spike, and he has turned the peaceful scene there into a potential battleground. There are lots of weapons and ammunition, plus the doubler, shield and megapower; you can re-spawn on the roof along either side, and you can enter the outer foyers of the various arenas, though the teleporters don't work so you don't get to the actual "ready rooms". There are points-targets, including a 1000-point target that re-cycles rather faster than that type usually does, and, apparently, there is a Big Secret: if you solve it, a message will appear, and if you then tell Spike about it, fame and fortune are assured. The outer doors of the various Arenas don't slide back automatically, though you can jump through the Barracuda windows - I hope I am not giving too much away if I say they open when shot at! This should make an interesting place to fight, and Spike and Ranger have made this map particularly easy to install; after unzipping, it automatically leaps into the Nerf maps file!
HealPod][RemixUpdate and Update2 RR: 8.5
Don't get rid of the original map, just in case a server you want to join is still actually using it, but these are useful improvements on Missing's first version, with some extra lighting, extra weaponry, and some cosmetic changes, including a rather cool effect on the "HealPod" itself. The slightly unsteady bit of wall just as you approach one of the Pod-squashing floor-triggers does still remain, but in no way harms playability, and this remains one of the nicest recent additions to our map folders. You had better keep both versions on your files if you can find them, to make sure you can get into a server that is running one or the other!
Tweety's Hallways To Heaven RR: 7.5
This is a big map, lovingly crafted by Tweety; not a "remix" of an Unreal Tournament arena, so it means that a lot of work has been done over the past few weeks by Tweety; a lot of time spent while the rest of us were happily running around blasting each other. In many ways this arena is like a new Sequoia Speedblast one, with long corridors (some looking twice as long, as they end at mirrors!), many different rooms, special effects and weapons. I like one of the pools - not clear water, but a "bubble bath" effect! There seems to be an "Arabian Nights" influence here, and, all in all, I expect we will all be spending a lot of time here in the weeks to come, admiring the topiary in the garden, the male and female statues, the keen architectural features, the cool texturing, the cunning weapon placement...oh yes, and running around shooting at one another, too!
Deck 16 ][ Remix RR: 8.0
But "Deck 16" of what? Are we inside a big cargo ship - a spaceship, even? Why all the ramps, the freight lifts, the packing cases, and the swimming pools that are, we find slightly too late, actually full of strong acid that eats up all your points a lot more quickly than Asteroid Arena's lava, in the first version telling you that you've been "slurped"? As levels go it is a little bit grim, and, while I imagine that it makes a top-grade Unreal Tournament level, it is a little "offbeat" in the Nerf portfolio. That said, Skippy and I enjoyed ourselves running around and shooting, when we tested it out last night, which is the, um, "acid" test, and the sight-lines and hiding places seem to encourage a good battle, while there is plenty to explore, plenty to find, and nice design work. Missing has done his usual good work here, and we can only be grateful he has been working so hard lately to expand the number of Nerf arenas we can explore. So, fill your map folder, and enjoy...
We have now added link-buttons to most of the main sites that offer map downloads; if you are not sure how to proceed, do check out our "FAQs" page first! There are many advantages to having Homestead as your website host, but at the moment it appears that one disadvantage is that the servers available to supply downloads are overworked and not all that reliable. Other providers seem better, but any of them can have an "off day". So if you have a problem with a download, tell the site about it, and see if there is anywhere else you can go to try again. And if you have any suggestions about an Unreal Tournament arena that you think would adapt well for NAB, why not tell one of the map remix experts, either by e-mail or when you see them online? Tell them how much you appreciate their work, too. After all, it can take quite a few hours of computer time to adapt a map for us, and their only reward is to see us playing there, usually!
Skyscraper Arena ][ RR: 8.0
This delivery from Missing is a whole load of fun. It is an adaptation for Pointblast of the Skyscraper Arena's original "speedblast" level, with more weapons, and a strange place to begin from - at least that's where I spawned, without a pistol and next to a cluster of points-lozenges high above the arena, almost among the spectators - 24 250-point lozenges to try to grab! However, you soon find your way onto more familiar territory, only wth the flags removed. Though they must still be with us in spirit, as the announcer calls them out as you go along, as if they were there. If you locate where flag one should be and follow the usual route, you get the usual 3000 points per flag, too! Getting to the invisible Flag Seven does, I find, bring the game to an end. Still, the new opening, the music, the cunning additions... it all makes this a great way to pass some time. Presumably a simple adaptation, as these things go, but hey, sometimes the simple ideas are the best!
Snowed In RR: 8.0
Dodo has created a small arena, for no more than two or three players; he advises you to set weapons on "stay". When you download in the normal way, the chances are that you won't see the usual friendly Nerf "N" icon; if this is so, you need to right-click the first icon (not the readme), and choose "rename". Then instead of PM-snowed_in_dodo, put it in as PM-snowed_in.nrf, and it should automatically become the "N" - so that you can do the normal "cut and paste" across into the map file. Anyway, it is a winter evening, and the snow has finally stopped. Your back garden (back yard?) is full of deep snow, drifted at strange angles. Somebody has dug some out, putting a triple strike and ammo there; the light is on in the shed, revealing a whomper. So put on your overcoat and a warm woolen muffler, grab your best waterproof boots, and go on out under the clear, starry sky, and, if a snowball fight isn't technically possible, then a triple strike versus a whomper will do nicely. A small arena, certainly; quite a different type of place. Nicely done, and worth that little extra effort on the downloading!
Tsunami Mountain RR: 7.5
The name has cropped up on server lists for a while, but SLAM's finished, with-weapons version has finally made its debut, rather late on Sunday 20th August. A comparatively massive 1.31mb download, the usual cut & paste, and we are soon in a ski lounge at the foot of the slopes. The bar has a mirror behind it, but serves only the 50-point kind of refreshment; there are low tables, a roaring fire, and in one corner a red teleporter that takes you right to the top of the mountain, where a generous supply of megaspeed boots are provided.
Does "Supreme Snowboarding" or "Board Stupid" have a "shoot-em-up" variant? Well, now NAB has this for snowboarding, and it does work; you slide rather than walk once you've left the lounge. The physics probably aren't as complex; you can slide uphill, so maybe SLAM, author of this slice of ice, has fitted little outboard motors to our boards. He doesn't envisage us fighting on the slopes or in the lounge, and has only added a pair of triple strikes (a weapon he doesn't rate highly), in two trenches (over by the trees), where fighting is the name of the game, plus tubes through which ballzooka fire can be sent, and, it seems, a place where a whomper comes in handy.
There are tubes to 'board through, and megaspeeds and megajumps to keep things moving; there are pits you cannot get out of, short of leaving the game, and traps that can kill you. I think this map will probably get more fun as one plays it more, but it certainly has great potential for fun, just from my walk-through (slide-through?). I guess I will update this review when I have had a chance or two to play it competitively, but at the moment I don't seem to be able to access online games running this map. But a different kind of arena, one to explore and enjoy - well done, SLAM!
Barricade  RR: 7.5
A newly-found Unreal Tournament adaptation by Hannes, 507KB of brick- built castle, with battlements, plenty of passageways, various lifts, and all the usual weapons and enhancements, all set on a high, fall-off-able cliff. It is all very playable; the elevators are rather "UT" style, and very quick to take you up a floor - but quick to bring you down again, so if you don't know which side you can get off, you will probably find yourself back down below again. But that's another storey...
You wait for announced-as-coming maps, and you even see some friends of the creator playing "beta" versions that you can't get access to - and then some scenario that you've never heard of appears ready to go! Barricade is certainly a good, traditional arena, and one you will be glad to visit. Hannes notes that he had to put some little ramps on the battlements, as Nerf players can't jump as high as UT ones, which was very thoughtful. There are places that are still a bit of a challenge to get to, but we enjoy the occasional challenge, right? So visit the site of your choice and do the download shuffle, you will be glad you did...
TechComb RR: 6.5
A new creation from SLAM; see our "Archives I" page for his own personal introduction to it. You have got to hand it to him, he doesn't just create the same old type of map; he takes the Nerf package, and makes it into something fresh, precious, and previously undreamed-of. Tsunami Mountain was a snowboarding game - and now, SLAM brings us the NAB equivalent of Half-Life! The only shortcoming here is that there are no dastardly alien enemies, or opposing forces; this map does not support Bots, and if it did, I don't think the Nerf set-up would get them to play as one team with a set of specific objectives. So, the best wat to play this is online in a team server, with one team defending the Technological HoneyComb of a mother ship, and the other team of brave freedom fighters on the attack.
You start in the TechComb ship, so foggy with the alien atmosphere that you see only outlines unless you are right on top of the person or weapon. Grab what you can, shoot who you dare, and leap out the bottom - but make sure you land in the lake, or you are dead! Down on the chunk of Terra Firma that the aliens have abducted, you can stock up on ammo and weapons from a well appointed cabin, go to the power station and pick up an electro-shield, and go to the other building for a quick teleport to a helicopter hovering above the TechComb. Shouting "Geronimo!", you then leapdown to the alien ship's upper surface, and then hurry down into the interior, looking for the invaders. While it is partially a ramp you go down into the ship, it does not seem possible to go up it again, unless a team-mate gives you a little "boost" with a TS rocket.
So, plenty of scope for epic battles here, and some well-made and novel environments, "pushing the envelope" for Nerf. Get ready for some all-out action - Earth must be defended from rapacious aliens, and we are just the people for the job!
SLAM promises that at some point he will do a special "revised edition" of this, without all that pesky fog, with a larger pond to try to jump into, and probably with the down-below buildings closer together. Those sound like useful improvements, but don't wait, check out this original version now.
Inferno RR: 7.5
From Acemaster 2000, an industrial-type setting with metal ramps, lots of ways up and down, and plenty of lava to try not to fall in... plus a couple of points targets, to add a little extra fun. This has proved to be an enjoyable arena to fight in, with one or two useful items to be found in out-of-the-way places. In his text file, Ace talks about accessing this arena by typing in "open PM-Inferno" like a cheat code, but that depends on your set-up; for me it works via "set-up server", or one can join a server already running it in the normal way, so no special computer skills are required...luckily for me! This is an original map, not a remix, so full marks for a complex bit of construction here, with even sliding doors...rather tricky to code, I'm told. Some good battles will be held here, in an arena that manages to be different from the usual run of such places. The only one a bit similar in some ways, really, is Inferno 2, not surprisingly!
CodexRemix RR: 7.0
Ashbar converted Frigate for Nerf, so I had high hopes here, but to me at first investigation it is rather ordinary. The Nerf textures have been done very well, but it is some kind of building with ramps and lifts, and I find it hard to get enthusiastic about it. If you know the other maps too well, then playing here and discovering how it all fits together will pass some time enjoyably, but unless there are some great secrets discovered (or even a way to make one of the lifts, the only way except re-spawning there to get to th top storey, actually work), then I don't think this will be appearing on many lists of the favourite Nerf arenas. Still, it is always nice to add another map to our files, and this is actually a good place to play...fight, I mean!
UndergroundRemix RR: 7.0
I didn't know about this until I saw Mo's Server Thing was running it; luckily Spike was able to point me to www.whitestonetech.net/tmon/ where Tmon has it available for download, along with just about all the other new maps.
For an arena called "Underground", it is all very light and spacious, with even blue skies through some windows, and some really fine stone textures and paints, the credit for which Tmon gives to his dad, Tux_the_Penguin, who was also in charge of most of the technical stuff. There is a bounce-pad, which Tmon and his father had not yet been able to give its own colours to (it just appears to be a circular depression in the stone floor); there are all the weapons, I think, and the doubler and megapower... two of the latter, one hidden away in a secret compartment it would probably not be sporting to say much about (Sean showed me). With generous health, and plenty of rooms, all beautifully lit; this looks like a fine place to visit. There is an obvious trap, baited by one of the arena's two whompers; jump down to get it and you couldn't jump out again! Actually, it is worse than that, the bottom is false and you fall straight to your "death"! But otherwise, a nicely judged place to play. We really are being spoilt for choice, these days!