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The great folks at Bungie built in a multiplayer setting for Myth: TFL. It is easy to use, and great fun. There are many different maps created by Bungie that you can play against other people, or you can play a 3rd party map created by, well, a 3rd party. Here is my attempt at making a basic information page about the different maps. I hope to soon have more detailed descriptions, and stratagies for for each map/game.I'll Dance on Your Grave
A good map, with a central hill, 3 wight pits in a river, and a good mix of meadows, water, trees, and hills. I'll Dance on YourGrave is a light map, which means that it has weaker units. It has many games available, including scavenger hunt, flag rally, last man on the hill, territories, captures, and others. A well designed and though out map.
I'll Dance on Your Spiderweb
A parallel map to I'll Dance on You Grave, except it is a dark map (stronger units). There is a good balance, although I think that there are not enough cliffs to perch soulless on to make buying them worth the 3 points that could be spent on 3 spiders, a berserk, or half a fetch. Other units on this map are warriors and wights. A well thought out map. Very fun on Territories, Last Man on the Hill, and Flag Rally.
For Carnage Apply Within
A fun map for all types of games. It has almost everything, inlcuding many wight/thrall pits, numerous soulless perches, a big pit in the middle, plenty of trees, and a healthy variation in altitude. The units are thrall, ghols, dwarves, soulless, wights, and warriors. Soulless and warriors are a must, and dwarves are valuable if most of the fighting is away fromt the water and you know how to use them. A dwarf on a ledge can wreck a columne of thrall's day with just a few flicks of the wrist.
For Carnage Apply Within (Dark)
A parallel map of For Carnage Apply Within, although it includes the stronger units, including: trow, fetch, berserks, myrmidons, spiders, soulless, and dwarven heroes. A trow is a must, as are soulless. And, like any other map, a fetch can make the difference between a healthy group of zerks charging into the fray, or a few weak men that are outnumbered and easy to kill.