Help for designing a maze can be found in the mdesign.dvi file in the Doc directory. William Chuang evaluated most of the mazes made at athena. I edited the list down, removing the worst of the lot, and present you with the following list: Combat + War Mazes should have the players in close/semi-close contact, separated by an average of 4-6 squares at most. This is to make for an interesting game, instead of a run-around-chase-them sort of stuff. For this reason, I didn't like a lot of the super-large mazes which blocked off huge areas. I also didn't like too many armors, weapons, outposts, or walls. Fuels are ok, and many walls are ok if enough of them are destructible. DJCmaze1 Combat 8 interesting idea (for many players) simple Combat 8 like it says, meant for long term fights ice Combat 7 Slippery, A/F/W with outposts. General get to the armor melee. four Combat 7 Small and simple good for Heat seeker battles Ninemare Combat 7 tough, but big Riverworld Combat 7 some points are too far away from the action Quadrant Combat 7 Close combat Quadrant2 Combat 6 More combat, not so close, too far City Combat 5 not bad... too spread apart sometimes SuperCity Combat 7 City maze with almost all walls destructible DJCmaze2 Combat 5 should have outposts in open area DJCschool Combat 6 not bad, but needs >4 players Duel Combat 6 sort of neat Duel1 Combat 6 sort of neat Dumbarton Combat 6 sort of neat Labyrinth Combat 6 okay combat1 Combat 6 some areas are just not in the right place, but it's okay. City-like wildwest Combat 6 A western town heinousII Combat 6 Not too different. Big deal pain Combat 6 Open warfare and outpost killing Eighty-eight Combat 5 Too large and heinous STOMP Combat 5 too wide open in places Arena1 Combat 5 large track. Crossover Combat 5 could be better. Too far away. A-mazing Combat 4 a bit under average Box Combat 4 not too great. Crossover2 Combat 4 too spread out. Knock Combat 4 too big Commaze1 Combat 4 a little under average Cross Combat 4 too many hiding places Pavillion Combat 4 silly Rather Combat 3 blah, too hard to get anywhere Pool Combat 3 Boring, big and open like a pool table gauntlet Combat 4 too big, too many armors... need >6 genesis Combat 3 too many armors, too big Vortex Combat 2 boring wilddude Combat 2 Large, walls, nothing else smallish Combat Test Good for several person (>3) combat simulation, melee for more. Nothing in it. smallishII Combat Test Like smallish, but with A/W/F. Total War 8 Wicked... mazex War 7 Gee, how come there are so many outposts? DDR War 5 okay for war. Warmaze1 War 4 not bad, not awesome Ultimate The goal had to be non-completely-exposed, but not too hard to get to. I didn't like it if by throwing the disc into or around the goal region the disc was more or less "locked" there. That's always bad. The playing field had to be either between the goals, or around the goals. Too many goals are a no-no, and make for non-skillful, boring games. Most Ultimate mazes had to be symmetrical in order to get good results. Need walls to bounce the discs off of (important). moosemaze Ultimate 10 THE BEST FOR 4-6 player, 2 team ULTIMATE!!! U4 Ultimate 8 very good for 4 players, tough if players have uneven skill ability NewFour Ultimate 7 pretty good Octoid Ultimate 7 very tough ultimate board U4-1 Ultimate 7 tough, until you master it goal3 Ultimate 6 side pockets are bad... too easy to toss right in from 45% angle, or with wall bounces. FirUlt1 Ultimate 4 Too many goals... Frisbee Ultimate 3 non-protected goals goal4 Ultimate 3 huh? Not that awesome. small Ultimate Test Small maze with 4 goals Capture It shouldn't be too hard to get the discs all into the goal (we know how long this can take even with good players). Not too many goals. The playfield shouldn't be too large, and should have some walls to bounce discs off of. Goals shouldn't "lock" discs. Goals shouldn't be too far from center of playfield. Capture2 Capture 8 for 2 teams, awesome Capture4 Capture 7 for 4 teams, great for capture Capture6 Capture 6 for 6 teams, a bit too big CaptureX Capture 7 for 4 teams, closed center Race I *wasn't* looking for mazes that were actual labyrinths where you had to find every turn, and there was only one way out. These are too easy to memorize. I was looking for mazes that had multiple paths, but none that were too obviously shorter than others (those had to have something to make up for that, like slow squares). I also liked the idea of slip squares near corners, as this made it very tough to navigate and takes skill to use correctly. A few races have lots of outposts, so they fall into the "assault" category, since they require combat. Crazed Race 8 totally heinous WildMaze Race 7 A long, involved, dangerous race Slip_race Race 7 good race with hard turns racemaze Race 7 not bad. Short, simple, think a little after running it a few times. Good for beginners and those who want to sharpen their abilities. race Race 6 Practice wall dodging, and that's all Shelter Race 6 not too bad, not too awesome Slalom Race 5 Open areas with outposts at gates between slalom Race Test Repetitive slalom across entire board vroom Race Test Single 2 lane slalom The following mazes were mostly designed by William Chuang, an expert race and assault (race with combat) maze designer. The assault series is for single team play, where all players team up to defeat the maze and exit in the least amount of time. assault1 Race 7 very tough maze... team play assault2 Race 8 shorter, more fun, compact, nice areas assault3 Race 7 incredibly tough. team play assault4 Race 6 4 player, diff. team. Hard. bassault1 Race 5 team-work, short, easier. bassault2 Race 6 team-work, short, tough. The hrace series is for head-to-head single player team competition. Each player is given an identical maze to race through. There is no fighting needed to exit the maze. hrace1 Race 6 5 player race maze, paths aren't too perfect. hrace2 Race 5 Boring race, not very well designed, some interesting areas, mostly memorization hrace3 Race 7 Skidding, and tight corners and turns. hrace4 Race 6 Skidding, but a too large room at center... nice sharp turns on skids, and other stuff hrace5 Race 6 Short, 3 player, fast, some problems with end hrace6 Race 6 Medium/short length, 4 player, not perfect... The hassault series is for head-to-head team competition, where each team is given an identical maze to fight through. There are many outposts to defeat to exit the maze. You can turn outposts off to make these more like hraces. hassault1 Race 8 Totally heinous, 2 teams of 3, head-to-head race to the goal. hassault2 Race 7 Totally heinous, 2 teams of 3, head-to-head race to the goal. Long. hassault3 Race 7 Simple 4 teams of 1, easy assault. Takes skill. hassault4 Race 8 2 teams of 3, short, but hard at high outpost strength. Good team practice hassault5 Race 8 2 teams of 3, medium/long, hard to negotiate unless you are very skilled. Lots of teamwork and strategy in team-building. hassault6 Race 8 2 teams of 3, medium, teamwork, skill hassault7 Race 7 2 teams of 4, medium/long. Another assault, medium-level players. hassault8 Race 9 2 teams of 3, double direction starting coice, teamwork. Neat layout. hassault9 Race 7 4 single players, race to goal. TOUGH!