Two separate plugins, ported by the Fellowship of Stoneheim.

This release is a departure from previous versions of this plugin. In the past, much effort was made to recreate the Myth TFL experience with the Myth II engine. Though people have downloaded the plugin and have enjoyed it, I feel the time has come to bring this baby into the Aughties.

Basically, I replace the TFL units I reproduced, with Myth II ones. Instant karma.

Longtime followers will experience immediate joy, having units that work as they should. Dwarves know how to hurl their libations, and archers don’t just run from the field of battle. These maps now provide intense free-for-all action, and not simply a series of ridiculous mishaps. If you want madcap adventures, stick with v2.0. The gown-ups are moving on…


  1. Faithful color, displacement, and terrain for both maps. Imported all of these from M_TFL, including a high-resolution displacement map.
  2. Accurate scenery, and ambient sounds. 100% accurate scenery placement. Scenery scaled and tweaked for MII_SB engine. Imported a few sounds from M_TFL that were missing in the available sounds from MII_SB.
  3. Made tags to properly simulate M_TFL weather conditions, including importing rain from M_TFL.
  4. Properly scaled MII units to the size appropriate for M_TFL maps...including all their projectiles and body parts.
  5. Simulated TFL projectiles, because carpet bombing is still a recognized artform.
  6. Accurate port of the Myrmidons.
  7. Added Journeyman vocals because they rool.
  8. Created “NoMid” meshes for Mudpit and Carnage, for those who wish to experience KotH on those maps. Added other games as well, both for the Light and Dark.
  9. Included a Dorf Riot mesh for Mudpit. The Dorf Riot mesh is close to the original one by Havok-ise-zumi/Ripp, though I've included sacrificial pigs.
  10. Included a Two Team mesh for Carnage, using the Drowned Empire unit set. It’s fun, trust me…=)
  11. Two separate plugins for significant option lag reduction.


There is a major difference in the way M_TFL and MII_SB handles water. In M_TFL, the watermask map defines water, and the reflection map, which is automatically generated by the original Loathing application, defines reflection. In other words, you can have a very odd shaped body of water, that splashes and snuffs out bottles, but parts of it may not show a reflection.

In MII_SB, the reflection and watermask maps have been combined into one. So, either a given cell in MII_SB is water or dry land...nothing in-between is allowed. This has shown to be a major obstacle in creating a totally accurate M_TFL experience.

To counter these differences, I have made a new watermask for the Carnage meshes. This created water that is nearly accurate to the original, though the water does overlap the land a few "inches" (inches, are from a units' perspective) in some places.

For the Mudpit (Dark) mesh, I had to adjust the displacement map a bit, to keep the Soulless from "jumping" from one height to another as it crosses into a media region, then out again. Simply adjusting the media height would not do, as there were various terrain heights at the edges of the media regions.

All of these changes probably won't be noticeable to the average Myth player. They certainly don't take away any of the fun, and strategic possibilities these maps offer.






I sincerely hope that you have as much fun with these maps as I had making them. This is the final release.

M0bitz (Fellowship of Stoneheim)

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