
Monday, January 1st 2001, 1:00 AM


Grahf's Entry into Aard's 100 Brush Map Contest


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map name				: Medieval Minimalism

author					: Grahf, aka Owen Greenwood

author info				: is 17, plays quake, likes 3d modeling, is tired right now.

Map info:					This is my first map released to the public (the first one worth releasing, for
						that matter), and, as such, I think it turned out very well.  The layout was
						constructed around the main hall and balcony, a concept piece I had built last summer.
						Very vertical, buut also very linear.   A bit too tight in the midsection though (heh). 
						I used  the Daikatana Episode 3 texture set, graciously converted and posted to qmap by
						somebody, though I can't remember who.

							Three aspects of level design hung me up during construction: Tyrlite lighting,
						difficulty tweaking, and monster teleportation.  I certainly spent at least half my
						time ironing out those three things.  Do you care?  Probably not, but I thought I'd
						share.
						
Where to get this level	: www.cstone.net/~greenwud is where to go right now.  There's no html or anything,
						just a file listing.


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Single Player			: Yes, that's what this contest is all about.

Cooperative				: I put in a coop_start, but didn't playtest it.

Deathmatch				: I haphazardly threw in some dm starts and extra items, but don't expect
						any miracles in the gameplay deptartment.

Difficulty Settings		: Yes, easy to nightmare.  These were a bitch to playtest, but hopefully it 	
						will scale well.  I was able to beat the level on nightmare, which probably
						means many people will find it too easy; I'm not that good, ya know.

New Graphics			: Another requisite of the contest, so yes, I used Daikatana's Episode 3
						medieval/celtic set.
						
						
Known Bugs				: I'm sure there are some, but this is a contest, and contests have deadlines, so I'll
						submit the level as is.  I'll be pissed if a monster doesn't teleport when he should, or
						anything.  One of the beta testers (Biff) said that an earlier beta of the level
						wouldn't run on his machine.  I couldn't reproduce the problem, but I hope it's not
						widespread.

Average r_speeds		: I didn't check, but I would be surprised if they passed 500, given the
						low-poly architecture.


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Build Time				: about a week last summer for the original concept, and most all of December for the
						100 brush version (ever since the contest was announced).  I guess that makes 5 weeks
						total.


bsp: 5-6 seconds
trylite -extra: 38 seconds
vis -level 4: .5 seconds or so


number of brushes: 93, including solid ents
	183 entities, 73 lights (thank you tyrlite :)


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Thanks to:

the beta testers: nanospawn, killaz, deathmonger, biff_debris.  Thanks for your input and support, even if
mostly passive.

 - Aard, for creating this humble contest.
 - Tyrann, for the original Tyrlite.
 - everybody else who hangs around Qmap, for their support and question answering abilities.
 - p0x, for porting tyrlite .8 to the Mac.
 - p0x again, for doing great work on the Mac port of GLQuake.
 - Scott Kevill, for making Quiver, the one and only Mac level editor.
 - id software, for making a game that people still play and love after 4 years.
 - makers of Deus Ex.  Why?  I have no idea.  Maybe cuz I'm listening to the credit roll music right now.
 That game r0x0red, and as an aspiring level designer, is totally inspirational.


plus all the artists and bands whose music endless wafted through my speakers as I created this level:

Nine Inch Nails, KMFDM (plus all the artists on Don't Blow Your Cover), Frontline Assembly, White Zombie, Crystal
Method, The Prodigy, Fatboy Slim, Moby, Robert Miles, 303infinity, DJ Xealot, Two-Mix, Nobuo Uematsu, Yasunori
Mitsuda, Noriyuki Iwadare, Kenichiro Fukui...

Hmm, that's most of them.


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Grahf signing off.  I hope you have at least as much fun playing this level as I did making it (damn that sounds corny.)
