_____________________________________________________________________ THE CASTLE FOR 3D REALMS _____________________________________________________________________ Title : JA Castle Date released : July 30, 1997 Filename : JACastle.bsp Author : John Anderson (A.K.A. Johnny Ewok) Phone number : (407) 242-9925 Email Address : jmkander@digital.net Web Page : http://ddi.digital.net/jmkander/ (up soon) Description : Ancient Castle now a military stronghold Special thanks to : 3D Realms for considering me for a position My wife for being cool while I worked on the computer 24 hours a day!! Even on her birthday 'cause I had to finish this!! _____________________________________________________________________ PLAY INFORMATION _____________________________________________________________________ Single Player : Yes, for exploration only Cooperative : No Deathmatch real people : Yes Deathmatch bots : Yes Difficulty Settings : No New Sounds : No New Graphics : Yes (new models, dead tree and castle spire) New Music : No Demo included : showall.dem (me showing all areas) _____________________________________________________________________ CONSTRUCTION INFORMATION _____________________________________________________________________ Base : New level from scratch (Started 7-23-97 in the evening after reading email from Paul) Editor used : Worldcraft Brushes : 1,419 Entities : 423 (194 lights) Known Bugs : Possible stick on side motion switches Build Time : 70 hours (give or take a few, it's all a blur) Texture Wad used : Quake101.wad Compile machine : Pentium Pro 200-64 MB RAM QBSP : 2 minutes 38 seconds Light (Full) : 12 minutes 10 seconds VIS (Level 4) : 3 hours 41 minutes 28 seconds _____________________________________________________________________ OTHER USELESS INFORMATION _____________________________________________________________________ Unzip under Quake into JACastle directory Start Quake with "Quake -game JACastle +map JACastle" Put the Quake CD in for all the cool sounds _____________________________________________________________________ WHAT MAKES THIS LEVEL SO SPECIAL (map highlights and original ideas) _____________________________________________________________________ WARNING: Surprises are given away in the text below. You may want to play the level first. The following items may not individually be very significant, but I feel they each add to the overall feel and design of the level. I continuously read the story for inspiration and ideas. I draw and write a few ideas as they pop into my head, but 90% of my design evolves as I go. * Rocks, trees and barricaded entrance to the town. The first line of defense; seal the castle from the outside world. This was one of the first things I did, I think it looks very cool. Adds completeness to the map. I was pleased with this idea. I think the outside looks and feels like outside. * Anti-grav lift in contrast with spiral stairs. They are near each other for that contrast of old and new. My original concept was to have 2 lifts in the shaft. This worked fine unless a lift got hung up on someone, then they would bunch up, (appear as one) so I remove the 2nd lift. * Smashing device at top of stairs is also the key to a hidden room. This was installed by the military. This works well, the trick is not to activate as soon as you spot a person coming. Give them a chance to get into position, then let them have it. It works very well. * Power generators that control lights are linked. If the condition of the lights changes and you didn't do it, you have an idea where someone might be. * Nice door levers, something different, never seen this done. * Switchable lights. The castle is very dim and gloomy. When the lights are switched on additional details are revealed, like the conduit and cable trays for the lights. * Old castle doors are slower and stone sound, new doors are fast and machine sound. More of a suttle contrast. Had to increase some of the slower doors for game play. It's not fun waiting on doors in the middle of a death match. * Numerous steel plates covering doors and windows. * Smashing room has alternating excape paths. I thought this was a cool idea. You have to go through this room to get the rocket launcher. On the first test period people camped at the exit to this room. They had a rocket launcher and lots of ammo. So I moved the rocket a bit and added a push wall. Anyone camping there now will be joining you in the crushing room. If you remember not to respawn when you get smashed you will be pushed into a lower room with a dozen messages. For example you go in the left door and die and you get a message saying, "next time try the other side." Good in theory, but you seem to respawn before you'll ever see the messages. If you remember don't respawn for a second. * Round hub in sewer. Had grander ideas in mind, but as far as I can tell there is a large amount of error induced by worldcraft when you rotate complex groups of brushes. I could be wrong, but I snap to grid and was very careful and there would be leaks if I tried angles other than 45 degrees. Believe me, I would love to get away from perpendicularity, but the design tool held me back. I was thankful for the 30 degree incline. * The story mentioned, "a magical rift appeared." It forgot one minor detail, when it appeared it nearly destroyed the dining hall. The rift was a crude time travel device, very unstable, very dangerous, and alive and well in my level. * Once established in the past time period, they could set up a contained rift (a rift in a box). An unconfined rift is very hard on the traveler and not very environmentally friendly. The controlled rift is under constant flux to maintain balance and stability. This allows safe travel between time periods for man and machine. It's in the level but is not programmed for time travel yet, it's being tested locally, so it's not likely to teleport you very far. * Falling brick. Do a noclip and check out what was required for the path corners. what a pain. I implemented this idea, then went on creating the level. Later while thinking and checking out the rift, I got nailed in the head and killed by the brick. It surprised the crap out of me. I'm sure someone will get hit by it at some point, should be funny. * Enhanced time travel teleportation. Not particularly impressive effect or anything, just an interesting idea. If 2 people jump in opposite sides of the rift at the same time, you will fly by each other in space and time. Fun detail idea. * Where does the rift go? The future of course, just as the story indicated. There is a small storage area with some supplies availible in the future. I just think it's cool to say, "I'm hiding in the future right now." Try looking up and down when you go into and out of the rift. You can end the level by going into the future. You don't want to live your life in the past. That's it in a nut shell. I am very pleased with this level, in came together very well. Everything has a purpose or reason for being there. I feel each new level I create is better than the last. I enjoyed the challenge and pressure of getting something done fast and I think in the end, I have something to be very proud of. I came up with a number of original ideas that have really made this level special. I hope you guys like it as much as I do. The castle was tested on P90's at my work and it was fine. I feel very lucky to be one of the few being considered for the Prey mapping position. Thanks again. _____________________________________________________________________ COPYRIGHT / PERMISSIONS _____________________________________________________________________ 3D Realms can do as they wish with this level.