Mystic Gemini
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title: Mystic Gemini
date: 9th August 2008
file: mg_final.pk3
author(s): Simon 'Sock' O'Callaghan
Nikolai 'Mr. Lake' Mohilchock
email address: mememe[at]simonoc[dot]com
URL: www.simonoc.com/
description: Final Version
=====================================================================
In the Beginning

I always wanted to create a CTF map based on my last texture set,
but I could not find a layout which I was happy with. Recently while
browsing lvlworld and I found a gorgeous CTF map with a cool layout
which I thought would look good in stone ...

Evil Gemini is a small 2v2 CTF map by Mr. Lake featuring a very cool
idea, the flag rooms are next to each other! This simple change allowed
the game play to be less defensive and more intense with fewer places
to hide. I really wanted to work with this layout and contacted
Mr. Lake to see if he would mind and luckily for me he said
'By all means, please do. =)'

I took the original map and de-compiled it to get an idea of structural
scale and where all the items were placed. Once I had a compiled version
of the original map I stripped out all of the detail and converted
everything back into basic concrete blocks. I quickly tested the map
to see if all the original game play was still intact and luckily
everything worked fine.

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Slight Detour Ahead

One of the challenges of working with someone else's map is to make
your own version different enough to stand out on its own, but still
be recognizable of what map it was based on. With the help of many
emails from my friends, I think I have ended up with a map which
offers good game play and visually looks different.

The original map had a narrow central area which stretched from
one side of the map to other. There were raised sections at both
ends which were accessible either by the side rooms or trick
jumps off geometry below.

Each side of the base had two entrances which went into one room
and then upwards via a jump pad into the flag room. There was
various obstacles around the rooms for cover but the routes
to each base was quick, fast and identical.

The path through both side rooms always ended with a jump pad and
this seemed like a good place to start with something different.

The SG room was changed to have an upper route that connected
directly from the central area to the flag room and the jump pad
was moved to the middle of the room instead. This change gave the
SG room a new primary route that was not dependant on a jump pad for
access to the flag room.

The lower area was setup to be connected via one jump pad and
three trick jump ledges to the side. This proved pointless because
the jump pad was always faster and easier!

A 90 degree turn staircase was added to replaced the jump ledges
and counter the benefits of using the jump pad. With the room
layout having less reliance on the jump pad for navigation the
connection to the flag room was moved further back to balance
against the other side.

The central area was doubled in width and a new upper area was
added. The three tiered floor space was connected together with a
ramp, a set of stairs and a jump pad. The lower connection was
added later because the bots were using the side rooms to change
height instead of in the central area.

The distance between the bases remained the same because this
was a primary feature of the original map. The new upper area
also created a lot more cover for the lower routes which stopped
the RG dominated so much.

Originally I wanted the upper areas to be connected underneath
the flag room via a tunnel that could be seen from above.
The majority of players in small matches went directly from base
to base and this added complexity to the central area was
worthless.

The upper ledge was designed to be the perfect place to snipe
the flag rooms and dominate the central power up on the floor
below. This area was mainly used in 4v4 matches and the
teleporters were added to allow players to quickly switch ledges.

The PG room was initially split into two areas with the top part
ending in a difficult jump to the flag room. The upper area was
time consuming to navigate and mostly ignored by the bots because
of the tricky ending.

The jump pad was moved further back into the room and a new upper
area was created which allowed players to move around easier. The
PG was perched between the jump pad and a new set of stairs which
soon became a hot favourite for the bots.

Originally the room was designed to be more open plan and have a
gradual slope upwards to the flag room. Unfortunately most fights
in this area ended very quickly due to the lack of cover to dodge
around.

A couple of pillars were added at one end of the room for gauntlet
dancing and weaving manoeuvres. The upper area was deliberately
left open to preventing defensive tactics. A bonus GA was placed
on the highest pillar for the CPMA hop skip double jump players.

The flag room footprint was increased in size and both entrances were
offset against each other. Having more floor space allowed players
to run circles around each other and swing cats without touching
the sides.

The new layout of the flag room entrances gave each side route
a different cost in speed and ease of use. I really liked the
idea of different strategies for each route to the flag room
and it made the matches feel more thought out and less chaotic.

The original map used glass to show what parts of the flag room
could not be reached, but this material did not fit with the new
theme. Eventually I decided to use thick wooden trunks suspended
from the walls as a visual clue instead.

The flag room had an unusual balance of two entrances and three
exits and the drop down at the front of the room needed to be more
obvious. The floor design was changed to make the space more readable
by the player and easier for bots to use.

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Pick and Mix Layout

The item layout is grouped together by architectural boundaries into
three different zones, flag room, side rooms and central area. Not
all of the items were mirrored exactly between the bases and some
of the weapons were located in the central area.

The flag room was setup with a RL, YA and 50 health and the side room
zones had the PG and SG with +15 armor / health in each. The central
area contained the RG, LG, 2 x 25 health and various ammo packs grouped
together at each end.

The original layout worked really well and only a few small modifications
were made to suit the new architectural changes better. The PG and SG
were moved to the centre of the side rooms and the +15 armor / health
were changed to support one of the routes (upper / lower) through the
room instead.

All the ammo and health in the central area was spread out to accommodate
the extra floor space. The RG ammo was removed to reduce the effectiveness
of the RG weapon.

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Paint it Rock!

During the alpha phase of the map (while waiting for feedback) I did a
couple of brushwork concepts to work out the level style. I tried to
create something that felt old, had high walls and blended back and
forth between rock and brick effortlessly.

Initially I was going to add more plants and broken bricks to the
ground but I did not want to clutter up the map floor space and make
it difficult to move around. I tried to keep all the detail high up
and out of the players way which is why the map feels old but clean.

All the broken bricks and rock detail comes at a price and that is
triangle performance. The map does have a lot of hints and portals
but this is not a magic fix for the layout which is wide and open.
The map can perk up to 30k triangles at some corners and if you have
an old PC I recommend you do not download and play this map.

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Special Thanks

* Mr. Lake for all the time and effort you have poured into this
project. This map proved to me that two designers are better than
one. It was a pleasure chatting with you. =)

* PJW, Shallow and v1l3 for all your advice and support. Your comments
and suggestions were amazing and helped to make the final map a much
stronger release.

* Ydnar for Q3map2, your hard work on the compiler made this map possible.

* ID for creating Quake 3 Arena. Even after 10 years the game is still
amazing to map for.

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Resources:

Skybox: Jochum Skoglund / Hipshot, www.zfight.com
It is a lower resolution but still gorgeous!
Textures: Mostly based on my own digital photo's
Exceptions: Sky and wood1 - Randy Reddig (ydnar),
Wall torch decal - Greymatter (RTCW)
Models: Teleporter, Jump pad and Torches by Me.
Brush Prefabs: Original torch design from RTCW by Greymatter
Sounds: All custom sounds by marauder
Mapping Music: Various albums from the Global Underground sets
www.globalunderground.co.uk/

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Game play

Capture the Flag: yes, 3v3 or 4v4 players (recommended)
VQ3 and CPMA: yes
Bot File (aas): yes

Spawn Locations: 32
Item Balance: 2xYA,2xRL,2xPG,2xSG,1xLG,1xRG,1xRegen
CPMA: 2xGA

How to play place mg_final.pk3 in your
/Quake III Arena/baseq3/ folder
start quake3 Arena
hit ~
type /map mg_final
hit ~ (to clear the console)

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Construction / Compiler

Editor: SDRadiant (GTK 1.3.8)
Build Time: 6 months
Build Version: 3w
Brush/Entity: 8854/704

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Distribution / Copyright / Permissions

Copyright (c) 2008 sock, mememe[at]simonoc[dot]com
All rights reserved.

Quake III Arena is a registered trademark of
id Software, Inc.

This level may be electronically distributed only at
NO CHARGE to the recipient in its current state, MUST
include this .txt file, and may NOT be modified IN
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE
DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION.

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Clear