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THE CASTLE FOR 3D REALMS
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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!!
                          
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PLAY INFORMATION
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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)

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CONSTRUCTION INFORMATION
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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

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OTHER USELESS INFORMATION
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Unzip under Quake into JACastle directory
Start Quake with "Quake -game JACastle +map JACastle"
Put the Quake CD in for all the cool sounds

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WHAT MAKES THIS LEVEL SO SPECIAL (map highlights and original ideas)
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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.

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COPYRIGHT / PERMISSIONS
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3D Realms can do as they wish with this level.
