
December, 2014

========
MAP INFO
========

Title:          Goldleaf
Filename:       goldleaf.pk3
Gametype:       FFA, Team Deathmatch, Tournament
Genre:          Tech/Byzantine
Capacity:       2-8 players
Bot Support:	Yes
Author:         Pat Howard
Email:          lvlpathoward@gmail.com


==========
BACKGROUND
==========

Goldleaf was designed for the 2014 Mapcore Quake III 15th Anniversary 
Contest. The challenge was to create a map that plays in FFA mode with 
4-8 players. I decided to create a fairly open, two-atrium indoor/
outdoor design with a lot of vertical action and S-shaped paths. The 
gapped bridge in the outdoor area holds a red armor and requires a 
high and vulnerable jump over the center of the room, which is an idea 
I have always wanted to incorporate into a design. This map was made 
in just six weeks, including two weeks of gameplay prototyping, and it 
is my largest map to date.

The map is playable in tourney mode as well. Setting the gametype to 
tournament swaps the quad for a yellow armor, replaces the high
yellow armor near the LG with the LG, and removes 75 health.

The visual goal was to create a tech theme, but without all the usual 
tech assets, e.g. crates, pipes, and vents. Instead, I wanted to 
create somewhat more classical roman/byzantine-inspired architecture 
and then find a way to texture it tech. That said, it's not all vaults,
domes, and arches. I didn't hold myself back from including some 
futuristic geometry as well. The architecture of the outdoor area was 
heavily inspired by St. Bart's Church in midtown Manhattan, whereas 
the indoor areas were more of my own spin on the tech/classical fusion.

Note: All participants were required to include the .map source file 
so that others could learn from our work - but beware - this map was 
created at such a frantic pace that most if not all moral and upstanding
mapping practices (such as mitering and minimizing overdraw) fell by 
the wayside. This is by no means an example of optimal level design, 
and any poor soul who attempts to decipher something intelligible from
the mess I've made here is putting his/her sanity at risk. (Despite this, 
performance is fairly good even on old machines.)

Please send any questions/comments to the email address given above.

P.S. If you sit under the big dome and listen very closely, you may just 
hear the hooting of the lonely old owl who lives in there :)


================
CREDITS & THANKS
================

SPONSORS:
Mapcore
Pixologic
id Software
CG Textures
Ryan 'Thrik' Williams
Jochum 'Hipshot' Skoglund
SpronyvanJohnson

JUDGES:
Adam 'SyncError' Pyle
Matthew 'Lunaran' Breit 
Ferdinand 'cityy' List
Emile 'Obsidian' Ong

FRIENDS & COMMUNITY:
www.mapcore.org
www.quake3world.com
for support and encouragement - you guys rock!

fKd & NSW for testing

TEXTURES: 
evillair (e8, evildsi, e6)
http://evillair.net/v3/

Hipshot (trees, terrain)
www.zfight.com

CG Textures (fallen leaves, roof)
www.cgtextures.com

Hazel Whorley (hw_lagoon skybox)
http://www.hazelwhorley.com/

MODELS:

Hipshot (trees)
www.zfight.com

Sock (plants)
www.simonoc.com

SOUNDS:

juskiddink (leaves in the wind)
http://www.freesound.org/people/juskiddink/sounds/81188/

greither (lonely owl)
http://www.freesound.org/people/greither/sounds/115607/


ENGINE: 
id Software
ydnar


***

DISTRIBUTION / PERMISSIONS

This map may only be redistributed with prior consent or submission
of the author, Pat Howard.

You may not alter the current state of this .pk3 file in any way
without my permission.

If this map is used as a base or starting point for another, you
must credit me in your readme.

***

Thanks for downloading!
