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Title       : Solomon's Tower (The Pentagonal Seal)
Date        : 6th April 2025 (version 1e)
File        : ad_soltower1e.zip
Author      : Simon "sock" OCallaghan
Website     : http://www.simonoc.com

Description : A Map Center Doodle map made into something for AD
Important   : This map requires Arcane Dimensions v1.81
              (https://www.moddb.com/mods/arcane-dimensions)
Feedback    : Thanks colossus for all your help with testing and feedback

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Installation

* Remember to install Arcane Dimensions mod 1.81 first!
  (https://www.moddb.com/mods/arcane-dimensions)

* Copy and extract the zip file (ad_soltower1e.zip) into your AD folder
* Start up Quake with the mod Arcane Dimensions loaded correctly

* Set the skill level via the console using the 'skill' command
* Skill levels : 0=Easy, 1=Normal, 2=Hard, 3=Nightmare
* Load the map via the console with the command 'map ad_soltower1e'
* Remember to record (use 'record' console command) a demo once you start!

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Skill Levels

Each skill level has different monsters types, in different positions
and can be played progressively for a different experience of the map.
All weapons, ammo and health are the same on all skill levels. It is
assumed the player will be more frugal with ammo/health consumption
on higher difficulty settings.

Map Waffle
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The original tower image was lurking in my inspirational folder for a long time
and waiting for that perfect moment to see the light of day. I always thought
it would make a good template for a 1024^3 map challenge because it was so well contained with a very obvious boundary (water) on all sides.
 
The castle tower image is also based on pentagonal shape, which are notoriously
hard to create in brushwork because of the odd (72deg) angles and sorta became
my lazy reason to avoid doing anything with it.

For anyone curious the original image is based on a coastal tower built
in Italy from the 17th century onward to guard a local port entrance. 
For more info check here = https://en.wikipedia.org/wiki/Scola_Tower

The first map doodle was created quickly using prototype textures and I focused
on the pentagram shape with two side tower, a central back tower and front
landing area for the bottom of the pentagonal shape. I did not want to make
the image perfectly into a map because it did not seem that interesting to me,
but instead focus on the odd shape and circular flow instead.

The first MC doodle was a simple circular loop with two keys (SK/GK) and central
arena courtyard for a final battle and an exit portal. Obviously none of this
was tested because it was a doodle map, but the layout seemed good. (in my head)

The second MC doodle was taking the pentagram shape but extending it downwards
and being inspired by a previous map called 'Skyeater'. Floating in the void
with brushwork tentacles flowing downward towards the clouds this doodle was
mostly just a brushwork frame with no upper progression.

With two (half finished) doodles done I wondered what they would look like if
they were combined together! Luckily both were heavily based on a pentagonal
shape so they sorta fitted together in the middle and became an odd looking
floating castle thing in a box!

The ultimate design dilemma with floating/void maps is that when you make them
look good on the outside, the inside space often suffers! Its extremely
difficult to get the outside and inside of a structure to look good at the
same time and even though the odds are always stacked against the map,
it is still a fun challenge to try and beat.

Probably the hardest part of void maps is the specific setup of entities
required to get the void to work correctly. Luckily AD has a ton of extra
features which makes void maps easier to get working. With simplified
trigger brushes at the bottom of the map merging many functions into single
entities, to multiple teleporter points for vertical progression. 

With both doodles combined I spend a long time carving out the inside area
to get the maximum space for extra secrets. I wanted to avoid using buttons
for secret triggers (apparently that is all I ever do!) so this map is all
about movement and positioning for secret locations. With so many in between
floors being used the cramped space created a good contrast to the
outside void areas in the end.

The original design idea was to make the map very freeform with the player
being able to jump around all over the place, but with limited time I did
not want to spend ages balancing and tweaking all the different routes.
This means the map is mostly linear in routing with a couple of optional
areas for secrets. Considering the map is only about 5-10mins of gameplay
the linear routing seemed a perfect fit.

Probably the greatest challenge with void maps is getting the gameplay to
be focused and interesting as large part of the map are just the void.
Using my previous void map 'metal monstrosity' as inspiration I decided to
go with the external floating threat instead and have loads of flying monsters
lurking around the outside on long patrol paths to create a some interesting
random gameplay encounters instead.

At first, I had all the floors connected via platforms and everything felt
so disconnected because it was just moving between horizontal floors and there
was very little vertical integration. So I decided to convert a couple of the platforms to staircases and this created some really satisfying indoor
sections which contrasted the void perfectly.

Probably the worst part of the map is the final rooftop encounter with a
Fire Shambler boss and various Scrag clouds triggered off key items! It all
feels so chaotic and disorganized that I don't think this map is going to
end right for many players. I tried spawning all sorts of different setups,
but nothing really felt right and sadly drags the map downward.

The most rewarding part of this map for me (as the creator) was the building
process with all the odd angle walls, 27/45/63 degree connections and loads of
crazy drop downs and vertical layer stackings. I really enjoyed the process
of building and editor flexing with new and different angle styles, but
unfortunate the gameplay is really boring and disjointed.

With the allotted time limit up and future projects demanding my time,
this floating void map needs to be kicked out the door so that I can
move on to other projects. Hopefully some people will enjoy the map
as a climbing frame and something to look at for the strange angles.

==============================================================================
copyright:        The source map file is in the zip file for viewing pleasure.
                  Please do not use any of these assets in ANY COMMERCIAL PROJECT.
                  Remember to give credit if you use any of the assets.

Compilers:        BSP/VIS Compilers - by Kevin Shanahan/Eric Wasylishen
Dev tools:        Latest Version - ericwa.github.io/tyrutils-ericw/
                  TexMex 3.4 by Mike Jackman (organize textures)
                  AdQuedit 1.3 by Hicks Goldrush (updating skins)

Engines:          Designed and tested to work with the following engines:

VkQuake           (https://github.com/Novum/vkQuake/releases)
QuakeSpasm        (http://quakespasm.sourceforge.net/download.htm)

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Map Information:

Game          : Quake SP only
Coop/DM       : Spawn points exist, not tested.
Difficulty    : Easy 64 - Normal 94 - Hard 124 - Monsters
Textures      : Mostly ID textures and few remixed by me (cobbles from Ravensoft)
Skybox        : Interstellar is by Hipshot (I wish I had an email/web addr)
Editor        : SDRadiant 1.3.8
Build Time    : 3 weeks

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Distribution / Copyright / Permissions 

Copyright (c) 2025 sock, mememe[at]simonoc[dot]com
All rights reserved.

Quake I is a registered trademark of id Software, Inc.

This MOD/MAP 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.

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