****************************************
Title                   : Gork
Game                    : Quake III Arena (v1.16n or better if you want to use botinized ID guys)
Add ons                 : none required
Mods                    : none required

Author                  : claudec
Author Email's          : claudec@claudec.com
Author Web Site's       : http://www.claudec.com/
Feedback                : I encourage you to send it.
Release Date            : 
Files                   : q3map_gork.pk3, q3map_gork.txt, connie.pk3
Maps                    : 


****************************************       
* Description *

Small level good for fragging ass with 4-8 
players.  A bit of underwater action is mixed 
in so prepare to get wet.

The Conni bot just appeared one day and seems 
to have the hots for the Paul Jaquays bot. 
I never kick good looking naked ladies out 
of my house or computer, so I let her stay.


****************************************       
* Play Instructions *
To play, use the game menu and select skirmish.  Select 
Free for all (FFA) mode Select gork. 

The default bots for this level are the ID
guys and a naked conni bot (with an interesting haircut.  I don't mean the
the hair on her head either:)  You must have v1.16n or better to use this level with the 
ID guy bots.

****************************************
* Tips *
From time to time the bots tend to bunch up in one courtyard.
Try not to take advantage of the bots. They know how 
to shoot, but do not understand strategy well.
So it's easy to camp out on them and win the game in no time.

****************************************
* Play Information *

Game Modes              : FFA 4-8 players
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
Demos Replaced          : None

****************************************
* Credits *

Eutectic - for writing the docs that make Sin editing possible. And the wonderful
.def file for Q3 and other docs he has had a hand in. And the great bots tutorial 
which showed me how to give the bots the more interesting dialog they have with 
this level.

Ritual - For making Sin the game that finally got me off my ass after 3-4 years of 
planning on getting into level editing.
2015 - For making Wages of Sin, the add on pack for Sin.  This is where I did
all of my Sin work.
Maj - for the shader docs.
Patrick Duffey - For QxRadient
Ricebug site - for all the tutorials.
Rust site - for all the tutorials and the forums.
Quake 3 World site- for the forums.
Bass2496 - for being a great fan of my levels.
Primordial Soup http://www.telefragged.com/soup/ - for the fantastic skybox textures
Everyone in the editing forums at gamedesign.net and quake3world.

++++++++++++++++++++ SPECIAL CONNI CREDIT ++++++++++++++++++++

================================================================================
Miss Connecticut 2nd place in "Lowpoly lovedoll contest" plug-in Player model 
for Quake3 Arena
================================================================================

Title : Conni

Description : Miss Connecticut 2nd place in "Lowpoly lovedoll contest" 
plug-in Player model for Quake3 Arena

Model Artist: : Vebjorn Strommen / Funcom Oslo
Skin Artist: : Vebjorn Strommen / Funcom Oslo
Animation Artist: : Paul Steed / Id Software
Sounds courtesy of: : Paul Steed / Id Software


Additional Credits to : Id Software for creating Quake 3, Paul Steed 
at Id for all their help in making this happen. 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


****************************************
* INSTALLATION *

Unzip q3map_gork.zip and place q3map_gork.pk3, q3map_gork.txt
and conni.pk3 in baseq3 directory.  If you already have conni.pk3 there is no
need to overwrite it with this one so elect not to overwrite if you get a message
indicating you are about to overwite the conni.pk3.  The makers of conni.pk3
made two versions both named conni.pk3.  One has a bikini, the other is nude.
The one included in Gork is the nude Conni:)


****************************************
* Previous levels by author

-- Quake III Arena --
"Butt Railer" AKA "q3map_buttrailer"


-- WAGES OF SIN AND WOS CTF LEVELS
"Snipers-n-Buckshot" AKA "wosctf_sniperbuck"
"Warty War" AKA "wosctf_wartywar"
"Deadman's Garage CTF" AKA "wosctf_dgb"
"Nukesville I CTF" AKA "nk1a_ctf"
"Flag Makers" AKA "wosctf_flagmakers" included in WOS CTF beta
"Skies Of RA I" AKA "ra_skies1a"
"Racin8ter" AKA "Racin8ter"
"Morons' Bedroom" AKA "moronsbedroom" by MoRoN{FD} & claudec
"Sands Of RA III" AKA "ra_sands3a"
"Sands Of RA II" AKA "ra_sands2a"
"Sands Of RA I" AKA "ra_sands1a"
"Nukesville II - Volcanic Action" AKA "nkii2b"
"Deadmans' Garage" AKA "dgb"
"Nukesville I - Arena" AKA "nkiia"

levels available at: http://www.claudec.com/

****************************************
* Construction *
Base                   : From scratch
Construction Time      : NA
Editor Used            : Q3Radiant
* System * 
ABIT BE6
CELERON 466MHz
128 MB Ram

* Compile Data *



* Known Bugs *
NONE

* Design Philosophy and Discussion *
I have not done an FFA map in a while so I decided to do this small 4-8 player
map.  The flow is what I call "A little circle flow"  q3dm1 and many other levels 
are examples of this flow.  It is a quite common flow.  I used q3dm5 as my model for 
texturing.  I like the techno techno slum look of q3dm5 and q3dm10.  I ended up with
nicer courtyards than I had originally planned.  They were supposed to be kind of 
tattered with missing bricks but the crooked cone look took up enough polies that 
I didn't want to push it.  

The courtyard with the Rocket launcher in it wa pushing the r_speed limit. At point in 
time there were a number of spots that hit the 10-12K range and a few that hit 13K.
I reduced that by removing four of the eight poles that held up the structure above 
the RL.  This was good because the poles interfered with getting the RL. While the 
poles are round and players who bump into them will usually slide around them.
Players trying to get the RL bumped into them all the time and it was irritating.
So removing four reduced poly and helped game play.  

I then used r_showtris and 
r_lockpvs and discovered that the cones in the plasma gun courtyard were visible to the
game engine from the RL courtyard.  So I put two walls on the roof that extend up to 
the sky.  Far enough back that they 
are not  visible to players but they block vis between courtyards.  
There are two walls so as to enclose a little dormer (at least I think you can
call it a dormer when a section sticks up from the center of a flat roof 
if I am wrong and anyone knows the correct term let me know).  The dormer is 
the top of the center area of the upper hallway that goes between courtyards.
Its that little section that has the higher roof with the fan on the ceiling.

On the roof the brushes were broken up a lot around the this dormer. So I sealed it 
of so to speak with two walls.

Now the roof itself is visible to the game engine from the rocket launcher courtyard.
The walls an the roof block the dormer, and the cones in the plasma gun courtyard.  
But the polies of the roof up to the wall are visible to the game engine from the 
courtyard below.  The roof was made from the tops of walls and some roof pieces here 
and there and that led to a the polies being broken up quite a bit.  So I covered the 
whole area with one solid brush.  That reduced the polies quite a bit.

I also changed the curve above the big door in on the RL courtyard side of building to 
an angled world brush.  All of these changes brought the r_speeds down to the 8-9K area.

I have always wanted to do an underwater level.  The first map I tried to make was 
an underwater level for Sin.  I did not work out to well I realized I was in over my 
head. The level was washed up, so I scrubbed it.  I never have figured out a way to 
do an underwater level by means of level design only.  I have come to realize that 
it would require game physics that accommodate better underwater play.  It would
also require new weapons. Q3A, Sin and many other games only have underwater sections 
and are not designed for all underwater levels.

However I have had a lot of underwater fun in some Q2, Sin and Wages Of Sin levels.
I have come to realize that the way to do it is to mix underwater action with 
regular non-underwater action.  The important thing is that it is a mixing of 
underwater action with non-underwater action.

There are three ways I have seen water used in levels,  cosmetic, water holes and 
flow producing.

Cosmetic: There can be places that have shallow water that the player runs through.  It is generally shallow enough that it
does not affect the players movement.  This is cosmetic and doesn't affect the game play.

Water holes: This is a spot with water were you can jump in and out the top
but there is no other way in or out. A good example is Q3DM8.  There is a water hole
with a red armor in it. There is good flow in the are where the water is but the water
has only one way in or out.  The water is not an area unto itself, rather it is part
of the surrounding area. A good way to think of it, that the players can flow right by
the water area.  If they choose they can detour a bit and go into the water to get the 
armor and rocket ammo.  It is a slight diversion from the flow through the area.

Such water holes are good for placing higher level items like power ups, armor, the RL
and plasma gun.  They are not as good for lower level items like regular ammo or armor 
shards.  They are not part of the flow of the level.


Flow producing: Last but not least there are underwater areas with flow. These areas have multiple ways in
and out and/or are passageways that between areas.  A good example is the underwater area 
in Q3DM12.  Here we have underwater areas connected with passageways that also connect
to non-underwater areas.  Here the underwater area is part of the 
flow of the level.  It connects areas of the level including the area with the BFG in it.
There are also teamed power ups in the underwater area.

Flow producing is the type of underwater area that I had so much with on some  Q2, Sin and
Wages Of Sin levels. The idea is to mix the underwater action with non-underwater action by
making the underwater action part of the flow.  I am presently trying to come up with 
something that has a good mixture that takes me beyond that underwater action I 
enjoyed before. The problem with those levels is that it was always a section of the level
or a half of the level.  It was never blended throughout the level.

I am looking for a blend of underwater and non-underwater action that is through out 
the level.  Gork is obviously not it.  Nor was it meant to be.  The water here is
because I thought it would work well on this level. And I want to make more use of 
water in my levels.  I have not explored the use of water as well as I should with
my past designs.  Also as I mentally try to get to a design that has the blend 
mentioned above I will learn more about how to get there by using more water in 
my levels.  So I will probably be using more flow producing underwater areas in 
future levels.

The underwater passage was original longer.  It was long enough that a player could swim
from one are to the next and have just enough time to get out of the water before starting 
to drown. At first this timing might seem alright.  However it affords no time to frag anyone
along the way.  Some nice people in the quake3world.com and gamedesign.net level editing
forums also thought the passage was to long. So I shortened it.

Shortening the passage was not as difficult as I thought it would be.  First I had to move 
the underwater area with the quad in it.  This was easy I just surrounded the area with a 
big brush and used select inside.  Then I went thought it and selected anything that was 
missed. Then I just moved it over.

I then extended the room above the water area.  This had to be done so the water could
still be accessed from the room.  I also spruced up the room a bit with the curved 
sections and some broken floor tiles by the water.

I put the quad in the underwater area because I want to see some flow through this area.
The lightning gun and teleporter in the other underwater area helps create flow from 
the courtyard above.  I wanted players to be able to duck into the water grab the 
lightning gun or the RL ammo and pop back out.  Also players low on ammo or health can
escape through the underwater teleporter to an area with a some health and a weapon.


There were some other things that were changed as a result of suggestions from 
the people in the quake3world.com and gamedesign.net editing forums. Such as,
widening the hallways and doors on the RL courtyard side of the building. 
And, some texturing improvements were made as well.


I original made a customized bot for this level.  His name is fecalxaero.  
It is xaero with all new chat lines.  Everything he says has something
to do to feces, urine, bladders, colons, etc.  He was going to be one 
of the default bots.  

I decided I wanted to include a bot that had a new model so I poked around 
online and found one by Vebjorn Strommen with animation and sounds by 
Paul Steed at: http://home.telia.no/vebsart.  It had no bot files.  So I 
botanized it.  The connie.pk3 file is distributed with gork for those who 
do not already have it.  The bot files are in q3map_gork.pk3.

Then ID released a new patch that had the ID guy models. They did not have 
bot files. I decided to botinize them as well.

There are 6 ID guys plus Conni that makes 7 default bots. If I included
fecalxaero that would make it 8 default bots plus the player for a total of 9.
So fecalxaero was dropped from the default bot line up.  He is still 
available via the add bot menu.

I thought the bots were an interesting touch. 


* Copyright / Permissions *
Feel free to post and play this level.  Please do not change
any file associated with this level.