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mc_xmasjam_2025_spike
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Title			: Chicken Jalfrezi
Date			: 17th Dec 2025
Filename		: mc_xmasjam_2025_spike.bsp 
Map type		: Medieval
Mod/game		: ad/ad_xmasjam

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Author
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Aliases			: Spike, RoggyRogg
Real Name		: Spike Young
Discord			: spikeql

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Description
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Game			: ad / ad_xmasjam (both work)

Progs used		: ad
Custom skybox		: None
.lit File		: No
Music			: Track 04
Textures/wads		: - its.wad (quaketastic.com)
			  - skies.wad (quaddicted.com)
                          - special.wad (by megademon)
                      	  - id1 (ID Software) 
			  - fireblu.wad (fireblu jam)

Singleplayer		: Yes
Co-op 4 Players		: No
Deathmatch 		: No

Monsters		: 47/70/79 (E/N/H)	
Secrets			: 5

Build time		: About 16 hours first build + 3hrs post-playtesting updates.
Editors/Tools		: NetRadiant Custom, EricWTools, 

This is my first map released for Quake 1, and the first map I've made since 
my HDD died. I lost over 80 map files, including unreleased Q2, Q3 and a Q1 
concept map I was working on. It was difficult to say goodbye to all of my 
ongoing projects but at the same time the release of not having to 
fix/finish/polish about 4 different maps at once has been a lot of weight off
my mind and has removed the mental barrier that was keeping me from starting
anything new. I've been wanting to take the step into SP mapping for a 
while and this jam was a perfect opportunity to do exactly that, and I have 
the Map-Center team to thank for it.

The map was inspired by the classic id levels (as I haven't played a lot of 
custom q1 maps) but as is usual with my workflow I just start doodling and 
see where it takes me. I began to work with +-1024 bounds (eg 2048^) like an 
idiot and ended up having to take my "quarters" of the map I was originally 
going to make, and placing them each on top of eachother like a sandwich. 
Connecting these areas together was a bit of a challenge, and even in this 
final version the locations of the vertical connections aren't where I'd like, 
but I'm glad that it feels consistent, and has been mostly well received in 
playtesting, and I hope you enjoy it as a full release.

I look forward to making more singleplayer content, and also moving onto more 
logically complex encounters and traps. I've got the hankering to make another 
AD level, but this time I'm going to do it outside of jam restrictions so I 
can really let my mind run free.

After 6 years working on Q3 content, being accepted into a community
of boomers despite being born in 2004, being given offers of money to
produce maps for QL tournaments, and making myself known by bringing
fresh blood to a split and quiet community, I hope that I can bring
the good times me and my supporters have had working on, testing and
playing maps together over to the SP community, and have an impact on
the scene, however small. But, I'm going to push myself. Theres a lot
of active talent in SP Mapping so I'm gonna have to step up my game.

I cannot wait to give you all some escapism to the horrors of Quake,
the brutality of the Strogg, or the bloodbath that is the Arena 
Eternal, from the monumentally fucked world that we have the privilege
to live on.


I'll be back...

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Special Thanks 
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Jameson, Coffee009, ~rj, Mopey bloke, PuLSaR, Caffeine Freak, Niccolicious, Sprony & Konig for feedback.
Map-Center Staff
idSoftware (for FPS games)
EricW (for EricWTools Compiler)
Garux (for NetRadiant Custom Level Editor)
WarrenM (for Qrucible Compiler GUI)

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Copyright
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Not for commercial use. Don't modify the .txt
.map is included as a learning resource and to be modified. 
You may release modifications of this map, but only with Original Credit to Spike "Spike" Young