==============================================================================
Title      : Cantilever
Filename   : qbj_porglezomp.bsp
Date       : 2022-09-25
Authors    : Cassie Jones
-----------

About      : A layered deathmatch map in a brutalist research complex
             that has suffered some kind of accident. Play vertically
             with pits, jump pads, and a dynamic multi-floor elevator.

             It also supports a hopefully servicable singleplayer mode.

             Made for the Quake Brutalist Jam.
https://www.slipseer.com/index.php?threads/quake-brutalist-jam-announcement.145

Tools used : Trenchbroom, ericw-tools
Tested on  : Quakespasm, Quake Rerelease

----------------
What is included
----------------

New levels    : Yes
New textures  : Yes, See textures
New skybox    : Yes
New sounds    : No
New music     : No
Single player : Yes
Cooperative   : Yes, untested 
Deathmatch    : Yes
Enemy count   : 16 (easy), 22 (normal), 28 (hard+)
Secrets       : 0

--------
Textures
--------

Makkon textures: Concrete, Metal, Building, Tech
https://www.slipseer.com/index.php?resources/makkon-textures.28/

Khreathor's Prototype WAD
http://khreathor.xyz/site/prototype/

Overcast Sky, by rpgwhitelock
https://gamebanana.com/mods/380496

------
Thanks
------

- the Quake Mapping discord for answering my questions
- Aaron, Eash, Diane, and Vi for playtesting
- Suzanne and Erika for inspiring me to make maps and love BSP
- Makkon for running the jam
==============================================================================

Setting:
--------

Cantilever is a portion of a slipgate and teleportation research facility.
The recent high energy testing pulled a portion of the building into the
slip, and it was forcibly shut down and evacuated pending investigation.

In deathmatch, someone has pulled some experimental tech out of storage to
take advantage of the space, placing the various jump pads and weapons
around the arena.

In singleplayer, monsters are slipping back in through the backlash of the
botched teleportation, and are corrupting the area. You need to break the
lockdown and escape, the teleporter might be your best way out.


Design:
-------

I hadn't made very many maps before this, and this took several iterations to
find a direction. I was inspired first by the atrium in Severance to have
walkways stacked over each other, and built a few designs based on that, but
they all ended up too claustrophobic. But, importantly, this early stage got
me into jump pads.

I finally found my visual design when I saw the Burroughs Wellcome building,
which is assembled out of these wild angles and hexagonal modules. This gave
me the idea for the cantilevered setting I ended up building. Another big
portion of my design was designing around lighting. I saw a screenshot of
someone's starkly colored lighting, and wanted to imitate some of that. This
led to several of the areas, contrasting the sunlight and the colored lamps
in the shade. Some of the geometry got designed around the needs of that
lighting. I like how they give the different areas of the map very
identifiable atmospheres even if the textures are mostly the same.

I designed the layout starting with the central cantilever overhang, and built
the ring around it. Originally it was symmetrical, with both sides above the
main floor. The elevator and the repair room were the next things built,
as a way up from the main floor. The elevator started out as just those two
floors, but I got the idea to add a strong position at the top, which caused
a lot of trouble building that dynamic elevator, which was my first foray into
complicated dynamic logic.

I started on the basement because of a cool picture of stairs I saw, which
made me build the green stairs. The control room and the pit that became so
central to the design were afterthoughts on that, trying to balance out the
dynamics of the map and better connect the basement tunnels to the ground
floor.

When we playtested it, we frequently got stuck down in the basement, so I
added the jump pad down there. The curved stairs are a similar feature. These
may have been a bit of an overcorrection, flattening out the height difference
by making them constantly well connected, but we'll see.

The ledge with the gold key (and the quad in multiplayer) was originally a
crane on the other side of the tower, holding part of the ground from below.
For both of these I wanted you to rocket jump to them. I scrapped the crane
for two reasons: 1) It messed with the lighting, and 2) I didn't want to
figure out how to make a good-looking crane.

This was designed very much as a deathmatch map first, and the singleplayer
gameplay was added later. I built the whole deathmatch setup, then added the
puzzles for singleplayer, and only added the monsters at the very end. If it
feels kind of tacked-on and arbitary... it is, but I hope it's still alright,
and most importantly I hope it gives you some good excuses to explore around
the spaces I built.

==============================================================================
Patchnotes
----------

Version 1.1: Quake Brutalist Jam hotfix
---------------------------------------

- Improve teleporter visibility
- Elevator safety features (trigger_push for less accidental player squishing)
- Add door messages to the key/hand scanners
- Graphical improvements on the broken concrete
- Some rendering fixes
- Added a real skybox
- Added a hint on a door where people get stuck
- Included map source file
- Added some extra detail in the readme

Version 1.0
-----------
Original release in the Quake Brutalist Jam