A2-Daydream single player conversion/combination, by Shambler Please refer to the accompanying diagram "A2-DD_sp.gif". The plan: Combine Daydream with A2 and convert the combination map to single player. The reason: It would fucking rock =). Well, okay, the real reasons: 1. A2 and Daydream both have great styles - it would be nice to see them made available to Q1 SP fans who are unlikely to see the maps otherwise. 2. With a very small amount of tweaking, the combination map could be given a linear route ideal for single player. 3. It would enable a very good (depending on gameplay, but the architecture is guaranteed good) single player map without have to actually make a map from scratch. Possible problems: 1. Lack of enthusiam for making a SP map/distraction of Q3Atest. Errr, nothing I can do about that =(. 2. Lack of response from Q1 SP scene. Unlikely, there is still a steady stream of fans at TEAMShambler, and there is a dearth of Q1 SP maps, so it would be well recieved. 3. Difficulty in combining two maps. Possibly a serious problem, I don't know. 4. Difficulty in conversion process, assuming maps can be combined. Again, unlikely, because all tweaked aspects would be very simple things such as adding doors and changing what buttons do. A couple of problem areas would be the line of sight from the main room on A2 into Daydream (easily solved by adding a small S section of corridor), and a funky idea I have for the final teleporter (easily replacable with less funk). 5. Lack of quality in finished map. What?? If the gameplay is good and there are no bugs, the map *will* be good. 6. Unsureity about gameplay, monster/items usage. I would be very willing to help if needed. Conversion theory: DM maps have some good aspects that can make them suitable for SP maps, such as a solid build, smooth running speeds, good texturing, good interconnectivity (which promotes a non-linear SP level, and encourages exploration), and a 3D design (which can lead to exciting SP gameplay if used right). However, with almost all DM maps, they are a bit TOO well connected, and while this would allow the player to explore at random, which is fun, it also means that there can be too little that they need to do to complete the map, and it can be too easy to miss out large sections of the map. Therefore, the player needs to be "herded" into various places, blocked from other places until later on, and given tasks to ensure they visit the as much of the map as possible. Of course, the interconnectivity means they may accomplish tasks in various orders, but that's good as it allows them to explore. Ways of herding the player may include blocking doors or teleporters, and adding switches, keys, or runes that they must collect. Since A2/DD combination would be quite linear, this is not a problem - by blocking off some steps and adding a key door and a key in A2, and using the buttons to open the exit in Daydream, the player can would be herded into almost all the map. The other potential problem is that because DM maps are generally rather small, that the map may be over quite quickly. The best solution I can think of to this problem, is to use appearing monsters, so whenever the player clears out an area and then picks up a key, or hits a switch, then more monsters appear - this means that you can cram more fighting into a small area, without it being full of monsters and completely unplayable. However, this again is not much of a problem with A2/DD - combining the two maps would give a decent sized map for SP anyway. The work that would need to be done: This is all I can think of, to give an idea how much work would be needed. 1. Remove all DM items and spawns. 2. Remove both teleporters in A2 - replace the tele above the Quad with a window, and the YA tele with a corridor into Daydream. 3. Remove the wind chute in A2 - leave that area as a dead end. 4. Remove the small stairwell that is next to the Quad/DBS in A2. 5. Add a single player start (preferably a door/grate/tunnel entrance) in place of the small stairwell. 6. Add a key door across the ammo strewn corridor between the RA stairwell and the main YA room in A2. 7. Add a key needed for that door to the ledge above the Quad in A2. 8. Replace the tall teleporter by the GL/YA in Daydream with a doorway that leads from A2. 9. Add a section of corridor between the YA ledge in A2, and the new doorway in Daydream, probably kinked to block line of sight. 10. Change the underwater teleporter in Daydream so it teles the player to the LG ledge (as the tall teleporter by the GL/YA does ATM). 11. Extend the ledge opposite the Quad into a point in Daydream, so it is easy to jump onto the Quad ledge. 12. Replace the Quad with a cylindrical teleporter that is the exit teleporter, and have the squishing trap down by default, so the player can't use the tele until it is raised. 13. Change each switch so it permanently raises the squishing trap a little - using both switches will raise it enough to jump onto the ledge and exit (note, for this idea, the cylindrical teleporter would have to increase in height when the trap was raised - this may be tricky to execute, but could be replaced by a less funky teleporter). 14. Change the sky in Daydream to match the sky in A2. 15. Add monsters and single player items. 16. Playtest, tweak and bug-test. The route: This is the path the player would have to follow (using current items to describe areas, but obviously these items would have to be changed). The only area the player won't have to visit will be the dead end where the wind chute was (but you can stick some stuff there to make him visit). There won't be any shortcuts without explosive jumping, and not much backtracking either. See the .gif for an almost entirely incomprehensible diagram of this route. He spawns near the Quad, where the small stairwell used to be, and heads down the corridor to the RL area. Heads up the stairs, and may well head along the corridor to the main room, but will find his way blocked by a key door. So he will have to continue up the stairs and into the rooftop garden. From there, he will head down the opposite stairs, and retrieve the key from the ledge above the Quad. Then he will return to the corridor beneath the RA where he spotted a door, and enter the main room from that direction. He will make his way around the room and into a corridor by the YA that leads into Daydream. In the main room of Daydream, he may well explore underwater and find the teleporter leading to the upper ledge, but won't be able to exit yet. So he'll have to use both teleporters where the RA and RL now are, to hit both switches and open the exit. Then he can find the underwater teleporter, reach the upper ledge and exit. The story: Well, if this project goes ahead, I'll think up a neat story - I rather like doing small scene setting stories for Quake as it's so vague and open ended =). The gameplay: Well, like you pick up weapons and kill monsters while trying to reach the exit =). Obviously it's important to make the gameplay as exciting and as fun as possible - and very important to make sure the ending is suitable climactic!!! If you want some guidelines and tips, I'd recommend you look at the Theories page at my site, as the theories cover almost all aspects of Q1 SP gameplay. Monsters: Well, it's an archaic map, so you'll need archaic monsters. Dogs, Knights, Deathknights, Fiends, Scrags and Shamblers would be my personal choice. In particular, Scrags would be great in the open arched windows, Fiends would be cool hiding round corners and in alcoves to surprise the player, and Deathknights are good on ledges where they can harass the player with their flame attack. I could, if you desire, work out each and every monster position to 17 decimal places. But I'll leave you to ask if you want *that* much input =). Items: Armour, weapons, health, ammo, maybe powerups. The usual stuff really, should be tweaked to make sure the gameplay is great, and to make sure the gameplay retains a challenge at the end when the player is well tooled up. Secrets: No, secrets are good, but not essential. There could be a possibility of having the main room exit of the wind chute blocked off, keep the wind chute active, and have some item suspended in mid air at the top of the chute - that would be quite a novel secret =). The end. Yes it is the end really. That's all, see what you think, and if you like the sound of this, I'd be prepared to offer any help I could, and support you all the way.