Converting Teeth to a single player map, by Shambler. 1. Conversion theory: I think you'll know all this from last time. Teeth is actually a lot easier to plan a conversion, mainly because it is connected mostly with lifts and teleporters - get rid of those and you will have a much more linear level suitable for SP. With a couple of rune keys, a switch and 2 blocked off sections that need keys, it should work very well. 2. The story: Again, I think I have come up with a pretty cool story. It's more normal this time, and in this story, the level is actually a hidden part of Quake, that you only find when an end of level teleporter goes wrong and teleports you to the wrong place. Since Teeth has a "grey stone/metal/blue details" look, I thought it fitted in quite well with Episode 3, so the story starts at the end of E3M6... "Uuuhh...Uuuhh..." Breathing heavily, you crouch in in the shadow of a cobalt pillar at one end of the bridge, leaning on your rocket launcher and scanning the arcane room nervously. Dammit this had been hard - the appearance of of two Fiends on the bridge had nearly finished you, and the constant threat of a barrage of Vore firepods is still lingering in your mind. But now you can see the rune and the exit, and your H.U.D. indicates that there are no enemy forces left. Still, to be sure, you radio in Command, strugglingly to hear through the static caused by this strange dimension... "Rune and exit are in sight, repeat, rune and exit are in sight...should I proceed???" "Well done marine, you have done well to survive. Intelligence reports that you should be safe to pick up the rune and exit." As safe as anything can be in this hellhole, you think bitterly as you run across the bridge, pick up the rune and watch the exit creak open. You throw the rocket launcher into your pack and are just walking through when the radio crackles... "Caution! Repeat, caution! Unpredictable telecurre....kksshhh....xxsh...." Suddenly you are swept into the vortex before you can react to Command's warning, and the familiar molecule twisting sensation increases in intensity, until you pass out... ...and come to in a dark gothic alley, not unlike the section of Quake's dimension you just left, except for an ominous blood red sky. Shit, you are supposed to be further on in Quake's dimension, and all reports indictate that it should NOT look like this. You pick yourself up and check your equipment... armour and backpack were ripped off in the teleport, so you have only your shotgun and axe... H.U.D. indicates hostile lifeforms but gives you no other information... Ah ha! The radio appears undamaged - you press the transmit button frantically, and whisper... "Command? Come in, command? Where the fuck am I???" There is a brief delay... "Dammit marine - you ARE alive! The teleport screwed up, you know how unstable these things are... Okay, our best estimate is that this is a relatively tiny section of Quake's dimension, and one that is similar to the areas you have just passed through. Scans indicate that there are definitely enemy lifeforms, so proceed with caution. Other than that you are on your own, so try to escape as soon as possible - good luck marine." Aaahh shit! An all too familiar scenario... grinding your teeth in frustration, you whip out your trusty shotgun, and move carefully towards the courtyard ahead, hoping you will survive this... 3. The mission: A completely normal level. Just escape it, finding any necessary keys and killing anything in your way. That's it :) 4. How this will work with the map: The player will start in the dead end corridor where the SNG now is, they will find that the corridor that turns off to the right (just past where the GL now is) will be blocked by bars and they will need to collect a key from the ledge overlooking the lightning gun. From the now unlocked corridor, they will continue to find that there is a button where the Quad now is, but it is blocked off by bars. So they will have to get another key from the small ledge where the megahealth now is, then drop down, and return to the switch. Then they unlock the bars, press the switch which opens the exit teleporter (next to the ledge where the Quad now is). 5. Physical changes to the map that are needed: 1. Remove all teleporters except the one by the SNG and the one by the Quad. 2. Put bars across both remaining teleporters. 3. Remove both lifts. 4. Add some bars to the corridor at the T junction between the GL and the RA. 5. Add a switch to the blood stained wall where the Quad is, and add some bars in front of it. 6. Position of keys and stuff: Already mentioned that: one key above the LG, one key where the MH now is. Both keys should be rune keys, as they fit in with the Episode 3 feel. 7. Gameplay: Same as before, make it exciting, make it balanced, make it challenging, make it fun. Again monsters that appear when you pick up stuff are going to be very important. 8. Monsters: Monsters should be a mixture of E3 style monsters, as follows: Ogres (lots, they fit well in metal map), Zombies, Fiends, Scrags, Vores (I have a good plan for the Vores), and a few Spawn (I have some ideas for the Spawn too). This is a reasonably different selection to Vendetta, and also captures the flavour of maps like E3M6, I think. 9. Monster positions: Again, mostly general tips, and a couple of specific ideas: Ogres: Good where player has less room to manouvre. Less effective above or below player. Use them in numbers, and in corridors and such. Zombies: Again, use them in numbers, and spread the Zombies apart in a group (so they can't all be gibbed with one grenade). Other ideas include hiding them in corners so the player misses them, and putting the GL after the Zombies, so the player has to run past them to get it. Fiends: As before, best where they have plenty of space and can surprise the player. Scrags: Stick them up high in the sky. In Teeth, a great place might be the little inset alcoves at the very top of some of the corridors. Vores: See below - only to be used. Spawn: These are a very hard monster to use effectively, because they can be so dangerous: A Spawn's explosion causes 104 points of damage, and that my dear Borsato, is instant death. They also make deathmatch players seem easy to hit when they bounce around - so often when they are used they are just too bloody difficult to fight (unless you have the RL...) - unless they are too close to other monsters, then they are guarenteed to start a monster fight. I mention them, because I think a few of them could fit in nicely with the style of Teeth. Perhaps you could try just a few in a corridor, and in the open spaces where the player can see them from a long way away. Specific ideas: 1. Rune Keys and Vores: Yup, it's that same idea again: pick up a key and a couple of Vores appear :). I've thought quite hard where to place the Vores to make life really interesting for the player. Key 1: 1 Vore appears behind the player, 1 Vore at the start of the long corridor to the left. This will force the player to run back to the start, where they will have to kill the Vores pretty quick to avoid being trapped - see diagram. Key 2: 1 Vore appears on the ground below the player (in the spotlight would be great:)), 1 Vore appears on the second level above the player. The 2nd Vore won't cause too much trouble, but the player will probably have to kill her before going to unlock the switch - see screenshot. 2. The ending: Same thing again, using appearing Vores - I've thought even harder about how to make this a real challenge... So the player hits the switch to unlock the exit and: 1 Vore appears on the ramp behind the player where the YA now is. 1 Vore appears in front of the exit teleporter. 1 Vore appears on the ground just beneath the ramp. 1 Vore appears on the top of the long steps to the left, so the player can see her. 1 Vore appears in the room below the key, in the same place as described for Key 2 above. Here's the idea: the player hits the switch, suddenly there are Vores fucking everywhere, and the player cannot stay where they are. So they look around to run - and the only clear way they will see is into the room below the 2nd key. So they run in there and there's yet another Vore, so they have to run back out, past all the other Vores and up the steps. By this time they should have quite a few Vore balls on their tail, and will probably be panicking like mad:). Of course, once they have found safety back in the corridor, they should be able to kill the Vores without too much trouble, but I think this could be pretty exciting - see the screenshot for more details. 10. Items (weapons, ammo, armour, health): Like with Vendetta, you need to play around and see what is best. I would say that the RL and LG would be too powerful. Also, if you are going to be facing Spawn, you really need the GL or a nailgun. As far as placement goes, both the GL and YA are in very good positions already (assuming there are some Zombies near the start), so you might not have to move those two items. That's all for now. Contact me for more details if you want.