by Pat H
Gametype: FFA, Tournament, Team Deathmatch
Genre: Tech/Byzantine
Capacity: 2-8 players
Bot Support: Yes
Status: FINAL
After six weeks in development for the Mapcore Quake III 15th Anniversary Competition, I am thrilled to ship this out to the community.
GOLDLEAF.PK3 ~10 mb
[lvlshot]https://dl.dropboxusercontent.com/u/330 ... ldleaf.jpg[/lvlshot]
Background:
Goldleaf was designed for the 2014 Mapcore Quake III 15th Anniversary Contest. The challenge was to create a map that plays in FFA mode with 4-8 players. I decided to create a fairly open, two-atrium indoor/outdoor design with a lot of vertical action and S-shaped paths. The gapped bridge in the outdoor area holds a red armor and requires a high and vulnerable jump over the center of the room, which is an idea I have always wanted to incorporate into a design. This map was made in just six weeks, including two weeks of gameplay prototyping, and it is my largest map to date.
The visual goal was to create a tech theme, but without all the usual tech assets, e.g. crates, pipes, and vents. Instead, I wanted to create somewhat more classical roman/byzantine-inspired architecture and then find a way to texture it tech. That said, it's not all vaults, domes, and arches. I didn't hold myself back from including some futuristic geometry as well. The architecture of the outdoor area was heavily inspired by St. Bart's Church in midtown Manhattan, whereas the indoor areas were more of my own spin on the tech/classical fusion.
The surrounding environment is a moonlit lagoon with mud-rock terrain and turning trees that loom over the walls and shed their leaves on the ground. I am still working on creating more authentic night-time lighting in some of the nature areas. If you sit under the big dome and listen very closely, you may just hear the hooting of the lonely old owl who dwells in the rafters

I'm proud of this map - not because I think it's my absolute best work ever, but because I was able to complete it on such a tight deadline. Speed and consistency is a level design skill set that I have always coveted. I want to keep refining my process so that I can put out maps even faster in the future. I used to wait around for months, even years for the right inspiration to create something new. Now I am learning how to map on command, and I feel like I have come a really long way. I love this quote by Leonard Bernstein: “Inspiration is wonderful when it happens, but the writer must develop an approach for the rest of the time... The wait is simply too long.”
Of course, I still have a ton to learn. One thing this competition made very clear to me was that my texturing and modeling skills are long outdated. I need to bring my artistry up to speed next. As great as the evil8 texture set is, I often look at this map and feel like it could have easily been made five or ten years ago. It's hard to wow people anymore without shipping custom high-res textures and cool new models along with a map.
Feedback:
Right now I am looking for feedback on the following...
1.) any bugs you find
2.) item placement, especially armor and weapons
3.) any reasonable last-minute suggestions
4.) your general thoughts on how the map turned out and what could be improved
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As always, thanks for downloading.
-pat
lvlpathoward[at]gmail[dot]com
http://lvlworld.com/author.php?q=Pat%20Howard