 _           _                                                        _   
| |         | |                                                      | |  
| |__   __ _| |__    ___ _   _ _ __   ___ _ __ ___  ___  ___ _ __ ___| |_ 
| '_ \ / _` | '_ \  / __| | | | '_ \ / _ \ '__/ __|/ _ \/ __| '__/ _ \ __|
| | | | (_| | |_) | \__ \ |_| | |_) |  __/ |  \__ \  __/ (__| | |  __/ |_ 
|_| |_|\__, |_.__/  |___/\__,_| .__/ \___|_|  |___/\___|\___|_|  \___|\__|
        __/ |                 | |                                         
       |___/                  |_|                                         

-----[ introduction ]-----------------------------------------------------
After the release of hgb-mint, several community members reached out and 
gave me a verbal thumbs up, very much appriciated. Frog also asked if I
wanted him to check with the dfwc team if they needed more mappers. 
This didn't work out initially as there were too many maps, later quBit
contacted me and urged me to try to make a map anyways, as dfwc maps
are often planned or started but not finalized. Thus around April 2021
dfwc2021-5 was started under the temporary name "hgb-supersecret", nothing
was certain at this point and I resolved to try to make a good a map,
if it wasnt good enough for the world cup then so what? I would've made
a map I was happy with, maybe the warcup would want it?

In the following weeks I learned a lot by experimenting and getting both 
gameplay and technical feedback from quBit. I joined the supersecret (heh) 
dfwc-discord near the end of May and have been slowly building, rebuilding 
and removing things since.

After a some time Haste joined the tester team and he's been a great asset
grinding out all kinds of nonsense that was sent his way.

I would say the map has been pretty much complete since the start of September.

-----[ hgb-supersecret]----------------------------------------------------
The map is built around route choice, exploration and player enjoyment. I 
decided early on that I wanted multiple routes to be viable in both physics, 
to achieve this there are differences in geometry between CPM and VQ3. An attempt 
has been made to make the map not too easy and straight forward, but neither too 
awkward, weird or annoying.

The Church was one of the first things that were built, originally circled by a 
picket fence. It quickly became the centerpiece of the first room, and a logical 
eye-drawing piece of architecture. I hope that anyone that plays this map will 
immediately know where they are going. 

Striking the balance between minimalism and visibility isn't always easy, 
numerous steps have been taken to try to improve visibility within the contraints
of the "art direction". Almost no brushes are aligned, everything is slightly askew. 
Many brushes have been fragmented with clear gaps showing in between. All materials 
used have a slight texture to them. Lighting wise there's the lanterns in the first 
room placed to both show possible routes and to give contrast for edges that might 
be hard to see otherwise. In the second room the lava and crystals are used for 
the same purpose. There is also a slight fog throughout the whole map.

Originally the two huge rooms, or worlds perhaps, were connected by a long drop 
in front of the altar, but this proved too finicky and punishing at high speeds. 
The teleporter with the shotgun button was built to replace this, hopefully 
some of the flow is retained even though a speed reset teleporter is used.

From early on I had the idea to have two very different scenes, a sort of hellscape
that is reached from the church. Many ambitious ideas and concepts were thought of, 
but few survived the implementation.

Maybe some day I'll salvage some of the scrapped ideas.

-----[ Thanks ]------------------------------------------------------------
quBit: Believing in the project, for extensive gameplay testing, technical help,
for being honest and blunt when needed.

Frog: Starting the process and enabling me to seize the oppurtunity, this map would
have never happened if not for you. For keeping defrag running and making it slightly 
less toxic, day by day.

Haste, cmc and oranjemetal: Being actual good gamers and taking time out of your busy 
lives to test. This map wouldn't be half as good without you -- it still might be shit, 
but thats not your fault.

p00nie: Making and helping to make illustrations.

The DFWC crew: Good vibes, laughs and fun, inspiration, impressive technical 
and artistic skills.

Kyoy the Reformed Strafer, Masty the BFG Specialist, SNW and the other Egg Gamers:
  Being homies and fucking around on dumb maps, for being supportive when I 
started mapping again after being gone from it for over a decade. 

The church is a derivative work of the the model found here:
  "Low Poly Medieval Gothic Church" (https://skfb.ly/6WSDx) by lexferreira89
licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

Lanterns are from here, with some changed materials:
  "Medieval Lantern lowpoly" (https://skfb.ly/6zvHt) by Vyacheslav_SD 
licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

Almost all materials are a derivatives of textures found on ambientcg.com, previously cc0textures.com.

You: For appreciating maps that are good, for appreciating maps that are bad,
for playing defrag, for having fun.

-----[ Build Settings ]----------------------------------------------------
[q3map2] -meta -noob -samplesize 8 "[MapFile]"
[q3map2] -vis "[MapFile]"
[q3map2] -light -samplesize 8 -fastbounce -fastgrid -patchshadows -dirty -samples 2 -bounce 8 -bouncescale 1.2 -gamma 2 -compensate 4 -brightness 2.0 -trianglecheck -extlmhacksize 1024 "[MapFile]"

Total build time roughly 15 hours on a Ryzen 3800X.

After that some hand tweaking of lightmaps was done in photoshop, smoothing
out the worst artifacts.

-----[ Favorite Color ]----------------------------------------------------
I don't know, seems like whiteish. Or something muted. Weird question.

-----[ Conclusion ]--------------------------------------------------------
diaboticle child game.... look to raven firefrog animal name developer to 
make kid player happy like children show.. diaboticle cartoon world with 
rainbow unlike quake champion with dark corridorr and tunnel like castle.. 
diaboticle like playhouse. diabotical playor run from champons fear of 
dark world and lovecraft so need child game to relax


If the map is bad someone else made it.

- Halvor G. B. 2021-11-03 01:06 Oslo Norway


