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BASE FILE FOR CUSTOM LEVELS

Title                   : The Bizarre Bazaar
Filename                : dw_bizbazfinal  
Author(s)               : Doug Wheeler aka Bullseye8841
Email Address           : DWheeler8841@yahoo.com
Description             : A marketplace themed SP map of moderate size
Additional Credits to   : Dave Norris and Derrick Pate

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* Play Information *


Level Name              : The Bizarre Bazaar

Single Player           : Yes
Cooperative 1-32 Player : No
Deathmatch 2-32 Player  : No
Difficulty Settings     : 1

New Sounds              : No
New Graphics            : No
Sound Track             : No
Demos Replaced          : No
.map   Included         : No

Software needed to play : q1
(ctf, normal quake etc.)


Comments                : Though it may work in other engines, it was specifically tested for Quakespasm


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DEV PROCESS

After playing Giftmacher and Sock's amazing The Forgotten Sepulcher map, I found myself wanting to try my hand at Quake mapping. I had previous experience messing with Trenchbroom and playing several custom maps, but I had never attempted to create and distribute one of my own. So on 11/24/17, I began work on my first map; the Bizarre Baazar.

I began by going to Artstation.com, where I found several conceptual works of marketplaces (which I thought would make for a good theme). Upon gathering the most inspiring references, I began laying the foundation of the map with a 32x32 grid spacing. Ultimately, I would have been able to go larger, but as I was working on one key area at a time, 32x32 was satifactory in both managing scope and helping for detail.

I completed the starting area first. In fact, I actually ended up working (roughly) in the order of the map in which you end up completing it. I have a hard time seeing end goals, so I often work step by step (if I can stay organized).

The general development approach for each area went as such:
- Establish the movement area and major shapes (walls and floor) in 32x32
- Test movement
- Begin crafting notable details (doorways and windows) in 16x16 or 8x8
- Test 
- Apply fine detail in  8x8 - 1x1 as necessary
- Complete geometry
- Apply appropriate texture(s)
- Test for feel 
- Place enemies
- Test for combat and item placement
- Tweak as necessary
- Test again, and again, and again...

Most of the design and layout was iterative in nature, so I spent a great deal of time placing geometry and testing. 

Without question, the most challenging aspect of creating this map was the lighting. I LOVE atmosphere and proper lighting is key to a good atmosphere. I ended up replacing the lighting countless times. I still wonder if the choices I made were more in service to the visuals than the gameplay...I did try to balance it, but there are a couple areas that I wonder about.

Ulitmately, I enjoyed this as much as I had hoped. Are there areas where I could improve? God, yes. Can I spot those areas? For the most part. Sometimes things just look wrong, but I'm not sure why. Chalk it up to lack of experience. Regardless, I hope you have as much fun playing as I did mapping. Thanks and don't be afraid to hit me with feedback (good and bad)!

- Doug 

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MAP NOTES

Single: 	Yes
Coop:		No
Enemies: 	60
Secrets: 	4
Skill(s): 	1

Tips
- There are many tight areas with dangerous enemies. Stay aware of your surroundings for both your health and advantage
- Use constant movement and in-fighting to help clear the final area
- Watch your corners

Secret(s) Locations
1. Through the upstairs window of the tan building to your right when you start. You'll need to jump to it from the adjacent building or market stall. You'll find armor and ammo.
2. Look for the mismatched texture on the Balcony building to the left of the gold-key gate. You'll acquire a rocket launcher.
3. Enter the doors where the two suprise Knights exit. You find an invisiblity ring. 
4. Exit the window of the second floor of the marketplace building (before the stairs) and jump from one stall to another until you get to the armor.

Base            : q1
Build Time      : 22 Days (11/24/17 - 12/15/17)

Times & stats   :System Used      : ne_q1sp Compiler              
                 Qbsp             : -
                 Vis (-level 4)   : -
                 Light (-extra)   : -
                 Brushes          : -
                 entities         : -
                 miptex           : -

Texture WAD used: Q, HexenTwo, and Praevus (All can be found at Quaddicted)
Editor(s) used  : Trenchbroom 
Known Bugs      :

* Legal Stuff *
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(Template level description provided by Kyle 'ObserveR' Lemke of
 http://www.planetquake.com/future/)