Turning Mcmdm01 into a single player level, an idea by Shambler.

The idea:
Convert the Quake1 DM level Mcmdm01 into a single player level, simply by the addition of
monsters, a couple of switches, and one key, and alteration of the item positions.

Reasons:
1. It would work really well as a SP level.
2. The design and style would be fairly unique, making it an interesting level (very few
temple style SP maps).
3. It would be quite easy as all the map and layout is already done, so just items and
monsters would need to be added.
4. I would review and recommend it on my site.
5. It should get appreciation from any keen Quakers, as there are very few new Q1 SP levels.


Layout:
Exactly the same in terms of general layout. The only changes would be:
1. Places bars across the starting teleporter.
2. Place gold key triggered bars across the upper doorway in the collapsed room.
3. Place a switch in each of the two rooms to either side of the room before the sarcophagus
   room.
4. Change the sarcophagus so it opens when both switches are pressed, rather than when shot.
5. Have the sarcohpagus teleporter as the exit.

Secrets: 
Just one secret: the Ring of Shadows, in the position it is now. Just add a trigger that 
says that it's a secret. The RoS would be very useful to find before the collapsed room.

Monsters:
Monsters would be only:
Rotfish, Zombies, Scrags, Ogres, Fiends, and Vores.
Note: these suggestions are based on only having one skill level, equivalent to Hard skill.
For other skill levels, you could just put less monsters in. (For Nightmare skill, you don't
have to increase the number of monsters - Nightmare just means they react and attack faster)
Rough monsters positions:
1. Start and spiral stairs:
No monsters initially in start room, but 3 Zombies appear by doorway when GL is picked up 
(see below). 2 Zombies, one on either side at the end of the tunnel, in the spiral stair 
room. On the next level down in the spiral stair room, 2 Zombies should be against the far 
wall, and have 1 Ogre hiding in the shadows to suprise the player when they drop down (Ogre
should be right under the stairs so that he will not get hit by the Zombies). In the bottom
level in the spiral stair room, have 3 Ogres waiting in the shadows: 2 under the stairs and
one in the shadow by the pool.
2. Water area:
Have 2 Rotfish in the pool to surprise the player straightaway. Also have another 4 in the
tunnel, so the player has to kill those before swimming down it. Then, in the tunnel, have 
another 2 appear in front of the player when they pick up the Nailgun in the middle of the 
tunnel. In the next water room, have another 4 Rotfish, and also 2 Scrags floating above the
water, that will only attack the player when they surface - which they will have to do
pretty soon after the tunnel. Finally, have 3 Zombies in the small tunnel leading to the 
collapsed room.
3. Collapsed room:
The main and most exciting combat area, which the player will be able to get a good view of
if they find the RoS. There should be a lot of monsters in this room to make use of it's
size and design:
Ogres: 8 Ogres in total - 3 on the large ledge on top of the ramp, 2 on each ledge on the 
wall to the right of the upper doorway, and 1 on the upper doorway ledge itself.
Fiends: 4 Fiends, all should be stationary until they "see" the player - 2 hidden behind 
each of the large fallen blocks on the floor, so they will surprise the player when they go 
round the back of those blocks.
Scrags: 8 appearing in total. Each time the player makes a jump across the gaps in the upper
level, 2 Scrags should appear floating in the centre of the room (this includes the jump off
the top of the ramp). This should prove quite entertaining as there is no cover up there.
So, 2 Scrags appear when the player jumps off the top of the ramp, 2 appear when they jump 
onto the small block in the middle of the next gap, 2 appear when they jump onto the small
block in the middle of the next gap, and 2 appear when they jump to the upper doorway.
Vores: 2 appear when the gold key is picked up - 1 appears on the ledge where the MH now is,
and one in the opposite dark corner on the upper level. In such a big room, their positions
should prove quite challenging.
4. Stairs, corridor and final rooms:
Have 4 Zombies waiting on the staircase. In the long corridor, have 1 Fiend waiting in the 
small gap on the left hand side of the doorway, if it will fit - that should prove tricky 
for any players who just charge straight in (if the Fiend won't fit, then have it appear in 
the centre of the corridor when the Vore is killed). Also, have 1 Vore in the dark shadow at
the far end of the corridor, that should prove really difficult to kill. In the next room, 
before the sarcophagus room, have 4 Zombies, one in each corner. In each of the 2 rooms to 
the left and right of that room, have 1 Vore (so 2 Vores in total), guarding the two 
switches that open the sarcophagus. Finally, in the sarcophagus room, have 4 Fiends waiting,
one in each of the dark corners (and the light corner!) - so the two in the far corners will
see the player and charge them, but the other 2 on either side of the door will surprise the
player when they actually enter the room.
This would give a total of 66 monsters, which would be an action packed amount for a quite
simple map. Also, the use of monsters that appear out of nowhere would keep the running 
speeds and polygon count down, especially in the collapsed room. The positions of the 
monsters described should make good use of their attacks and be fun to fight.

Items:
Rough item positions:
1. Start and spiral stairs:
In the first room, put a Grenade Launcher in one of the shallow corners to the left or 
right, and some ammo or health in the other corner (picking up the GL should cause 3 Zombies
to appear). On the next level down, place a Green Armour in the centre of the floor 
(where the Red Armour now is) - this will encourage players to jump down, and then get 
attacked by the Ogre. On the bottom floor, put the Double Shotgun in the patch of light at 
the bottom of the stairs, again to encourage players to rush towards it and get attacked by 
the Ogres.
2. Water area: 
Put a Nailgun in the middle of the underwater tunnel - picking this up should trigger the 
appearence of 2 Rotfish in front of the player. It would be good to have some ammo and 
health in the water too. The Ring of Shadows should be kept in the secret area as it is now.
3. Collapsed room:
4 main items - Yellow Armour, in the position it is now (the player will be needing this 
with the big fight coming up). MegaHealth in the position it is now (the player will need 
this to replenish their health after this room). Perforator placed on the other huge section
of collapsed roof - the bit that has nothing on it now (this will be useful for the Fiends 
and Vores the player will face). Finally, the Gold Key, needed to open the upper doorway, to
be put on the small block where the GL now is (this would mean that the player will have to 
kill the Fiends to survive, as they will all see the player when he gets the key. 
4. Stairs, corridor and final rooms:
No major items, other than health and ammo to be placed in these areas - the player should
have enough armour, and any more powerful weapons would make the end too easy - the end is 
supposed to be a challenge (in a lot of SP maps the end is too easy, because the player has
too powerful items).

Ammo and health:
Obviously the current positions of health and ammo will have to be all changed from where 
they are now, as there is perhaps a bit too much health, and some ammo that wouldn't be 
useful. Without calculating how much ammo each monster takes, etc etc, I can't suggest 
accurate amounts, so the map would have to be thoroughly playtested to ensure there is not 
too little nor too much. Ammo and health should be spread very evenly throughout the map - 
the player should always have enough ammo to complete each fight with some spare, but there 
shouldn't be any huge caches in one area. In the collapsed room, it might be cool to put any
ammo and health in the far corners, so the player has to run a long way to get it, and 
expose himself to Fiend/Ogre/Vore attacks. Also remember that it's best to include shells as
the main ammo, then less nails, and even less rockets, so the player can't always take 
monsters down easily with the GL or Perforator, and has to save nails and grenades for the 
tougher enemy. But make sure there is plenty enough rockets to kill all the Zombies. If in 
doubt, keep testing and tweaking the placements (just like in a DM map), until it feels
right.

