Converting Vendetta to a single player map, by Shambler.

1. A bit of conversion theory:
DM maps have some good aspects that can make them suitable for SP maps, such as a solid
build, smooth running speeds, good texturing, good interconnectivity (which promotes a
non-linear SP level, and encourages exploration), and a 3D design (which can lead to 
exciting SP gameplay if used right). However, with almost all DM maps, they are a bit TOO
well connected, and while this would allow the player to explore at random, which is fun, it
also means that there can be too little that they need to do to complete the map, and it can
be too easy to miss out large sections of the map. Therefore, the player needs to be 
"herded" into various places, blocked from other places until later on, and given tasks to 
ensure they visit the as much of the map as possible. Of course, the interconnectivity means
they may accomplish tasks in various orders, but that's good as it allows them to explore.
Ways of herding the player may include blocking doors or teleporters, and adding switches,
keys, or runes that they must collect. For Vendetta, I chose runes, as it fitted well with 
both the idea I came up with and with the temple theme, and 4 runes was the right number to
force the player to visit most of the map. The other potential problem is that because DM
maps are generally rather small, that the map may be over quite quickly. The best solution I
can think of to this problem, is to used a lot of appearing monsters, so whenever the player
clears out an area and then picks up a key, or hits a switch, then more monsters appear - 
this means that you can cram more fighting into a small area, without it being full of 
monsters and completely unplayable.

2. The story:
I came up with quite a nice story that fits both the level, and fits in with Quake itself. I
think this (if you like it) should be put in the text document, so people know why they are
in this level.

"The era is after the war with Quake - Quake is greatly reduced in power, and most of his
underlings have been defeated. However, the mopping up process continues across the 
community of planets that used the ill fated slipgate technology and thus suffered the 
infection of Quake's dread troops. You were stationed on the primitive but devoutly 
religious planet of Azimoth, and played an important role in supporting the strike force 
that penetrated to the heart of Quake's dimension. Now the planet has returned to apparent
peace....or so you thought. You have been approached in a clandestine meeting with a cabal 
of the Azimoth's religious leaders, who have told you a grave tale: One of their tiny but
revered temples has been taken over by Quake's forces, the caretaker priests slaughtered,
and 4 holy runes have been corrupted into Quake's twisted symbols. The cabal are both 
furious that their sacred artifacts have been defiled, and terrified that Quake's forces are
planning to use the runes to summon more monsters. So they plead with you to help them....to
retrieve the runes, to destroy the enemy in an act of revenge, to act out the 
cabal's....Vendetta!"

3. The mission:
And I came up with a mission, that follows on from the story. Again, if you think it's okay,
then it would be good to have this in the text document to tell people what they need to do.

"The cabal have managed to sneak you into the temple using an ancient teleportation device
hidden by some rocks. You must eliminate and of Quake's monsters, retrieve the 4 runes, then
return to the teleportation device."

4. How this will work with the map:
The player will start on an ancient looking spawn spot in the corner of the outdoor section,
just beneath the Quad. From there, they will enter the temple via the main entrance, retrive
3 runes from the lower floor, find a gold key on the middle floor, use the key to unlock the
lower teleporter, teleport to the upper floor, retrieve the final rune, and then drop down 
to the exit, which will then finish the level, providing the player has all 4 runes AND has 
killed all the monsters. I have attatched a little diagram of the starting area to show you
(Venstart).

5. Physical changes to the map that are needed:
1. Remove all spawn spots.
2. Add a spawn spot (in the same style, I think), at the start, as close to the cliff as 
   possible.
3. Add 2 bars across the lower teleporter.
4. Add a small bloodstained platform to the ledge above the entrance, for the final rune.

6. Positions of the runes:
There are 4 obvious positions, when you add a small platform to the ledge (see above), that
will all have the same theme, i.e. the runes are placed in distinctive bloodstained areas:
Rune1: On the tiered platform where the red armour now is.
Rune2: On the thin platform where the lower rocket launcher now is.
Rune3: On the bloodstained patch of ground where the Quad now is.
Rune4: On a small platform where the upper rocket launcher now is, above the entrance.
Also:
Gold rune key: On the ledge where the upper grenade launcher now is, above the teleporter
               that will have bars across. I've attatched another screenshot (Vengold)
               showing this and the entrance to one of the rooms that should have a rune in.
The positions of the runes and gold rune key would mean that the player would have to visit
all parts of the map to complete it, except the small ledge above the super nailgun, but 
could chose which order to get the runes and key in, apart from the final rune.

7. Gameplay:
It goes without saying, but obviously you have to make the gameplay fun, exciting, and 
reasonable, as well as packing as much action as you can into quite a small map. As I 
mentioned before, a good way of getting more action, is to have monsters appear when you do 
certain things, like pick up a key, etc. It is also VERY important to make sure that the
gameplay is balanced, and progresses well from a relatively easy start to a much harder
finish. A lot of maps start quite hard, but by the time you reach the end, get quite easy,
because you have lots of weapons and armour at the end, but the map maker hasn't used enough
monsters at the end to make you need it. The best thing to do with the gameplay, is to look
closely at Id levels and some good custom maps, then play around a lot with monsters, 
monster positions, and amounts and positions of health, armour, weapons and ammo - keep
play-testing and tweaking until the map is fun and exciting. As for difficulty settings,
put them in if you want, but if the gameplay is really good, they are not that important.

8. Monsters:
The monsters should include: Knights, Death Knights (a lot of these, as they fit the look of
the map), Fiends (to provide some brutal action), Scrags (to make good use of the 3D space,
and harrass the player when they are on ledges) and 4 Shamblers (that only appear when you 
pick up each rune). I think it would be best just to stick to these monsters only - they 
would all fit right, and too many different monsters looks scrappy.

9 Monster positions:
I could give specific places to put every single monster if I thought about it, but I think 
it would be better for you if you played around with monsters, to see what worked best. I'd
say with the size of the map, and the opportunity for monsters to appear, you could be 
putting in 40-50 monsters, which would be a satisfying amount.
However, I do have a few general ideas for using the monsters, and some good specific ideas
about the runes and the finish:
Knights: These should be put where they can get to the player real quick, and used in 
         numbers, as they die easy on their own.
DeathKnights: Good to attack the player from above, and also close-up attacks in numbers.
Fiends: Need plenty of space to move. Best used to surprise player in the more open areas.
Scrags: Great when the player is out in the open, and has little cover. Make use of their
        ability to fly, by having them appear in mid air to annoy the player.
Shamblers: These rule! In this map, they should only be used when the player picks up each
           rune (see below).
Specific ideas:
1. Runes and Shamblers: I just think this would be really cool, that when a player picks up
   a rune, a Shambler appears close by (remember, the cabal are worried that the runes are 
   used to summon more monsters:)). So you have 4 Shamblers, and 1 appears when each rune is
   picked up, in the following places:
   Rune1 (where the RA now is): Shambler appears in same small room as that rune.
   Rune2 (where the lower RL now is): Shambler appears in the same small room as that rune.
   Rune3 (where the Quad now is): Shambler appears on the ledge that the player has just 
                                  walked along, by the tunnel that leads to the YA.
   Rune4 (where the upper RL now is): Shambler appears in tunnel behind player.
2. The ending: Great idea for the ending - already it's pretty cool because a Shambler will
   appear behind the player, but to make it more exciting, try this:
   When the final rune is picked up, as well as the Shambler behind the player, 3 Fiends 
   should appear in the following positions, and wait for the player:
   1. Where the lower spawn spot now is, to the left of the temple entrance, in the outside 
      bit.
   2. In the dark section of the tunnel at the temple entrance.
   3. In the tunnel that leads from the yellow armour to the rock ledge the leads to the
      Quad.
   This means that when the player finds a Shambler right behind him, he will immediately
   jump off the ledge, to the ground, or to the lower ledge - and straight into a waiting
   Fiend or too, which will be a nice surprise:). And while having to kill the Fiends, the
   Shambler will still be causing trouble with lightning... Also, it should be easy to 
   tweak this: if it is too hard, take away a Fiend, if it is too easy, add a Fiend or two.
   And since the player has to kill all monsters, he can't just run to the exit. I've 
   attatched another screenshot (Venend) showing this idea.

10. Items (weapons, ammo, armour, health):
Again, with items I could work out specific positions, but I think you would prefer to do
that. It's just a matter of making sure that the items are spread out well through the map,
and the player always has enough to kill everything in sight, but not too much powerful ammo
so it doesn't become too easy. Same with weapons, you will need to play around and see what
weapons are useful without making it too easy. Obviously you will need to completely change
the items from what they are now... I do have one idea though:
MegaHealth: Put the MH on the small ledge above where the super nailgun now is. This will
encourage the player to visit that area, and also the MH will be very useful to help the 
player at the end of the map (and why not have a Death Knight or some Scrags appear nearby 
when he picks up the MH, just for fun:)???).

Well, that's all for now, I can give more details if you want. Good luck if this inspires 
you to try to convert it. I personally think it would work very well if you get the gameplay
right, because the map is already nice. And of course, if it's good enough, I will be very
happy to review it:).
