Mystic Gemini



Mystic Gemini has undergone some work by a few different people; It started off as a very cool Quake3Arena created by Nikolai 'Mr. Lake' Mohilchock, and then Simon 'Sock' O'Callaghan got his hands on it, and after decompiling it, doing his thing and releasing it to the masses...our very own Lt. Cmdr. Salinga got hold of it and converted it for your Elite Force gaming pleasure!

This is a n awesome map with some equally awesome structures! When I first got into this map, my initial thought was Conan with a phaser? The concept of this CTF map (which will also support TDM, FFA and Solomatch) right up there with sliced bread and soft toilet paper...once you have (played) it, you don't know how you would do without it! (OK, so maybe it's not important of a concept, but it is sweet, and we have Salinga to thank for the conversion :) )

The whole look of this map is that it is all rock, which is reminiscent of castles and stone bridges as well as other structures...which is where the 'Conan' statement came from, for those that had a little difficulty connecting the dots ;P Another cool idea is that the flag rooms beside each other which changes the gameplay, it's more aggressive and less defensive.

Refer to the readme for more information.



Elite Force conversion by Lt. Cmdr. Salinga with permission from the author.

Copyright notice of the original map applies also to this conversion.

Gametypes ......: CTF, TDM, FFA, Solomatch
Date of release : 21.09.2008
Installation ...: Copy the pk3 file into the baseef folder of Elite Force.

For more Q3A map conversions visit: 

Following is the readme of the original Q3A map:


title:            Mystic Gemini
date:             9th August 2008
file:             mg_final.pk3
author(s):        Simon 'Sock' O'Callaghan
                  Nikolai 'Mr. Lake' Mohilchock
email address:    mememe[at]simonoc[dot]com
URL:              http://www.simonoc.com/
description:      Final Version
In the Beginning

I always wanted to create a CTF map based on my last texture set,
but I could not find a layout which I was happy with. Recently while 
browsing lvlworld and I found a gorgeous CTF map with a cool layout 
which I thought would look good in stone ...

Evil Gemini is a small 2v2 CTF map by Mr. Lake featuring a very cool
idea, the flag rooms are next to each other! This simple change allowed 
the game play to be less defensive and more intense with fewer places
to hide. I really wanted to work with this layout and contacted 
Mr. Lake to see if he would mind and luckily for me he said 
'By all means, please do. =)'

I took the original map and de-compiled it to get an idea of structural
scale and where all the items were placed. Once I had a compiled version
of the original map I stripped out all of the detail and converted 
everything back into basic concrete blocks. I quickly tested the map 
to see if all the original game play was still intact and luckily 
everything worked fine.

Slight Detour Ahead

One of the challenges of working with someone else's map is to make
your own version different enough to stand out on its own, but still
be recognizable of what map it was based on. With the help of many
emails from my friends, I think I have ended up with a map which
offers good game play and visually looks different.

The original map had a narrow central area which stretched from 
one side of the map to other. There were raised sections at both
ends which were accessible either by the side rooms or trick
jumps off geometry below.
Each side of the base had two entrances which went into one room 
and then upwards via a jump pad into the flag room. There was 
various obstacles around the rooms for cover but the routes
to each base was quick, fast and identical.

The path through both side rooms always ended with a jump pad and 
this seemed like a good place to start with something different.

The SG room was changed to have an upper route that connected
directly from the central area to the flag room and the jump pad
was moved to the middle of the room instead. This change gave the 
SG room a new primary route that was not dependant on a jump pad for 
access to the flag room.

The lower area was setup to be connected via one jump pad and 
three trick jump ledges to the side. This proved pointless because 
the jump pad was always faster and easier!

A 90 degree turn staircase was added to replaced the jump ledges
and counter the benefits of using the jump pad. With the room 
layout having less reliance on the jump pad for navigation the 
connection to the flag room was moved further back to balance 
against the other side.

The central area was doubled in width and a new upper area was
added. The three tiered floor space was connected together with a 
ramp, a set of stairs and a jump pad. The lower connection was
added later because the bots were using the side rooms to change 
height instead of in the central area.

The distance between the bases remained the same because this
was a primary feature of the original map. The new upper area
also created a lot more cover for the lower routes which stopped
the RG dominated so much.

Originally I wanted the upper areas to be connected underneath 
the flag room via a tunnel that could be seen from above.
The majority of players in small matches went directly from base
to base and this added complexity to the central area was

The upper ledge was designed to be the perfect place to snipe
the flag rooms and dominate the central power up on the floor
below. This area was mainly used in 4v4 matches and the
teleporters were added to allow players to quickly switch ledges.

The PG room was initially split into two areas with the top part 
ending in a difficult jump to the flag room. The upper area was 
time consuming to navigate and mostly ignored by the bots because 
of the tricky ending.

The jump pad was moved further back into the room and a new upper 
area was created which allowed players to move around easier. The 
PG was perched between the jump pad and a new set of stairs which 
soon became a hot favourite for the bots.

Originally the room was designed to be more open plan and have a 
gradual slope upwards to the flag room. Unfortunately most fights 
in this area ended very quickly due to the lack of cover to dodge 

A couple of pillars were added at one end of the room for gauntlet 
dancing and weaving manoeuvres. The upper area was deliberately 
left open to preventing defensive tactics. A bonus GA was placed 
on the highest pillar for the CPMA hop skip double jump players.

The flag room footprint was increased in size and both entrances were
offset against each other. Having more floor space allowed players 
to run circles around each other and swing cats without touching 
the sides.

The new layout of the flag room entrances gave each side route
a different cost in speed and ease of use. I really liked the
idea of different strategies for each route to the flag room
and it made the matches feel more thought out and less chaotic.

The original map used glass to show what parts of the flag room
could not be reached, but this material did not fit with the new
theme. Eventually I decided to use thick wooden trunks suspended
from the walls as a visual clue instead.

The flag room had an unusual balance of two entrances and three 
exits and the drop down at the front of the room needed to be more
obvious. The floor design was changed to make the space more readable
by the player and easier for bots to use.

Pick and Mix Layout

The item layout is grouped together by architectural boundaries into 
three different zones, flag room, side rooms and central area. Not
all of the items were mirrored exactly between the bases and some
of the weapons were located in the central area.

The flag room was setup with a RL, YA and 50 health and the side room
zones had the PG and SG with +15 armor / health in each. The central
area contained the RG, LG, 2 x 25 health and various ammo packs grouped
together at each end.

The original layout worked really well and only a few small modifications
were made to suit the new architectural changes better. The PG and SG 
were moved to the centre of the side rooms and the +15 armor / health 
were changed to support one of the routes (upper / lower) through the 
room instead.

All the ammo and health in the central area was spread out to accommodate 
the extra floor space. The RG ammo was removed to reduce the effectiveness 
of the RG weapon.

Paint it Rock!

During the alpha phase of the map (while waiting for feedback) I did a 
couple of brushwork concepts to work out the level style. I tried to 
create something that felt old, had high walls and blended back and 
forth between rock and brick effortlessly.

Initially I was going to add more plants and broken bricks to the 
ground but I did not want to clutter up the map floor space and make 
it difficult to move around. I tried to keep all the detail high up 
and out of the players way which is why the map feels old but clean.

All the broken bricks and rock detail comes at a price and that is 
triangle performance. The map does have a lot of hints and portals 
but this is not a magic fix for the layout which is wide and open.
The map can perk up to 30k triangles at some corners and if you have 
an old PC I recommend you do not download and play this map.

Special Thanks

* Mr. Lake for all the time and effort you have poured into this 
  project. This map proved to me that two designers are better than 
  one. It was a pleasure chatting with you. =)
* PJW, Shallow and v1l3 for all your advice and support. Your comments 
  and suggestions were amazing and helped to make the final map a much 
  stronger release.

* Ydnar for Q3map2, your hard work on the compiler made this map possible.
* ID for creating Quake 3 Arena. Even after 10 years the game is still 
  amazing to map for.  


Skybox:           Jochum Skoglund / Hipshot, http://www.zfight.com
                  It is a lower resolution but still gorgeous!
Textures:         Mostly based on my own digital photo's
                  Exceptions: Sky and wood1 - Randy Reddig (ydnar), 
                              Wall torch decal - Greymatter (RTCW)
Models:           Teleporter, Jump pad and Torches by Me.
Brush Prefabs:    Original torch design from RTCW by Greymatter
Sounds:           All custom sounds by marauder
Mapping Music:    Various albums from the Global Underground sets

Game play

Capture the Flag: yes, 3v3 or 4v4 players (recommended)
VQ3 and CPMA:     yes
Bot File (aas):   yes

Spawn Locations:  32
Item Balance:     2xYA,2xRL,2xPG,2xSG,1xLG,1xRG,1xRegen
CPMA:             2xGA

How to play       place mg_final.pk3 in your 
                  /Quake III Arena/baseq3/ folder
                  start quake3 Arena      
                  hit ~
                  type /map mg_final
                  hit ~ (to clear the console)

Construction / Compiler

Editor:         SDRadiant (GTK 1.3.8)
Build Time:     6 months
Build Version:  3w
Brush/Entity:   8854/704

Distribution / Copyright / Permissions 

Copyright (c) 2008 sock, mememe[at]simonoc[dot]com
All rights reserved.

Quake III Arena is a registered trademark of 
id Software, Inc.

This level may be electronically distributed only at 
NO CHARGE to the recipient in its current state, MUST 
include this .txt file, and may NOT be modified IN 


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