so here is that arcane dimensions version of ctom i spoke about a while back. for those not in the know, ctom is my released quake map, two different prior versions of
it for other mods can be found around somewhere (they're bad, don't bother). in keeping with tradition, this one is also going to have a longish and self-important 
readme file. this is actually the ad readme file, renamed and with all the text replaced, because for the lols, as i was looking at the ad folder and saw so many 
documents just sitting there, it gave me this idea.

mfx has good taste in skyboxes. this map uses the one he introduced to ad. he also used an even better skybox for his rubicon rumble pack map. i like to pretend to 
myself that mfx stands for motherfucker x, because it's cooler to my immature mind (it's actually short for madfox, meh)

so the idea behind this release was to make ctom more like a quake map. i mean, it is a quake map, but the way the previous version were structured was inspired more
by doom maps like mt erebus or factory. quake maps have this sort of different style, where they are a lot more tightly packed together. it's room next to room next
to corridor next to room above another set of such areas. and as you explore the level more and unlock new areas, you are surprised at how the shortcuts work and what
is connected to what. sure, it's more liniar, but quake is a liniar affair. the vanilla game was intended to be liniar, it's just that the developers did not know
just how much you could sequence break by blowing yourself up. and every custom map since then has spent some effort trying to not let rocket jumpers do their thing.

my map was less like this and more open, partly because i like non-liniar, but partly because of a skill issue as well. sometimes i would try to copy others' maps as
practice. like, i would take a map by random acomplished mapper with many releases on quaddicted and while playing it i'd have trenchbroom open and try to rebuild it
myself. i'd make chamber one, then two, maybe noclip to see what else connects instead of waiting for more of the level to open up, make hallway one as well, and
then, embarrassingly enough I'd run out of space for chamber number three. yes, you have infinite space in trenchbroom, but what i mean is that in the place where
chamber three would be in the original map, i'd have some parts of room two and the hall, so i'd need to move things around. do this multiple times per map with an
ever increasing number of brushes and entities and that's how i give up and you get separate buildings standing away from eachother like in the previous versions of 
this release
i'd even run out of space when working on my own original maps, as things would end up quite different from what they looked like inside my head and rooms would get
smaller or just live with walls from other room awkwardly going through them as a compromise. meh

so yes, this is my attempt at a tightly packed quake map that still retains that separate buildings feel instead of making one or two large buildings like a standard 
quake map, because i am still far away from making a true quake map, maybe i never will.

i have finally used sunlight, in the one version of this that needs it the least, lolmao. i like visible light sources but they have always been a bit annoying to 
deal with

of course this requires arcane dimensions to work. it's a mod that butchers gaunts for whatever reason. developer 1 gives me a number of errors i have never seen
before, that i don't understand. they don't seem to affect gameplay, or maybe i don't know. is it my potato, the mod, quakespasm being behind the times despite the 
newest version of quakespasm being newer than the newest version of ad? a combination of all 3? the deluge of errors has also made noticing items that fall more
difficult as well. if anyone could take a look at this with an eye towards bug fixing that would be cool
as before, anyone is free to do whatever they want with these files. nobody is going to do anything anyway

this time around there are no difficulty settings and no multiplayer at all, not even coop. it just gets lazier
vranon give me an opinion on any of my "work", like come on why haven't you yet

another thing about this map is that it is more generous with resources and has a bit more of a horde feeling to it. i'm never going to make a true slaughter arena 
map* but this is as close as i'll get. yes, that's invisible lava, credit to metslime

*now that i jinxed it the next version is going to have triple the enemy count in the same ammount of space