﻿2.5.2018
================================================================
Title                   : The Subterrestrial Hangar
Filename                : sthangar.bsp
Author                  : Esrael
Description             : An idbase themed single player map 
                          heavily borrowing ideas from original
			  id Software base maps. Deathmatch
                          play has also been taken into account
                          but has not been tested.

			  WARNING: Even after following suggestions
			  by Negke to optimize the map, the map
			  still exceeds limits for faces, visleaves,
			  marksurfaces, models and edicts. So, use
			  an engine with increased limits. I've
			  tested the map mostly on Quakespasm, but
			  it seems to work well on VkQuake as well.
			  For some reason, the map's performance
			  is terrible in some rooms, when playing
			  on Mark V, so I don't recommend using
			  that engine.

Additional Credits to   : The Quake community at func_msgboard:

			  Preach, for teaching me, how to add
			  and resize new decorative models in
			  a map.

			  c0burn, for informing of a bug fix in
			  URQP (which brings me to...)
			  
			  creators of the Ultimate Regular Quake
			  Patch (URQP), for writing the QC code
			  circumventing bugs related to exploboxes.

			  Redfield, Tribal and Negke for beta
			  testing my map and providing feedback.

			  Kristian Duske for the Trenchbroom
			  map editor.

			  ericw, for creating the compiling tools
			  used in creating this map.

			  id Software for Quake.

Special Thanks		: God, the Creator of heaven and earth,
			  for giving me the gift of faith to
			  believe in his Son, who died for my sins,
			  so that I could have life in Him.
================================================================

* Play Information *

Single Player           : Yes
Cooperative             : No
Deathmatch              : Yes (2-8 players)
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : Yes (new decorative models, actually):
			  crane, helipad, helijet and console
			  models by Preach:
			  https://tomeofpreach.wordpress.com
New Music               : No
Demos Replaced          : None

* Construction *

Base                    : New level from scratch
Editor(s) used          : Trenchbroom 2 RC builds and version 2.0.2
Known Bugs              : No
Build Time              : 10 months, on and off

Texture Wad used        : quake

Compile machine         : Intel i7-8700K (overclocked to 4.7 GHz)
			  16 GB DDR4 2400 MHz RAM
			  Nvidia GTX 1080, 8 GB
QBSP Time               : 5.949 s
VIS (-level 4) Time     : 3.4 s
Light Time              : 84.125 s

Brushes                 : 5798
Entities                : 1618

* Installation and starting the map *

Unzip straight into your Quake directory (a folder called sthangar will
be created onto the root Quake directory. 

Launch Quake, go to the console and type:

game sthangar (press enter)

skill # (replace # with 0 for easy, 1 for normal, 2 for hard and
3 for nightmare) (press enter)

map sthangar (press enter)

* Additional information *

This is my second map, which is to be the first in an episode of maps with
the theme of branching paths based on powerup choices. I still decided
to release this map as a standalone version, but one of the secrets doesn't
make much sense without consequent maps.

Speaking of secrets, don't be discouraged if you can't find the third secret
in two of the three paths. Maybe try another path? An epiphany might hit you. ;)

You can 100 % two of the three paths, but not the slime maze path.

This map has a custom progs.dat file with the following code modifications:
-code allowing precaching of new decorative models (thanks to Preach!)
-exploboxes explode with a slight delay to circumvent bugs (thanks to URQP)
-Quad damage is permanent (when in single player mode)
-Monsters can telefrag the player.

I've also included the FGD file and the QC source code that I used to make
this map, so you can use those, too, if you want to open the original map
file.

As stated above, the map exceeds many limits, because of the chainlink
window in one of the map's rooms. However, I couldn't really come up with
any other way of making the window the way I want (blocks movement, but
allows shooting through). Besides, some limits would have still been
exceeded even if I had removed the chainlink window.

* Copyright / Permissions *

I place everything that I've made regarding this map in public domain.
Feel free to use it in any way you feel like.

If you intend to use anything from this map that others have created,
I want you to give them credit in your own creations. The explobox related
code is also licensed under GNU General Public License (see GNU.text)

* Compile log *

#### Exporting map file 'D:\Dropbox\maps\sthangar-compile.map'
#### Executing 'D:\Pelit\TrenchBroom 2.0.2\resources\compiling\ericw-tools-v0.18.1-win64\bin\qbsp.exe sthangar-compile.map sthangar.bsp'
---- qbsp / ericw-tools v0.18.1 ----
Input file: sthangar-compile.map
Output file: sthangar.bsp

---- LoadMapFile ----
        38560 faces
         5798 brushes
         1618 entities
          144 unique texnames
         5507 texinfo

Opened WAD: gfx/quake.wad
Opened WAD: gfx/hintskip.wad
Opened WAD: gfx/newskip.wad
Processing hull 0...
---- Brush_LoadEntity ----

         1431 brushes
         2687 detail
          763 detail illusionary
         6395 planes
---- CSGFaces ----

        32212 brushfaces
        33074 csgfaces
        47017 mergedfaces
---- SolidBSP ----

        29950 split nodes
         1530 solid leafs
        18404 empty leafs
         1579 water leafs
         5993 detail leafs
         2445 detail illusionary leafs
            0 detail fence leafs
            0 illusionary visblocker leafs
        97727 leaffaces
        79418 nodefaces
---- Portalize ----

        28421 vis leafs
        28421 vis clusters
        81193 vis portals
---- FillOutside ----
         1235 outleafs
---- MergeAll ----
        45962 mergefaces
---- SolidBSP ----

        18354 split nodes
          580 solid leafs
        10953 empty leafs
         1235 water leafs
         3385 detail leafs
         2202 detail illusionary leafs
            0 detail fence leafs
            0 illusionary visblocker leafs
        73302 leaffaces
        55404 nodefaces
---- Portalize ----

        14390 vis leafs
          315 vis clusters
          618 vis portals
---- Tjunc ----
        30872 world edges
       111925 edge points
        38076 edges added by tjunctions
            0 faces added by tjunctions
---- MakeFaceEdges ----

---- GrowRegions ----

Processing hull 1...

Processing hull 2...

---- WriteBSPFile ----
Wrote sthangar.bsp
        14183 planes           283660
        45012 vertexes         540144
        22958 nodes            550992
         4239 texinfo          169560
        34597 faces            691940
        26060 clipnodes        208480
        18512 leafs            518336
        47790 marksurfaces      95580
       157345 surfedges        629380
        81943 edges            327772
          157 textures        1097632
              lightdata             0
              visdata               0
              entdata          143398

5.949 seconds elapsed
Peak memory usage: 235583180 (224.7M)
#### Finished with exit status 0

#### Executing 'D:\Pelit\TrenchBroom 2.0.2\resources\compiling\ericw-tools-v0.18.1-win64\bin\vis.exe -threads 11 sthangar.bsp'
---- vis / ericw-tools v0.18.1 ----
running with 11 threads
testlevel = 4
LoadBSPFile: 'sthangar.bsp'
BSP is version 29
 14390 leafs
   315 clusters
   618 portals
Calculating Base Vis:
0....1....2....3....4....5....6....7....8....9....
Calculating Full Vis:
0....1....2....3....4....5....6....7....8....9....
Expanding clusters...
average leafs visible: 4652
c_noclip: 172
c_chains: 74095
visdatasize:115595  compressed from 25887610
Writing sthangar.bsp as BSP version 29
  3.4 seconds elapsed
#### Finished with exit status 0

#### Executing 'D:\Pelit\TrenchBroom 2.0.2\resources\compiling\ericw-tools-v0.18.1-win64\bin\light.exe -threads 11 -extra4 -soft -sunsamples 1000 sthangar.bsp'
---- light / ericw-tools v0.18.1 ----
extra 4x4 sampling enabled
Using sunsamples of 1000
Raytracing backend: Embree
running with 11 threads
LoadBSPFile: 'sthangar.bsp'
BSP is version 29
Loaded extended texinfo flags from sthangar.texinfo
--- LoadEntities ---
1192 entities read, 353 are lights.
--- OptionsSummary ---
    "dirt" was set to "1" from map
    "minlight_dirt" was set to "1" from map
    "phong" was set to "1" from map
    "bounce" was set to "1" from map
    "bouncescale" was set to "1.000000" from map
    "bouncecolorscale" was set to "1.000000" from map
    "sunlight" was set to "10000.000000" from map
    "sunlight2" was set to "5000.000000" from map
    "sunlight_dirt" was set to "1.000000" from map
    "sunlight2_dirt" was set to "1.000000" from map
    "sunlight_mangle" was set to "0.612372 -0.612372 -0.5" from map
    "sunlight_penumbra" was set to "20.000000" from map
Embree_TraceInit: Embree version: 2.15.0
Embree_TraceInit:
	45 sky faces
	27719 solid faces
	0 filtered faces
	150 shadow-casting skip faces
SetupLights: 353 initial lights
SetupLights: 353 after surface lights
SetupLights: 548 after jittering
using 1025 suns for _sunlight2. total light: 5000.000000 color: 255.000000 255.000000 255.000000
WARNING: couldn't nudge light in solid at -42.378246 -1984.114746 -472.354126
WARNING: couldn't nudge light in solid at -23.115940 -2016.951660 -431.391968
WARNING: couldn't nudge light in solid at 14.221138 -1961.832764 -400.723053
WARNING: couldn't nudge light in solid at -31.526352 -2046.522949 -406.535706
WARNING: couldn't nudge light in solid at -24.147221 -2049.839355 -412.571045
WARNING: couldn't nudge light in solid at -46.757286 -2027.616089 -415.121918
WARNING: couldn't nudge light in solid at 50.589432 -1962.926636 -420.793976
WARNING: couldn't nudge light in solid at 14.748497 -2017.775879 -406.348206
WARNING: couldn't nudge light in solid at -32.057617 -1994.572144 -389.941467
--- EstimateLightVisibility ---
0....1....2....3....4....5....6....7....8....9....
Final count: 548 lights 2025 suns in use.
Colored light entities/settings detected: .lit output enabled.
--- SetupDirt ---
       48 dirtmap vectors
--- LightWorld ---
--- MakeTextureColors ---
--- MakeBounceLights ---
0....1....2....3....4....5....6....7....8....9....
0....1....2....3....4....5....6....7....8....9....
Lighting Completed.

lightdatasize: 588850
Writing sthangar.lit
9 switchable light styles (32 max)
Writing sthangar.bsp as BSP version 29
84.125 seconds elapsed

stats:
26.129127 lights tested, 3.889104 hits per sample point
32.129370 bounce lights tested, 13.110022 hits per sample point
0 empty lightmaps
#### Finished with exit status 0

#### Copying 'D:\Dropbox\maps\sthangar.bsp' to 'D:\Pelit\Quake\sthangar\maps'
#### Copying 'D:\Dropbox\maps\sthangar.lit' to 'D:\Pelit\Quake\sthangar\maps'