﻿27.7.2018
================================================================
Title                   : Amphitheater of Abaddon
Filename                : amphitoa.bsp (and amphitoa.lit)
Author                  : Esrael
Description             : A wizard themed Quake single player map
                          heavily borrowing ideas from original
			  id Software maps, E1M2, E1M3 and E1M4
			  in particular.

			  This is to be the second map in a short
			  (as of yet unfinished) episode of mine,
			  following the Subterrestrial Hangar.
			  However, to grant people access to the
			  map before the episode is finished, I
			  release this standalone version.

			  Deathmatch play has also been taken into
			  account but has not been tested.

			  WARNING: The map exceeds Quake's original
			  map format limits, so use an engine with
			  support for increased limits, such as
			  Quakespasm, VkQuake or Mark V.

Additional Credits to   : The Quake community at func_msgboard:

			  Poorchop, JCR and Drew for beta
			  testing my map and providing extremely
			  valuable feedback.

			  Kristian Duske for the Trenchbroom
			  map editor.

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

			  Creators of modern Quake source ports
			  that support maps with increased limits.

			  Quaddicted for hosting 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 (2-5 players)
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None
Map Source Included	: Yes

* Construction *

Base                    : New level from scratch
Editor(s) Used          : Trenchbroom 2.0.2
Texture Wad Used        : quake
Known Bugs              : No
Build Time              : Around 3 months, on and off
Brushes                 : 3787
Entities                : 1573
System Used	        : Intel i7-8700K (overclocked to 4.7 GHz)
			  16 GB DDR4 2400 MHz RAM
			  Nvidia GTX 1080, 8 GB
QBSP Time               : 4.3 s
VIS (-level 4) Time     : 1.1 s
Light (-extra4) Time    : 59.7 s

* Installation and starting the map *

Unzip to id1\maps directory (create if necessary).  

Launch Quake, go to the console and type:

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

map amphitoa (press enter)

Alternatively, if you want to play the map as a part of the
unfinished episode, download the Subterrestrial Hangar from
Quaddicted, create a maps directory to the mod directory and
unzip this map there.

Then, play the Subterrestrial Hangar according to its instructions
and after finishing the level open the console while on the
intermission screen and type:

changelevel amphitoa (press enter)

* Additional information *

This is the third map I've released. According to beta tester
feedback, the map is quite tough on hard difficulty, so you
might actually want to consider playing the map on a lower
difficulty level first.

You can 100 % two of the three paths, but not the ring of shadows
path.

* 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.

* Compile log *

#### Exporting map file '...\amphitoa-compile.map'
#### Executing '...\TrenchBroom 2.0.2\resources\compiling\ericw-tools-v0.18.1-win64\bin\qbsp.exe amphitoa-compile.map -subdivide 120 amphitoa.bsp'
---- qbsp / ericw-tools v0.18.1 ----
Input file: amphitoa-compile.map
Output file: amphitoa.bsp

---- LoadMapFile ----
        24942 faces
         3787 brushes
         1573 entities
           82 unique texnames
         4578 texinfo

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

         1623 brushes
         1203 detail
          294 detail illusionary
         5198 planes
---- CSGFaces ----

        20800 brushfaces
        19843 csgfaces
        22364 mergedfaces
---- SolidBSP ----

        17052 split nodes
         2265 solid leafs
         9648 empty leafs
          895 water leafs
         3416 detail leafs
          829 detail illusionary leafs
            0 detail fence leafs
            0 illusionary visblocker leafs
        60308 leaffaces
        51402 nodefaces
---- Portalize ----

        14788 vis leafs
        14788 vis clusters
        45055 vis portals
---- FillOutside ----
         1116 outleafs
---- MergeAll ----
        21596 mergefaces
---- SolidBSP ----

         8962 split nodes
         1212 solid leafs
         5108 empty leafs
          350 water leafs
         1778 detail leafs
          515 detail illusionary leafs
            0 detail fence leafs
            0 illusionary visblocker leafs
        40957 leaffaces
        31899 nodefaces
---- Portalize ----

         5973 vis leafs
          751 vis clusters
         1934 vis portals
---- Tjunc ----
        20644 world edges
        75910 edge points
        32806 edges added by tjunctions
            0 faces added by tjunctions
---- MakeFaceEdges ----

---- GrowRegions ----

Processing hull 1...

Processing hull 2...

---- WriteBSPFile ----
Wrote amphitoa.bsp
        12341 planes           246820
        42395 vertexes         508740
        11281 nodes            270744
         3375 texinfo          135000
        33134 faces            662680
        26467 clipnodes        211736
         8294 leafs            232232
        40365 marksurfaces      80730
       148724 surfedges        594896
        77348 edges            309392
           85 textures         738144
              lightdata             0
              visdata               0
              entdata          196402

4.275 seconds elapsed
Peak memory usage: 206491882 (196.9M)
#### Finished with exit status 0

#### Executing '...\TrenchBroom 2.0.2\resources\compiling\ericw-tools-v0.18.1-win64\bin\vis.exe -threads 11 amphitoa.bsp'
---- vis / ericw-tools v0.18.1 ----
running with 11 threads
testlevel = 4
LoadBSPFile: 'amphitoa.bsp'
BSP is version 29
  5973 leafs
   751 clusters
  1934 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: 2080
c_noclip: 0
c_chains: 1128599
visdatasize:109473  compressed from 4461831
Writing amphitoa.bsp as BSP version 29
  1.1 seconds elapsed
#### Finished with exit status 0

#### Executing '...\TrenchBroom 2.0.2\resources\compiling\ericw-tools-v0.18.1-win64\bin\light.exe -threads 11 -extra4 -soft -sunsamples 1000 amphitoa.bsp'
---- light / ericw-tools v0.18.1 ----
extra 4x4 sampling enabled
Using sunsamples of 1000
Raytracing backend: Embree
running with 11 threads
LoadBSPFile: 'amphitoa.bsp'
BSP is version 29
Loaded extended texinfo flags from amphitoa.texinfo
--- LoadEntities ---
1241 entities read, 223 are lights.
--- OptionsSummary ---
    "gamma" was set to "1.300000" from map
    "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
    "bouncestyled" was set to "1" from map
    "bouncescale" was set to "1.000000" from map
    "sunlight" was set to "300.000000" from map
    "sunlight_color" was set to "210 172 253" from map
    "sunlight2" was set to "300.000000" from map
    "sunlight2_color" was set to "210 172 253" 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 "0.316227 0 -0.948684" from map
Embree_TraceInit: Embree version: 2.15.0
Embree_TraceInit:
	71 sky faces
	20372 solid faces
	212 filtered faces
	20 shadow-casting skip faces
SetupLights: 223 initial lights
SetupLights: 223 after surface lights
SetupLights: 283 after jittering
using 1025 suns for _sunlight2. total light: 300.000000 color: 209.999893 172.000046 253.000031
--- EstimateLightVisibility ---
0....1....2....3....4....5....6....7....8....9....
Final count: 283 lights 1026 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: 1081260
Writing amphitoa.lit
15 switchable light styles (32 max)
Writing amphitoa.bsp as BSP version 29
59.679 seconds elapsed

stats:
18.172160 lights tested, 4.395364 hits per sample point
45.222944 bounce lights tested, 27.960196 hits per sample point
23 empty lightmaps
#### Finished with exit status 0

#### Copying '...\amphitoa.bsp' to '...\Quake\id1\maps'
#### Copying '...\amphitoa.lit' to '...\Quake\id1\maps'