.:	It Seemed to Devour Light by Ionous 	:.
	
My offering to Skacky's Retrojam3DLC project, which is dedicated to bringing, you, the consumer, the highest quality
content at the best price.  

Filename: 		retrojam3DLC_ionous.bsp
Authors: 		Ionous 
Email addresses: 	voice.of.the.nephilim@gmail.com 		 	
Description:		Medium-sized SP map clad in ID metal textures. Not to mention some modified ones. Maybe modified by Skacky?
Single Player:		Yes
Cooperative:		No
Deathmatch:		No
Difficulty Settings:	Yes
Base:			My imagination
Editors used:		Worldcraft 1.6 			
Textures:		ID.wad, retrorunic.wad, map_jam4.wad
Build Time:		Three months? 

Note: This map will not run on normal engines, only those which support BSP2. I use Quakespasm, but I'm sure they're are other engines out there that support the larger map format. 
			
Brushes:		21,943
Faces:			133,326
Point Entities:		513
Solid Entities:		221

Monster Count:
Easy:			75
Normal:			121
Hard:			152

Map background:
Never one to pass up an oppurtunity to start a map and then abandon it, despite again working 60 - 70 weeks, I started playing with the Retrojam3 texture pack provided by Skacky. To my surprise, the few brushes I was able to lay looked pretty good. So good I had to continue going. Despite having no plan, the map grew from the central atrium, outward, downward and upward. 

I had intended this map to stay below the bsp2 threshold, making sure to stay below 65555 marksurfaces, but upon a compile, I found it still being converted to bsp2 format. After consulting with MFX, he informed me marksurfaces were not the only factor, and I'd have to delete 25% of the map to make the limit. BSP2 it would have to be. 

Thanks:

Thanks to MFX, my mapping spirit guide, for answering my many questions, and tutoring me in the finer art of lighting. I almost understand it now! 
Thanks to ericw for steering me towards his new lighting tools, especially surface lighting, which I love with fierce devotion. 
Thanks to Rebb for the compiling tools. This map would not have been possible without them. 
Thanks to Skacky for running this event, and being patient with my snail-like mapping pace. 
Thanks to Sock for answering my novice questions. 
Thanks to func_msgboard and fellow Quakers on Twitter for the encouragement on the crappy editor shots I posted, and for keeping the Quake legacy alive and well. 
Thanks to my wife for putting up with my nerdy habits (mapping is only one of many). 

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Disclaimer / legal stuff:
Legalese. Legalese. I made this map. Don't fuck with it without our permission, or modify its conten, without contacting us first. Unless you're Skacky. 

Skacky, you have carte blache.  
