﻿25.3.2019
================================================================
Title                   : Ochthongonal Octahedron
Filename                : octahdrn.bsp (and octahdrn.lit)
Author                  : Esrael
Description             : An experimental metal map for the
			  speedmapping event SM194: BigMacGee at
			  func_msgboard. I actually started working
			  on it before the announcement of the event,
			  but when I noticed it fit the theme quite
			  nicely, I thought I'd use it as a base
			  for my entry.

			  This is the fourth map I've released into
			  the public, and if it weren't for the event,
			  I might not have ever released it, since
			  I wasn't that happy with the protype. But
			  turning the map into a speedmap lowered my
			  bar enough to consider it worthy of releasing.
			  So thanks a lot to the people at func_msgboard,
			  who came up with the idea for the event.

			  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   : 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.

			  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 Jesus Christ, who died for
			  my sins, so that I could have life in Him.
================================================================

* Play Information *

Single Player           : Yes
Cooperative             : No
Deathmatch              : No (didn't have enough time to implement)
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 2019.4
Texture Wad Used        : id, newskip and ubiLight_v102
Known Bugs              : No
Build Time              : A few days
Brushes                 : 1634
Entities                : 715
System Used	        : Intel i7-8700K (overclocked to 4.7 GHz)
			  16 GB DDR4 2400 MHz RAM
			  Nvidia GTX 1080, 8 GB
QBSP Time               : 1.825 s
VIS (-level 4) Time     : 0.4 s
Light (-extra4) Time    : 118.567 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 octahdrn (press enter)

* Additional information *

This map is pretty tough on hard and especially nightmare
difficulty. I don't recommend playing on nightmare in your first
run, maybe not even on hard. Quicksaving is highly recommended.
If I hadn't run out of time before the event's deadline, I
would have liked to balance the gameplay some more.

In addition to scrapping the deathmatch option, I would've liked
to work on the texturing some more. Now the whole map is just
the same metal sheets all over, but I would've liked to change
the looks for each "layer" of octahedrons the map contains.

Quite a bit of trickery with brushes was involved, when trying
to combat Z-fighting and at the same time trying to adhere to
the grid 64 rule of the speedmapping event. Some compromises
also had to be made, unfortunately, but it was pretty cool
to constain myself to the grid 64 rule.

* 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 *

---- qbsp / ericw-tools v0.18.1 ----
Input file: octahdrn-compile.map
Output file: octahdrn.bsp

---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
         9164 faces
         1634 brushes
          715 entities
           18 unique texnames
          569 texinfo

Opened WAD: gfx/id.wad
Opened WAD: gfx/newskip.wad
Opened WAD: gfx/hintskip.wad
Opened WAD: gfx/ubiLight_v102.wad
Processing hull 0...
---- Brush_LoadEntity ----
          412 brushes
          390 detail
            1 detail illusionary
          193 planes
---- CSGFaces ----
         4742 brushfaces
         2845 csgfaces
         2646 mergedfaces
---- SolidBSP ----
         2435 split nodes
          597 solid leafs
         1320 empty leafs
            4 water leafs
          511 detail leafs
            4 detail illusionary leafs
            0 detail fence leafs
            0 illusionary visblocker leafs
        27518 leaffaces
        26361 nodefaces
---- Portalize ----
         1839 vis leafs
         1839 vis clusters
         4244 vis portals
---- FillOutside ----
          382 outleafs
---- MergeAll ----
         2567 mergefaces
---- SolidBSP ----
         1496 split nodes
          494 solid leafs
          601 empty leafs
            4 water leafs
          394 detail leafs
            4 detail illusionary leafs
            0 detail fence leafs
            0 illusionary visblocker leafs
        18723 leaffaces
        17679 nodefaces
---- Portalize ----
          609 vis leafs
          279 vis clusters
          647 vis portals
---- Tjunc ----
         5813 world edges
        48059 edge points
        31690 edges added by tjunctions
           38 faces added by tjunctions
---- MakeFaceEdges ----
---- GrowRegions ----
Processing hull 1...
Processing hull 2...
---- WriteBSPFile ----
Wrote octahdrn.bsp
         1028 planes            20560
        39133 vertexes         469596
         4556 nodes            109344
          487 texinfo           19480
        29815 faces            596300
        10761 clipnodes         86088
         3371 leafs             94388
        30371 marksurfaces      60742
       133198 surfedges        532792
        70840 edges            283360
           31 textures         308728
              lightdata             0
              visdata               0
              entdata           93452

1.825 seconds elapsed
Peak memory usage: 97432582 (92.9M)

---- vis / ericw-tools v0.18.1 ----
running with 11 threads
testlevel = 4
LoadBSPFile: 'octahdrn.bsp'
BSP is version 29
   609 leafs
   279 clusters
   647 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: 571
c_noclip: 0
c_chains: 665587
visdatasize:21757  compressed from 46893
Writing octahdrn.bsp as BSP version 29
  0.4 seconds elapsed

---- light / ericw-tools v0.18.1 ----
extra 4x4 sampling enabled
Raytracing backend: Embree
running with 11 threads
LoadBSPFile: 'octahdrn.bsp'
BSP is version 29
Loaded extended texinfo flags from octahdrn.texinfo
--- LoadEntities ---
WARNING: brush entity with mins (-63.00 193.00 -447.) maxs (-1.00 255.00 -193.0) (func_door) has unmatched "target" (lightning)
WARNING: brush entity with mins (-63.00 -191.00 -447) maxs (-1.00 -129.00 -193.) (func_door) has unmatched "target" (lightning)
709 entities read, 2 are lights.
--- OptionsSummary ---
    "bounce" was set to "1" from map
    "bouncestyled" was set to "1" from map
    "bouncescale" was set to "2.500000" from map
    "bouncecolorscale" was set to "1.000000" from map
Embree_TraceInit: Embree version: 2.15.0
Embree_TraceInit:
	0 sky faces
	12545 solid faces
	0 filtered faces
	0 shadow-casting skip faces
SetupLights: 2 initial lights
SetupLights: 2 after surface lights
SetupLights: 2 after jittering
--- EstimateLightVisibility ---
0....1....2....3....4....5
Final count: 2 lights 0 suns in use.
Colored light entities/settings detected: .lit output enabled.
--- 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: 2262218
Writing octahdrn.lit
0 switchable light styles (32 max)
Writing octahdrn.bsp as BSP version 29
118.567 seconds elapsed

stats:
0.859578 lights tested, 0.854700 hits per sample point
131.583285 bounce lights tested, 125.204221 hits per sample point
5165 empty lightmaps