﻿31.8.2022 (8/31/2022) PATCH
================================================================

I had forgotten to include intermission cameras in my map, so
this fixed version has them added in.

The first version had also unnecessarily been compiled as a bsp2
so this version has been compiled as a regular bsp 29.

Finally, I had forgotten to credit Preach for the map hack that
I had utilized in the final room, so thank you, Preach! Your
clever tricks are inspiring! Check out his blog, and in this case,
the post that teaches the hack that I had used:

https://tomeofpreach.wordpress.com/2013/05/13/build-your-own-trigger/

29.8.2022 (8/29/2022)
================================================================
Title                   : The Ghastly Gantlet (I can't believe it's an actual alternate spelling!)
Filename                : sm220_esrael.bsp (and sm220_esrael.lit)
Author                  : Esrael
Description             : A Quake single player speedmap for the
                          community sm220-prototype-jam 3 event
                          where the goal was to make a map in a
                          little over a week using only Khreathor's
                          prototype texture wad, running on the
                          Copper mod (version 1.19).

                          The final map has been tested on 
                          Quakespasm 0.94.7, while developmental
                          versions have also been tested on
                          VkQuake 1.20.2 and Ironwail 0.6.0.
                          The map hasn't been tested on the original
                          Quake executables, so I can't guarantee
                          compatibility.

			  This is the first map I've made in over three years.
			  Every attempt to map during these years ended short.
			  I simply didn't enjoy mapping, and what I was able
			  to produce, I didn't like.

			  I think I finally realized during this mapping event
			  what was holding me back: It was my bad tendency of
			  immediately getting caught up in detailing whatever
			  I had produced, even before I had a complete vision
			  or a sketch of the map I was making. Another thing
			  was that I don't particularly enjoy working on art
			  passes.

			  When I learned about the event, I thought I just
			  might be able to participate, considering the heavy
			  constraints prototype textures set on the art portion
			  of mapping, allowing me to focus purely on gameplay
			  and freeing me from getting caught up in detailing.

			  So, when I started mapping, free from the pressure
			  of focusing on art, I realized that I actually enjoyed
			  mapping after all this time. I realized how much I
			  enjoy desiging gameplay elements and how much I dislike
			  texturing and working on artistic elements. If I ever 
			  make a map after this, I'd definitely like to develop 
			  it with the same method I developed this map with.

Additional credits to   : Alekswithak for hosting the event

			  Khreathor for the textures

			  BouncyTEM for the background music track

			  Yoder and kipi for beta testing the map

			  The rest of the Quake Mapping Discord community

			  Lunaran for the Copper mod

			  Kristian Duske for the Trenchbroom
			  map editor

			  Ericw for creating the compiling tools
			  used in creating this map

			  Creators of modern Quake source ports

			  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
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : Yes, the prototype textures by Kreathor
New Music               : Yes, the track Relay Delta from BouncyTEM's
                          album Slipgate. (track133.ogg)
Demos Replaced          : None
Map Source Included     : Yes

* Construction *

Base                    : New level from scratch
Editor(s) Used          : Trenchbroom 2022.1
                          ericw-tools 0.18.2-rc1 for compiling
Texture Wad Used        : prototype_1_3 by Khreathor
Known Bugs              : No
Build Time              : 1-2 weeks, on and off
Brushes                 : 1216
Entities                : 666
System Used             : Intel i7-12700H
                          16 GB LPDDR5 5200 MHz RAM
                          Nvidia laptop Geforce RTX 3050, 4 GB
QBSP Time               : 0.394 s
VIS (-level 4) Time     : 0.1 s
Light (-extra4) Time    : 13.336 s

* Additional information *

Due to limited beta testing, I don't have a very good picture
on how hard the map is, but my hunch is that it can get quite
rough for a first time player, so you might want to play on
a lower difficulty than you usually play on. 

There is a super secret in this map.

Even if fancy brushwork and texturing aren't important for
prototype jams, I still would've liked to have worked some more
on especially the second underground room, where the blockiness
is particularly jarring. Also, the lighting in the final room
was left extremely simple. If only there had been more time.

* Copyright / Permissions *

The background music, by BouncyTEM, has been licensed under 
https://creativecommons.org/licenses/by/3.0/
No changes have been made to the music, just the file name
has been changed to track133.ogg

https://bouncytem.bandcamp.com/

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

* Compile log *

#### Using working directory 'C:\...\maps'
#### Exporting map file 'C:\...\maps\sm220_esrael-compile.map'
#### Executing '"C:\...\Trenchbroom\resources\compiling\ericw-tools-v0.18.2-rc1\bin\qbsp.exe" sm220_esrael-compile.map -subdivide 120 -splitturb sm220_esrael.bsp'
---- qbsp / ericw-tools v0.18.1-32-g6660c5f ----
Input file: sm220_esrael-compile.map
Output file: sm220_esrael.bsp

---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
         7649 faces
         1216 brushes
          666 entities
           33 unique texnames
         1260 texinfo

Opened WAD: gfx/prototype_1_3.wad
Processing hull 0...
---- Brush_LoadEntity ----
          136 brushes
          189 detail
          271 detail wall
           35 detail illusionary
          704 planes
---- CSGFaces ----
         4082 brushfaces
         2531 csgfaces
         2920 mergedfaces
---- SolidBSP ----
         1897 split nodes
          269 solid leafs
         1228 empty leafs
           38 water leafs
          343 detail leafs
           20 detail illusionary leafs
            0 detail fence leafs
            0 illusionary visblocker leafs
        13799 leaffaces
        12092 nodefaces
---- Portalize ----
         1629 vis leafs
         1629 vis clusters
         4696 vis portals
---- FillOutside ----
          278 outleafs
---- MergeAll ----
         2784 mergefaces
---- SolidBSP ----
         1321 split nodes
          227 solid leafs
          800 empty leafs
           25 water leafs
          250 detail leafs
           20 detail illusionary leafs
            0 detail fence leafs
            0 illusionary visblocker leafs
         9341 leaffaces
         7666 nodefaces
---- Portalize ----
          845 vis leafs
          178 vis clusters
          494 vis portals
---- Tjunc ----
         4218 world edges
        20294 edge points
         9439 edges added by tjunctions
            0 faces added by tjunctions
---- MakeFaceEdges ----
---- GrowRegions ----
Processing hull 1...
Processing hull 2...
---- WriteBSPFile ----
Wrote sm220_esrael.bsp
         2272 planes            45440
        15898 vertexes         190776
         2373 nodes             56952
         1086 texinfo           43440
        12441 faces            248820
         4477 clipnodes         35816
         1836 leafs             51408
        13813 marksurfaces      27626
        56433 surfedges        225732
        28383 edges            113532
           37 textures         260372
              lightdata             0
              visdata               0
              entdata           65661

0.394 seconds elapsed
Peak memory usage: 48505170 (46.3M)
#### Finished with exit status 0

#### Executing '"C:\...\Trenchbroom\resources\compiling\ericw-tools-v0.18.2-rc1\bin\vis.exe" -threads 19 sm220_esrael.bsp'
---- vis / ericw-tools v0.18.1-32-g6660c5f ----
running with 19 threads
testlevel = 4
LoadBSPFile: 'sm220_esrael.bsp'
BSP is version 29
   845 leafs
   178 clusters
   494 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: 348
c_noclip: 0
c_chains: 130714
visdatasize:9537  compressed from 89570
Writing sm220_esrael.bsp as BSP version 29
  0.1 seconds elapsed
#### Finished with exit status 0

#### Executing '"C:\...\Trenchbroom\resources\compiling\ericw-tools-v0.18.2-rc1\bin\light.exe" -threads 19 -extra4 -soft sm220_esrael.bsp'
---- light / ericw-tools v0.18.1-32-g6660c5f ----
extra 4x4 sampling enabled
Raytracing backend: Embree
running with 19 threads
LoadBSPFile: 'sm220_esrael.bsp'
BSP is version 29
gamedir: C:/.../
SetQ2dirFromPath: failed to find  in 'C:\...\maps\/sm220_esrael.bsp'--- ConvertTextures ---
Loaded extended texinfo flags from sm220_esrael.texinfo
--- LoadEntities ---
580 entities read, 60 are lights.
--- OptionsSummary ---
    "dirt" was set to "1" from map
    "minlight_dirt" was set to "1" from map
    "bounce" was set to "1" from map
    "bouncestyled" was set to "1" from map
    "sunlight2" was set to "150" from map
    "sunlight3" was set to "150" from map
    "sunlight_dirt" was set to "1" from map
    "sunlight2_dirt" was set to "1" from map
Embree_TraceInit: Embree version: 2.15.0
Embree_TraceInit:
	73 sky faces
	5925 solid faces
	0 filtered faces
	0 shadow-casting skip faces
SetupLights: 60 initial lights
SetupLights: 60 after surface lights
SetupLights: 60 after jittering
using 65 suns for _sunlight2. total light: 150.000000 color: 255.000000 255.000000 255.000000
using 65 suns for _sunlight3. total light: 150.000000 color: 255.000000 255.000000 255.000000
--- EstimateLightVisibility ---
0....1....2....3....4....5....6....7....8....9....
Final count: 60 lights, 130 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....
--- LightThread ---
0....1....2....3....4....5....6....7....8....9....
Indirect lights: 6339 bounce lights, 0 surface lights (0 light points) in use.
Lighting Completed.

lightdatasize: 690966
Writing sm220_esrael.lit
0 switchable light styles (32 max)
Writing sm220_esrael.bsp as BSP version 29
13.336 seconds elapsed

stats:
6.693378 lights tested, 4.127995 hits per sample point
0.000000 surface lights tested, 0.000000 hits per sample point
53.252399 bounce lights tested, 44.569518 hits per sample point
0 empty lightmaps
#### Finished with exit status 0

#### Copying 'C:\...\maps\sm220_esrael.bsp' to 'C:\...\Quake\copper\maps'
#### Copying 'C:\...\maps\sm220_esrael.lit' to 'C:\...\Quake\copper\maps'