 _______________________________________________________________________
| 5:15PM 31-10-2003		StubbsyJump31				|
| 						|
| Hmmm, where to begin? Just as with sj32, this map's been a very long	|
| time in the production phase. I think i started about a week after i  |
| released stubbsyjump30, which would mean that i started this map early|
| in june. Well it's now just about november, which means that this has |
| been going on now for about 5 months. True, there was the break for	|
| kots2000 and all that (explained in stubbsyjump32.txt) but still, this|
| has taken me longer than it should have. I started it with all the	|
| best intentions.. going to be really hard, and nice looking. Well, 	|
| it's not actually that hard, and it's not that different to most of my|
| maps, i've just used a slightly different texture set :] (won't neuro |
| be shocked?:)								|
| Anyway, as I wrote the readme for sj32 before this one, it's got most |
| of the stuff that i wanted to say in it. It's now closer to november 	|
| the first and it doesn't look like ww2 will be released fs :/ oh well |
|									|
| This map is designed as the followup map, or sister-map to sj17, which|
| remained unbeaten on jolt jump, and also on PGjump for a while, until |
| wootwoot got very bored and descided to complete it. This is isn't, by|
| any stretch of the imagination, any harder than 17, infacy I'd say 	|
| that some of the jumps are easier, and more forgiving, but as wootwoot|
| pointed out, it is longer than sj17, and perhaps that will make up for|
| the slight lack in difficulty. The map starts off very easy, gaining	|
| difficulty as you go through the rooms, but in the first four or so,  |
| you won't die when you fall, as was the case right from the start in	|
| my previous "hard map". This instead starts off in a far gentler way	|
| and then works up to slightly more risky jumps towards rooms 5 and 6, |
| and then of course by rooms 9 and 10, the lava's come in to play. I 	|
| wouldn't feel safe without it, of course, because if it wasn't there, |
| what would stop you all just carrying on? We can't have that now, can	|
| we? Anyway, I hope this stays unbeaten for a fair while just like with|
| the last one, but I don't think that it'll be a match for ps3, i just	|
| couldn't compete with that i'm afraid... every jump on this map has 	|
| been completed at least once by me, so none are too hard.		|
|									|
| That's about all from me I think, enjoy :]				|
|									|
|									|
| Map Stats								|
| 								|
| File Size:			3.44 MB (3,609,240 bytes)		|
| 									|
| Compile Time; (Total)		21 mins (1257 seconds)			|
|		(BSP)		> 1min	(3 seconds)			|
|		(Vis)		4 mins	(236 seconds)			|
|		(Rad)		17 mins	(1010 seconds)			|
|									|
| Custom Textures; (number)	12					|
|		   (size)	331 KB (339,840 bytes)			|
|									|
| Development Time:		>24hrs, can't put a number to it, sorry |
|									|
| Notes & Thanks							|
| 							|
| As per usual, I must thank wootwoot for some extensive map testing &	|
| for use of his advanced shortcut detection system (ASDS for short)	|
| Um, jay wasn't around as usual :] don't think anyone else saw the map |
| before it was release, i didn't want people going and knowing the 	|
| jumps	now, did i?							|
|						Stubbsy			|
 

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	Zip Archive Structure
	
stubbsyjump31.txt - this file
maps\stubbsyjump31.bsp
textures\stubbsy\bmbk11_2.wal
textures\stubbsy\bmbk11_2r.wal
textures\stubbsy\bmbk13_1.wal
textures\stubbsy\met1_1s.wal
textures\stubbsy\metal12_2b.wal
textures\stubbsy\metaltile1.wal
textures\stubbsy\metaltile2.wal
textures\stubbsy\metaltile4.wal
textures\stubbsy\pcladder.wal
textures\stubbsy\reflt3_5b.wal
textures\stubbsy\sj31r9.wal
textures\stubbsy\sj31welcome.wal

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------------------------------------------------------------------------
	Compile Information
	
Deleting file(s): 
stubbsyjump31.bsp


stubbsyjump31.zip
stubbsyjump31.map
stubbsyjump31.prt

Saving file(s):
D:\games\Quake2\baseq2\maps\stubbsyjump31.map



Exporting stubbsyjump31.map to .map...
OK.


Executing process: 

C:\Program Files\Qoole 99\bin\qbsp3.exe stubbsyjump31


---- qbsp3 ----
entering D:\games\Quake2\baseq2\maps\stubbsyjump31.map
0...1...2...3...4...5...6...7...8...9... (2)
0...1...2...3...4...5...6...7...8...9... (2)
writing D:\games\Quake2\baseq2\maps\stubbsyjump31.prt
Writing D:\games\Quake2\baseq2\maps\stubbsyjump31.bsp
   11 seconds elapsed

===== Process Terminated =====



Executing process: 
C:\Program Files\Qoole 99\bin\good\TIMVIS3.EXE -level 4 stubbsyjump31


---- vis ----
testlevel = 4
reading D:\games\Quake2\baseq2\maps\stubbsyjump31.bsp
reading D:\games\Quake2\baseq2\maps\stubbsyjump31.prt
2049 portalclusters
5618 numportals
0...1...2...3...4...5...6...7...8...9... (16)
0...1...2...3...4...5...6...7...8...9... (220)
Average clusters visible: 178
Building PHS...
Average clusters hearable: 236
visdatasize:209306  compressed from 1081872
writing D:\games\Quake2\baseq2\maps\stubbsyjump31.bsp
236.0 seconds elapsed

===== Process Terminated =====



Executing process: 

C:\Program Files\Qoole 99\bin\good\ARGHRAD.EXE -extra stubbsyjump31


----- ArghRad 2.01 by Tim Wright (Argh!) -----
Modified from original source code by id Software

----- Settings -----
 -extra enabled  (extra quality light sampling)
----- Load BSP File -----
reading D:\games\Quake2\baseq2\maps\stubbsyjump31.bsp
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (578)
0...1...2...3...4...5...6...7...8...9... (395)
0...1...2...3...4...5...6...7...8...9... (11)
----- Save BSP File -----
writing D:\games\Quake2\baseq2\maps\stubbsyjump31.bsp
----- Time -----
 1010 seconds elapsed

===== Process Terminated =====


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