________________________________________________________________________
| 1:04am 12-10-2003	StubbsyJump 32 - "Owned"			|
| 				|
| Well, it's been a long time in working, i sort of got very bored of	|
| jump for a while, but i'm back with some more 16 texture maps, won't	|
| Neuro be happy? >:]							|
|									|
| I'm now on a newer system - no longer a P350MHz (though it served me	|
| well) - I've been upgraded to an Intel Celeron 2.4GHz with 512mb ram	|
| and i still need a the swap file for some compiles - i'm obviously	|
| doing something wrong :] Anyway, compiles are a lot quicker now; 	|
| I mean, this map, I would only have done one or two full arghraded	|
| compiles in total, but now I can just fire one out in a few minutes	|
| (not with -extra, granted, but still) so I can be a bit more careless	|
| with my use of crazy lighting.					|
|									|
| Anyway, this last one uses a few more than 16 textures (just barely)	|
| and 18 of them are custom, so that's ~ 1mb of custom textures, sorry.	|
| I won't go into the details now, as the file sj32imglst.txt which is	|
| included in this zip should explain some of the origins etc.		|
|									|
| I feel that I must appologise to Neuro and tony, at this point, for	|
| not entering the last jump mapping contest. I started out with all	|
| the best intentions, but somewhere along the line i got side-tracked	|
| not that I could've compared to the two masterpieces that were	|
| produced. Still, I will hopefully enter this new "futuristic" themed	|
| contest... just as soon as I finish sj31, which I haven't done yet -	|
| I never was good with numerical orders. 				|
|									|
| I was going to say at one point that I felt that my mapping has 	|
| improved, but looking at the output from qbsp3 (which has just done)	|
| it seems that I still don't have a clue about applying water textures	|
| to random solids. oh well, it plays, tis only a silly game after all?	|
| (grrrrrr)								|
|									|
| Map Stats								|
| 								|
| File Size:			1.73 MB (1,820,416 bytes)		|
| 									|
| Compile Time; (Total)		24 mins (1432 seconds)			|
|		(BSP)		> 1min	(3 seconds)			|
|		(Vis)		8 mins	(471 seconds)			|
|		(Rad)		16 mins	(958 seconds)			|
|									|
| Custom Textures; (number)	16					|
|		   (size)	995 KB (1,019,080 bytes)		|
|									|
| Development Time:		Not a clue, probably ~ 10hrs		|
|									|
| Notes & Thanks							|
| 							|
| My thanks, as usual, are extended to wootwoot for his fantabulous map	|
| testing and screaming of "oooo sc". 					|
| There are some extremely annoying jumps on this map, I won't deny it.	|
| I haven't yet managed to complete it, but every jump is possible.	|
| Particularly towards the end you may encounter the sort of jumps that	|
| just make you want to quit. Well, sorry about that, I was just trying |
| To make the map longer, and it seems that a by-product of something	|
| being longer is that it's automatically harder (no metaphore intended)|
| The final and penultimate (dare i say pre-gold?) compiles made use of	|
| arghrad's -extra tab, which trippled the rad section of the compile	|
| time, but I think that it was well worth it - you can notice the 	|
| difference. PRE-Gold is particularly appropriate at this moment in	|
| time, as Neuro had to explain to me what it meant when someone said	|
| that the hl2 pre-gold code had been stolen... there, a bit of		|
| nostalgia for you, should you read this in a years time :]		|
|									|
| The only thing left for me to do is to say good luck, and have fun.	|
| Hopefully this map should be released on the 1st of November, 2003,	|
| along with sj31, ww2, and a few other maps from well known mappers. 	|
| We seem to be spurring each other on, at the moment, to get old maps,	|
| long since started and forgotten, dusted off and completed in time for|
| Halloween.. (why that date i don't know, perhaps it's a conincidence)	|
| But yes, anyway, if this isn't released with a bunch of other maps, or|
| if in true stubbsy style, I release this before sj31, I am very sorry;|
| didn't mean to confuse the issue.					|
| It's getting late now, spent half an hour writing an nfo file for a	|
| jump map, how strange :> something to write home about certainly.	|
| Better be off, cya around on pg or fusters.. possibly azbok if I can	|
| find a version of NoCheat that automatically blocks speach from the	|
| little 13yr old american kids... sigh :]				|
|									|
|					Later, Stubbsy			|
|					       			|


------------------------------------------------------------------------
Zip Archive Structure
textures\pgjumplogo.wal
textures\bank\basement_floor.wal
textures\bank\wa_wawa.wal
textures\beachjump\wood3.wal
textures\ben\dirt2.wal
textures\blah\CRATE1.WAL
textures\blah\CRATE3.WAL
textures\q3gb\blocks15.wal
textures\q3gb\blocks17g.wal
textures\q3gb\blocks18c.wal
textures\q3gb\blocks18cbloodhead.wal
textures\q3gb\blocks18cgeom.wal
textures\stubbsy\bluesky3.wal
textures\stubbsy\metal12_2b.wal
textures\stubbsy\pcladder.wal
textures\stubbsy\pglogoc3.wal
textures\stubbsy\sj32owned.wal
textures\stubbsy\trans66.wal
maps\stubbsyjump32.bsp
stubbsyjump32.txt - this file
textures\sj32imglst.txt
------------------------------------------------------------------------

------------------------------------------------------------------------
Compile Information

Deleting file(s): 
stubbsyjump32.bsp

stubbsyjump32.map

stubbsyjump32.prt



Saving file(s): 
D:\games\Quake2\baseq2\maps\stubbsyjump32.map



Exporting stubbsyjump32.map to .map... 
OK


Executing process:

C:\Program Files\Qoole 99\bin\qbsp3.exe stubbsyjump32


---- qbsp3 ----
entering D:\games\Quake2\baseq2\maps\stubbsyjump32.map
Entity 0, Brush 753: mixed face contents
Entity 0, Brush 755: mixed face contents
Entity 0, Brush 757: mixed face contents
Entity 0, Brush 874: mixed face contents
Entity 0, Brush 945: mixed face contents
Entity 0, Brush 946: mixed face contents
Entity 0, Brush 979: mixed face contents
Entity 0, Brush 996: mixed face contents
Entity 0, Brush 1186: mixed face contents
Entity 0, Brush 1207: mixed face contents
Entity 0, Brush 1208: mixed face contents
Entity 0, Brush 1322: mixed face contents
Entity 0, Brush 1323: mixed face contents
0...1...2...3...4...5...6...7...8...9... (1)
0...1...2...3...4...5...6...7...8...9... (1)
writing D:\games\Quake2\baseq2\maps\stubbsyjump32.prt
Writing D:\games\Quake2\baseq2\maps\stubbsyjump32.bsp
    3 seconds elapsed

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

===== 

Executing process:

C:\Program Files\Qoole 99\bin\good\TIMVIS3.EXE -level 4 stubbsyjump32


---- vis ----
testlevel = 4
reading D:\games\Quake2\baseq2\maps\stubbsyjump32.bsp
reading D:\games\Quake2\baseq2\maps\stubbsyjump32.prt
 939 portalclusters
2803 numportals
0...1...2...3...4...5...6...7...8...9... (6)
0...1...2...3...4...5...6...7...8...9... (465)
Average clusters visible: 180
Building PHS...
Average clusters hearable: 531
visdatasize:140537  compressed from 225360
writing D:\games\Quake2\baseq2\maps\stubbsyjump32.bsp
471.0 seconds elapsed

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

===== 

Executing process: 

C:\Program Files\Qoole 99\bin\good\ARGHRAD.EXE -extra stubbsyjump32


----- 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\stubbsyjump32.bsp
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (751)
0...1...2...3...4...5...6...7...8...9... (189)
0...1...2...3...4...5...6...7...8...9... (3)
----- Save BSP File -----
writing D:\games\Quake2\baseq2\maps\stubbsyjump32.bsp
----- Time -----
  958 seconds elapsed

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


------------------------------------------------------------------------