________________________________________________________________________ | 1:04am 12-10-2003 StubbsyJump 32 - "Owned" | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | | 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 | | ŻŻŻŻŻŻŻŻŻ | | 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 | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | | 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 | | ŻŻŻŻŻŻŻ | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ------------------------------------------------------------------------ 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 ===== ------------------------------------------------------------------------