-------------------attac_beta8.bsp--------------------
Title : Attack! (beta8)
Filename : attac_beta8.bsp
Date:	 : 27/02/2012
Author : Jordan Fleet (sMeLLyCaT / CaTTa)
Email Address : jordfleet ( at ) yahoo (dot) co (dot) uk
Description : TeamFortress Classic OvD CTF map
Number of Teams	 : 2
Recommended # of Players: 8

--------------------Technical Details----------------------
Base Used	 : Original
New Textures	 : Yes, mostly from CS .WADs but also some new wall textures from 						http://www.davegh.com/index.php (excellent free tileable images here)
New Sounds	 : No.
New Environment	 : No - used bloody-marvelous from xpress2k4
Editor used	 : Valve Hammer Editor 3.4
Build time	 : Approx 35mins on phenom II x3 710, 3gb DDR2 RAM with 64 nodesizes (increased VIS 			time by at least 3 times)
Tools		 : VHLT (build 25) http://forums.svencoop.com/showthread.php?t=38059 **if you're 				still using zoners tools I -strongly- suggest changing to these.**

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models            237/512        15168/32768    (46.3%)
planes           9119/32768     182380/655360   (27.8%)
vertexes        20708/65535     248496/786420   (31.6%)
nodes           11555/32767     277320/786408   (35.3%)
texinfos         2355/32767      94200/1310680  ( 7.2%)
faces           16580/65535     331600/1310700  (25.3%)
clipnodes       31107/32767     248856/262136   (94.9%)
leaves           6749/32760     188972/917280   (20.6%)
* visleafs       4037/8192           0/0        (49.3%)
marksurfaces    18478/65535      36956/131070   (28.2%)
surfedges       74537/512000    298148/2048000  (14.6%)
edges           37577/256000    150308/1024000  (14.7%)
texdata          [variable]    3853564/33554432  (11.5%)
lightdata        [variable]          0/33554432  ( 0.0%)
visdata          [variable]     558007/8388608  ( 6.7%)
entdata          [variable]      65580/524288   (12.5%)
* AllocBlock       39/64             0/0        (60.9%)
165 textures referenced

--------------------Install Information--------------------

Unzip the files to the /steam/steamapps/team fortress classic/tfc directory with paths enabled 

--------------------Play Information-----------------------

Blue team must steal red-teams flag and return it to the Capture Point in their spawn. Deactivate security to allow access to plank and top-way entrances. Beware of the closing Fire Doors.

After a set time, restart the map and swap teams.

Red may vent the pressure (using the release button in the T) from the pipes in the upper flag room entry every 30 seconds to potentially kill pesky attackers trying to sneak in.

There is no blue base.

--------------------To do-----------------------

Major:
*Beta & playability testing
*Extensive cliff brushwork still to do - STILL TO DO! :(
*Optimisation

Minor:
*Second Red Respawn (still) needs work
*Maybe de-badlands the alternate entrance.
*General appearance improvements

--------------------Changes Since Last Release-------------
Changes from beta7
wpoly in main T area reduced from 2500 to 1700 (max values) to resolve FPS issues raised in playtest.
Created overview
Got the correct skybox names
created info.txt (primarily for o'saft)

Changes from beta6
LEAKS FIXED!
Outside has major work, new bridge, layout etc.
New enviroment lighting
New skybox
Toying with water cautistics outside (check the reflections under the dam-arch and 'light rays' in water)

Changes from beta5
Significant new brushwork, entity work and ambient sounds.
Valve release to kill players in upper entry
Door override stops players being stuck in upper - allows a surprise attack
Players blocked from enterring flag room in prematch
spawn with full hp/armour
bags provide full hp/armour
offence can go through the new 'window' approach to bad-balc without concs (added vine-ladder)


Changes from beta4
Created quicker route to bad-balc (see http://www.youtube.com/watch?v=pnAHpMDYINw)
Glass in the rocks and thanks to #tfc.pickup inside
Added small lip on bad-balc entryway, and slideable red-team decal
Pipe-room detail in FR
Added floor level red-tex-light, hooked up to security
Changed lighting to texture lights, adjusted light levels to (hopefully) work with the new red-tex-lights
Slightly improved red respawns detail
Minor adjustments to Arch size and mini ramp angles (near plank).

changes from beta 2
FR engy window bays made more sg friendly
FR water has been deepened
Doors now open by trigger, rather than by walking into them
Trim on T changed to be more accessible
Lasers no longer hurt at all to red team
Major lighting overhaul
Added bag sounds & security sounds in red base
Cliff brushwork improved


--------------------Notes and Known Bugs-------------------
There is one known bug which I don't want to post in-case of abuse, but it's fairly minor and isn't a big deal if it isn't fixed.

FD can get very spammy when the flag moves, hopefully after a bit of play offence will realise taking balc or bad-balc can be more effective and that defence leave themselves very vulnerable to the relay moving all four players to the main ramp, even if the flag gets held an extra minute or so.

If FPS seems good on the beta8 playtest then I will consider more detail outside.

--------------------Full log------------------------


** Executing...
** Command: Change Directory
** Parameters: E:\Steam\steamapps\\team fortress classic


** Executing...
** Command: Copy File
** Parameters: "E:\Steam\steamapps\Attac_b7_final2_64_2.map" "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2.map"


** Executing...
** Command: E:\hammer\vhlt\tools\hlcsg.exe
** Parameters: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2"

hlcsg v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
-----  BEGIN  hlcsg -----
Command line: E:\hammer\vhlt\tools\hlcsg.exe "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" 
Arguments: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" -low -wadautodetect -nowadtextures 
Entering E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       3 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
reset logfile         [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 33554432 ] [ 33554432 ]
max lighting memory   [ 33554432 ] [ 33554432 ]
priority              [     Low ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [     off ] [     off ]
clip hull type        [  simple ] [  simple ]
onlyents              [     off ] [     off ]
wadtextures           [     off ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
wadcfgfile            [    None ] [    None ]
nullfile              [    None ] [    None ]
nullify trigger       [      on ] [      on ]
min surface area      [   0.000 ] [   0.000 ]
brush union threshold [   0.000 ] [   0.000 ]
map scaling           [    None ] [    None ]
light name optimize   [      on ] [      on ]
UTF8 game_text        [      on ] [      on ]

Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[zhlt.wad]

CreateBrush:
 (3.19 seconds)
CSGBrush:
 (3.48 seconds)

Including Wadfile: \hammer\cs\cs_cbble.wad
 - Contains 4 used textures, 2.61 percent of map (61 textures in wad)
Including Wadfile: \hammer\cs\de_storm.wad
 - Contains 6 used textures, 3.92 percent of map (74 textures in wad)
Including Wadfile: \hammer\cs\cs_office.wad
 - Contains 5 used textures, 3.27 percent of map (102 textures in wad)
Including Wadfile: \hammer\cs\chateau.wad
 - Contains 3 used textures, 1.96 percent of map (136 textures in wad)
Including Wadfile: \hammer\vhlt\tools\zhlt.wad
 - Contains 1 used texture, 0.65 percent of map (17 textures in wad)
Including Wadfile: \hammer\decompiler\domino_btm.wad
 - Contains 10 used textures, 6.54 percent of map (92 textures in wad)
Including Wadfile: \hammer\wads\attac.wad
 - Contains 6 used textures, 3.92 percent of map (7 textures in wad)
Including Wadfile: \hammer\cs\torntextures.wad
 - Contains 3 used textures, 1.96 percent of map (162 textures in wad)
Including Wadfile: \hammer\wads\wales1.wad
 - Contains 8 used textures, 5.23 percent of map (58 textures in wad)
Including Wadfile: \hammer\wads\halflife.wad
 - Contains 84 used textures, 54.90 percent of map (3116 textures in wad)
Including Wadfile: \hammer\wads\liquids.wad
 - Contains 2 used textures, 1.31 percent of map (32 textures in wad)
Including Wadfile: \hammer\wads\tfc2.wad
 - Contains 10 used textures, 6.54 percent of map (395 textures in wad)
Including Wadfile: \hammer\wads\tfc.wad
 - Contains 11 used textures, 7.19 percent of map (279 textures in wad)

"wad" is ""

added 18 additional animating textures.
Texture usage is at 3.86 mb (of 32.00 mb MAX)
7.89 seconds elapsed

-----   END   hlcsg -----




** Executing...
** Command: E:\hammer\vhlt\tools\hlbsp.exe
** Parameters: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2"

hlbsp v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
-----  BEGIN  hlbsp -----
Command line: E:\hammer\vhlt\tools\hlbsp.exe "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" 
Arguments: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" -low -chart -maxnodesize 64 

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       3 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 33554432 ] [ 33554432 ]
priority            [     Low ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noinsidefill        [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [      64 ] [    1024 ] (Min 64) (Max 65536)
remove hull 2       [     off ] [     off ]


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...10757 (0.42 seconds)
BSP generation successful, writing portal file 'E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10121 (0.56 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...8807 (1.00 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (916,808,422)-(920,944,442) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2500...3000...3500...4000...4500...5000...5500...6000...6500...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (-2060,1151,228)-(-2045,1161,238) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
7000...7500...8000...8500...9000...9500...10000...10500...10858 (1.17 seconds)

**trimmed some abiguous leafnote errors that need addressing but aren't a problem compiling**

Reduced 3387 texinfos to 2355
Reduced 170 texdatas to 165 (4044304 bytes to 3853564)
Reduced 31286 planes to 9119

**object table in tech info**

165 textures referenced
=== Total BSP file data space used: 5991548 bytes ===
12.16 seconds elapsed

-----   END   hlbsp -----




** Executing...
** Command: E:\hammer\vhlt\tools\hlvis.exe
** Parameters: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2"

hlvis v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
-----  BEGIN  hlvis -----
Command line: E:\hammer\vhlt\tools\hlvis.exe "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" 
Arguments: "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" -low -full -chart 
4037 portalleafs
12553 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       3 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 33554432 ] [ 33554432 ]
max vis distance    [       0 ] [       0 ]
priority            [     Low ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [      on ] [     off ]


BasePortalVis:
 (14.20 seconds)
LeafThread:
 (1657.64 seconds)
Warning: Leaf portals saw into leaf
    Problem at portal between leaves 3919 and 3923:
       (-2883.446 -403.938 147.692)
    (-2889.143 -384.000 150.857)
    (-2989.714 -32.000 205.444)
    (-2989.714 -32.000 15.736)
    (-2988.638 -35.767 16.203)

**damn pesky leafs**

average leafs visible: 422
g_visdatasize:558007  compressed from 2038685


165 textures referenced
=== Total BSP file data space used: 6549555 bytes ===
1672.45 seconds elapsed [27m 52s]

-----   END   hlvis -----




** Executing...
** Command: E:\hammer\vhlt\tools\hlrad.exe
** Parameters: -extra "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2"

hlrad v3.4 VL25 (Oct 23 2011)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (vluzacn@163.com)
-----  BEGIN  hlrad -----
Command line: E:\hammer\vhlt\tools\hlrad.exe -extra "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" 
Arguments: -extra "E:\Steam\steamapps\\team fortress classic\tfc\maps\Attac_b7_final2_64_2" -waddir E:\hammer\CS -waddir E:\hammer\WADs -low -smooth 50 -dlight 6 -customshadowwithbounce 

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 3 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [               off ] [               off ]
estimate             [               off ] [               off ]
max texture memory   [          33554432 ] [          33554432 ]
max lighting memory  [          33554432 ] [          33554432 ]
priority             [               Low ] [            Normal ]

vismatrix algorithm  [            Sparse ] [            Sparse ]
oversampling (-extra)[                on ] [               off ]
bounces              [                 8 ] [                 8 ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
smoothing threshold 2[         no change ] [         no change ]
direct threshold     [             6.000 ] [            10.000 ]
direct light scale   [             1.000 ] [             1.000 ]
coring threshold     [             0.010 ] [             0.010 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global light scale   [ 2.000 2.000 2.000 ] [ 2.000 2.000 2.000 ]
global gamma         [ 0.550 0.550 0.550 ] [ 0.550 0.550 0.550 ]
global light scale   [             2.000 ] [             2.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]

custom shadows with bounce light
                     [                on ] [               off ]
rgb transfers        [               off ] [               off ]
minimum final light  [                 0 ] [                 0 ]
size of transfer     [         1 (16bit) ] [         1 (16bit) ]
size of rgbtransfer  [         2 (32bit) ] [         2 (32bit) ]
soft sky             [                on ] [                on ]
translucent depth    [             2.000 ] [             2.000 ]
block opaque         [                on ] [                on ]
ignore textures      [               off ] [               off ]
reflectivity gamma   [             2.200 ] [             2.200 ]
reflectivity scale   [             1.000 ] [             1.000 ]


Load Textures:
165 textures referenced
Reading texlights from 'E:\hammer\vhlt\tools\lights.rad'
2 opaque models
420 opaque faces
16580 faces
Create Patches : 48326 base patches
848722 square feet [122216080.00 square inches]
935 direct lights
29 light styles

BuildDiffuseNormals:
 (1.45 seconds)
BuildFacelights:
 (322.95 seconds)
BuildVisLeafs:
 (63.20 seconds)
visibility matrix   :  19.9 megs
MakeScales:
 (82.20 seconds)
Transfer Lists :    46946284 :   46.95M transfers
       Indices :    33001872 :   31.47M bytes
          Data :    94024364 :   89.67M bytes
Bounce 1 GatherLight:
 (1.97 seconds)
Bounce 2 GatherLight:
 (2.48 seconds)
Bounce 3 GatherLight:
 (2.63 seconds)
Bounce 4 GatherLight:
 (2.56 seconds)
Bounce 5 GatherLight:
 (2.63 seconds)
Bounce 6 GatherLight:
 (2.59 seconds)
Bounce 7 GatherLight:
 (2.64 seconds)
Bounce 8 GatherLight:
 (2.56 seconds)
FinalLightFace:
 (3.73 seconds)
499.05 seconds elapsed [8m 19s]

-----   END   hlrad -----




** Executing...
** Command: E:\hammer\vhlt\tools\hlrad.exe
** Parameters: +map "Attac_b7_final2_64_2"



--------------------Thank You To the Following-------------
snarkpit.net for their various tutorials and prefabs (full links soon)
twhl.info for their excellent tutorials and forums
Tex links https://developer.valvesoftware.com/wiki/Material_Download_Sites and http://www.davegh.com/index.php
Badlands mapper for the alternate balcony inspiration
All the players in #tfc.pickup for playtests and phew for constantly re-uploading new versions.
More to come


Legal Stuff:
This map was designed and created by Jordan Fleet, please do not copy this level in any shape or form without permission.
Please do not use this level as a base for your own without permission. 
Cheers, and enjoy!
