-------------------attac.bsp--------------------
Title : Attack! (final)
Filename : attac.bsp
Date:	 : 23/08/2012
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 30mins on phenom II x3 710, 3gb DDR2 RAM with 256 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            252/512        16128/32768    (49.2%)
planes           7205/32768     144100/655360   (22.0%)
vertexes        18838/65535     226056/786420   (28.7%)
nodes           10567/32767     253608/786408   (32.2%)
texinfos         1921/32767      76840/1310680  ( 5.9%)
faces           13957/65535     279140/1310700  (21.3%)
clipnodes       31933/32767     255464/262136   (97.5%)
leaves           6700/32760     187600/917280   (20.5%)
* visleafs       4222/8192           0/0        (51.5%)
marksurfaces    15577/65535      31154/131070   (23.8%)
surfedges       63881/512000    255524/2048000  (12.5%)
edges           34155/256000    136620/1024000  (13.3%)
texdata          [variable]    3498060/33554432  (10.4%)
lightdata        [variable]          0/33554432  ( 0.0%)
visdata          [variable]          0/8388608  ( 0.0%)
entdata          [variable]      55397/524288   (10.6%)
* AllocBlock       40/64             0/0        (62.5%)
141 textures referenced
=== Total BSP file data space used: 5415691 bytes ===
6.09 seconds elapsed

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

It is done.

--------------------Changes Since Last Release-------------
Changes to final version

Increased light intensity further. Added more light sources.
Full redesign of the main ramp area, hopefully more fun to hold as soldier now.
Increased armour and health value of T bag. Reduced wait from 15 to 10.
Increased health value of FR bags to 40 each. Use like raiden and stowaway2 to keep HW alive.
Added a no-grenade-required 'air-lift'access to top way.
Replaced top-way doors with lasers for red-team convenience.
Removed gren1 from blue teams grenade bag.
Added ladder access from FR->Plank, also doubling as another SG platform.
Moved floor-grate-arrows up to stop the 'grenade trap' effect catching projectiles & throwables.
Simplified some more architecture for FPS/Clipnode reasons.
Hopefully fixed log-issues caused by bad capture point name (so long as that was the reason for logs failing to parse).


Changes from beta10
Increased light intensity, density and texture light size to improve visibility (some 300X increase in most areas).

Changes from beta9
Full re-texture and optimisation of entire map.
Added a new T at front door to slow offence and act as a further VIS block.
Added SG platform in FR.
wpoly in T area down to 1100 max

changes from beta8
Opened up bad-balc way from Offy spawn
Changed some layout to improve VIS blocking
NULL textured all non-visible planes (ergh)
Reduced geometry complexity throughout the map and overhauled outside layout
*fingers crossed*
wpoly in T area down to 1400 max

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

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.

FPS could potentially still be an issue on very poor PCs. If it is, you should really upgrade as the requirements are not intensive and there is no more optimising I can do without starting again entirely.

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

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\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b13_1" 
Arguments: "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b13_1" -low -wadautodetect -nowadtextures 
Entering E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b13_1.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:
 (1.44 seconds)
CSGBrush:
 (1.88 seconds)

Including Wadfile: \hammer\cs\cs_cbble.wad
 - Contains 4 used textures, 3.10 percent of map (61 textures in wad)
Including Wadfile: \hammer\cs\de_storm.wad
 - Contains 5 used textures, 3.88 percent of map (74 textures in wad)
Including Wadfile: \hammer\cs\cs_office.wad
 - Contains 5 used textures, 3.88 percent of map (102 textures in wad)
Including Wadfile: \hammer\cs\chateau.wad
 - Contains 3 used textures, 2.33 percent of map (136 textures in wad)
Including Wadfile: \hammer\vhlt\tools\zhlt.wad
 - Contains 1 used texture, 0.78 percent of map (17 textures in wad)
Including Wadfile: \hammer\decompiler\domino_btm.wad
 - Contains 10 used textures, 7.75 percent of map (92 textures in wad)
Including Wadfile: \hammer\wads\attac.wad
 - Contains 6 used textures, 4.65 percent of map (9 textures in wad)
Including Wadfile: \hammer\cs\torntextures.wad
 - Contains 2 used textures, 1.55 percent of map (162 textures in wad)
Including Wadfile: \hammer\wads\wales1.wad
 - Contains 6 used textures, 4.65 percent of map (58 textures in wad)
Including Wadfile: \hammer\wads\halflife.wad
 - Contains 64 used textures, 49.61 percent of map (3116 textures in wad)
Including Wadfile: \hammer\wads\liquids.wad
 - Contains 2 used textures, 1.55 percent of map (32 textures in wad)
Including Wadfile: \hammer\wads\tfc2.wad
 - Contains 11 used textures, 8.53 percent of map (395 textures in wad)
Including Wadfile: \hammer\wads\tfc.wad
 - Contains 10 used textures, 7.75 percent of map (279 textures in wad)

"wad" is ""

added 15 additional animating textures.
Texture usage is at 3.35 mb (of 32.00 mb MAX)
4.11 seconds elapsed

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



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\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b13_1" 
Arguments: "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b13_1" -low -chart -maxnodesize 256 

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       [     256 ] [    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...7914 (0.30 seconds)
BSP generation successful, writing portal file 'E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b13_1.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8033 (0.36 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7390 (0.33 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (1428,1960,422)-(1432,2096,442) in hull 3 of model 0 (entity: classname "worldspawn", origin "", targetname "")
2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8421 (0.47 seconds)
Reduced 2146 texinfos to 1921
Reduced 143 texdatas to 141 (3510912 bytes to 3498060)
Reduced 21584 planes to 7205

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models            252/512        16128/32768    (49.2%)
planes           7205/32768     144100/655360   (22.0%)
vertexes        18838/65535     226056/786420   (28.7%)
nodes           10567/32767     253608/786408   (32.2%)
texinfos         1921/32767      76840/1310680  ( 5.9%)
faces           13957/65535     279140/1310700  (21.3%)
clipnodes       31933/32767     255464/262136   (97.5%)
leaves           6700/32760     187600/917280   (20.5%)
* visleafs       4222/8192           0/0        (51.5%)
marksurfaces    15577/65535      31154/131070   (23.8%)
surfedges       63881/512000    255524/2048000  (12.5%)
edges           34155/256000    136620/1024000  (13.3%)
texdata          [variable]    3498060/33554432  (10.4%)
lightdata        [variable]          0/33554432  ( 0.0%)
visdata          [variable]          0/8388608  ( 0.0%)
entdata          [variable]      55397/524288   (10.6%)
* AllocBlock       40/64             0/0        (62.5%)
141 textures referenced
=== Total BSP file data space used: 5415691 bytes ===
6.09 seconds elapsed

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



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\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b13_1" 
Arguments: "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b13_1" -low -full -chart 
4092 portalleafs
12444 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:
 (8.22 seconds)
LeafThread:
 (1109.25 seconds)
average leafs visible: 273
g_visdatasize:641114  compressed from 2095104

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models            252/512        16128/32768    (49.2%)
planes           7205/32768     144100/655360   (22.0%)
vertexes        18838/65535     226056/786420   (28.7%)
nodes           10567/32767     253608/786408   (32.2%)
texinfos         1921/32767      76840/1310680  ( 5.9%)
faces           13957/65535     279140/1310700  (21.3%)
clipnodes       31933/32767     255464/262136   (97.5%)
leaves           6700/32760     187600/917280   (20.5%)
* visleafs       4222/8192           0/0        (51.5%)
marksurfaces    15577/65535      31154/131070   (23.8%)
surfedges       63881/512000    255524/2048000  (12.5%)
edges           34155/256000    136620/1024000  (13.3%)
texdata          [variable]    3498060/33554432  (10.4%)
lightdata        [variable]          0/33554432  ( 0.0%)
visdata          [variable]     641114/8388608  ( 7.6%)
entdata          [variable]      55397/524288   (10.6%)
* AllocBlock       40/64             0/0        (62.5%)
141 textures referenced
=== Total BSP file data space used: 6056805 bytes ===
1118.00 seconds elapsed [18m 38s]

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



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\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b13_1" 
Arguments: -extra "E:\Steam\steamapps\jordfleet@yahoo.co.uk\team fortress classic\tfc\maps\Attac_b13_1" -waddir E:\hammer\CS -waddir E:\hammer\WADs -low -smooth 50 

-= 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     [            10.000 ] [            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
                     [               off ] [               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:
141 textures referenced
Reading texlights from 'E:\hammer\vhlt\tools\lights.rad'
20 opaque models
865 opaque faces
13957 faces
Create Patches : 44866 base patches
877768 square feet [126398680.00 square inches]
880 direct lights
27 light styles

BuildDiffuseNormals:
 (1.39 seconds)
BuildFacelights:
 (290.13 seconds)
BuildVisLeafs:
 (39.73 seconds)
visibility matrix   :  13.9 megs
MakeScales:
 (55.70 seconds)
Transfer Lists :    30943672 :   30.94M transfers
       Indices :    22373976 :   21.34M bytes
          Data :    62012909 :   59.14M bytes
Bounce 1 GatherLight:
 (1.22 seconds)
Bounce 2 GatherLight:
 (1.64 seconds)
Bounce 3 GatherLight:
 (1.75 seconds)
Bounce 4 GatherLight:
 (1.63 seconds)
Bounce 5 GatherLight:
 (1.63 seconds)
Bounce 6 GatherLight:
 (1.61 seconds)
Bounce 7 GatherLight:
 (1.63 seconds)
Bounce 8 GatherLight:
 (1.64 seconds)
FinalLightFace:
 (3.33 seconds)
408.97 seconds elapsed [6m 48s]

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



--------------------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.


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!
