Vale (vale.bsp)
===============

Install by zipping, preserving subdirectories, into
your airquake2 folder.

Description
-----------

This is a small test level designed basically to
demonstrate the tesselated-triangle terrain construction
method, as described in the map design document. The map
source is included, so you can get a clearer idea of how 
it was constructed. A grass texture from the next texture
pak is also included; I just couldn't stand to see the
level with the regular quake2 grass :-)

The level geometry took maybe an evening to do, and I
think it was quite successful; the level is about the
size of sandman.bsp yet has much more complex terrain
and a lower poly count. This clearly shows the
advantages of this terrain construction method.

However, I wouldn't use it to cover an entire 8192x8192
level; for a start, that would fire up the poly count
well beyond what it needs to be, and anyway you'd be
there until christmas tweaking all the vertices :-)
Soon hopefully I will have a terrain generator which
will produce a map file constructed like this (using
tesselated triangles) from a simple greyscale
topographical map, which will save time and effort
immensely and give the mapmaker much more control over
how the level turns out.

Stats
-----

BSP: 10 seconds
VIS -fast: 6 seconds
ArghRAD -bounce 8 760 seconds

The fast vis was only done to please ArghRAD (grumble,
Quake1 LIGHT didn't need vis info...), and caused a lot
of vis errors I didn't need. The hint brush in the map is
there purely to solve a disappearing surface problem
caused directly by vis (vis HATES triangular terrain).

Legal Crapola
-------------

If you want to use this as a base for your own maps, go
ahead, just credit me if you use any bits of the map.
However, don't modify the grass texture or use it in
anything other than an AirQuake2 map.
FYI, the grass texture will be included in the next texture
set (and released in the next map-pak) so you can delete it
from that directory once you get either of those.
