Origami Final - 06.04.2017
First released 06.08.2016

Made by Aciz & Sungi

Special thanks to:

Hazz - for his help with scripting.
Ryven - for fixing various ETJump bugs discovered while making this map and his work on Q3Map2 so this map could even be compiled.
Zero - for fixing various ETJump bugs discovered while making this map.
All people who helped test the map.

ETJump 2.2.0+ required, eariler versions will crash server due to >10 target_tracker indexes.
com_hunkmegs 96+ required.


---Final Changelog---

- Removed cards and made every section of the map open at the start.
- Removed target_speakers from the buttons that start timeruns as they were never heard by the player anyway.
- Converted all trigger_multiple + target_teleport combinations to trigger_teleports where applicable.
- VIS optimization in originals.
- Fixed an error in railgun_terrain.shader that forced 512px lightmaps on certain surfaces.
- Improved light compile settings.
- Fixed sound distortion in gaybar.wav loop.
- Removed the window covering entrance to hard cj section.
- Removed deformVertexes from clip shader to prevent brush face overlapping.
- Changed all rocks in Supply jumps to be vertex lit for consistency.
- Fixed a misaligned box in Pirates jump.
- Corrected several tree models to match their original models.
- Removed announcement when all originals are done.
- Portaljump completion announcement is now done per-player.
- Adjusted clipping on second VOB of the second portaljump to work properly on online games.
- Extended the pipe ramp at first section of portaljump 4 so that it goes fully inside the wall.
- Adjusted the position of the portal surface near the ceiling on portaljump 4 to prevent cheating.
- Fixed typo in portaljump 4 script that prevented the button on second section from moving when pressed.
- Various visual bug fixes.
- Possibly added new secret jumps ))


---R3 Changelog---

- Added timeruns for each originals section. Timeruns are only available on Allies, select timerun spawnpoints from the map. Timeruns don't need to be completed in order to finish the map.
- Added "blackroom spawns" to prevent spawning at incorrect spawnpoint if a spawnpoint is reserved.
- New command map.
- New sound when picking up cards (thanks hazz!).
- Reordered few originals from Hard and Insane sections.
- Clipping near the teleport at Battery easy jump is a bit more open.
- The fence at Fueldump prone lamp jump can now be shot like in original Fueldump.
- Radar allies spawn tree original now has easier waypoints.
- Reshaped Railgun insane pole jump room so it's no longer possible to cheat on it.
- Teleport to gammas is no longer active until all cards have been collected.
- Fixed typo at target_print when entering the gammas.
- Added indicators for various triggers found at portaljumps.
- Added cushion at various places in portaljumps to prevent dying and losing your portalgun.
- The ramp at portaljump 1 no longer restarts its animation if shot repeatedly (thanks hazz!).
- Added clipping to both VOBs at portaljump 2. You should always get 0 ups at them now.
- The first door at portaljump 3 now opens faster.
- Portaljump 4 rework:
	- Removed the moving platform at the first room and replaced it with a static platform.
	- The ramp at first room is now slightly bigger.
	- Moved the upper portalsurface at second room to prevent cheating.
	- The stack of boxes with portalsurface on top in third room is no longer touching the walls, preventing you from getting stuck inside a wall if portal is shot right next to one.
	- Timer is now slightly less strict due to first room being faster to complete (still 40 seconds).
- Improved lighting at Hard CJ section.
- Various surfaces at Hard CJ section are now black instead of gray to help distinguish them from the rest of the brush faces.
- Added teleport trigger to the ceiling of Radar prone tree jump at Hard CJ section to prevent cheating.
- Removed few unnecessary func_explosives around the map to free up entities.
- Various visual bug fixes.


---R2 Changelog---
- Fixed small texture misalignment.
- Fixed typo in mapscript.
- Optimized portaljump progress tracking.


---Statistics---

Compile time: 1h 27min 49sec
Compile machine: Intel Core i7-6700K @ 4.6GHz, 16GB DDR4 2133MHz, Windows 10 Pro x64

Compile settings:
BSP: -meta -mv 1024 -mi 6144 -samplesize 4
VIS: -saveprt
LIGHT: -light -fast -fastallocate -samples 4 -samplesize 4 -shade -thresh 0.5 -patchshadows -dark -dirty -bounce 3 -bouncescale 2 -lightmapsize 2048

Total brushes: 29813/32768
Total entities: 701/1024
Total brush-based entities: 156/256