I haven't quite figured out the BSP tree yet, but I did start on the quadtree. I
won't be using BLOCKMAP that comes with each level, because it only contains LINEDEFs and doesn't really do what I want. Each quad will contain whatever subsectors and segments are contained in it. Since glBSP adds "minisegs" which are just boundaries between sub-sectors it makes it easier to check whether the player has just changed sectors or has hit a wall( a normal segment ).
Here's some of the quad tree for MAP01. I used MAP01 because you can reference it with the older images and see the new segments/lines introduced by glBSP.
Right now the width/height of each quad is 64, but I can easily change it. The ones used in vanilla DOOM had a height/width of 128.
I added back in PWAD loading, I had to take out the THING code so there are no monsters or items in these shots. Both pictures are from Slayer MAP01.