Use WASD This is an attempt to re-create Sega 1987 Phantasy Star style walls (first real-time dungeon crawler) by drawing all blocks on the same face. The trapezoid brick texture drawCount = average of 27 ( avg 15 (trapezoid filler) + 4 (outline) + 4 (hLines) + ((tile length*5)-1) ) vlines while a flat color 2 triangle quad filler is a avg drawCount of 28 without brick texture. The texture is vector based so it is not jaggy, like with UV map or vline costumes.
The offset brick effect has 5 vLines per block, which are 2 dash or 3 dash costumes stamped and horizontal pen lines are just 4 lines per wall quad, this can keep drawCount low. Uses the same quadcaster method to convert rays to quads but added adaptive sampling [course scan at res 8 and fine scan around the discovered edge at res 1 eg: 480/8 + 3 edges *8 < 480] to reduce raysteps. The raycaster is further reduced as it only runs every 10 frames if standing still or moving forward using temporal coherence to re-project the last scanned quads by movesteps unless inside a door frame. The raycaster stepping are the slowest part of raycasters, not the drawCount as I assumed at first. Its a little buggy but reasonable performance. I want to try a 2d vector version of this map next with potentially visible sets. This map has 320 vertex and 320 edges. Thx to @mraero to help simplify the edge finding logic