Okay, there is something I've never found a clear answer about. Can I utilize hint brushes in multiplayer maps in any way?
I have done various things such as func_walling entities and lifting things one unit off the ground, though some segments of my map still lag, and I figured out why!
By using gl_wireframe 2 (or whatever the command was), I noticed that VIS renders some things from miles away. A good example is how my multiplayer map (it's an escape map BTW) begins above ground and you slowly proceed underground. I noticed that, when above ground, VIS renders everything under the ground - that's no good! Vice versa when I'm underground as well.
Now, I heard everything is rendered at once for multiplayer, but can I use a hint brush to, say, make it so that VIS does not render the underground portions from above ground?
If hint brushes can't be used in multiplayer, anybody got any other good r_speed optimization tips?