O_O
Exactly how hard on memory is an amount of more than 2048 entities? I'm talking env_sprites and env_beams here, though I guess its the case that graphic complexity has nothing to do with memory management of entities. But I mean...
WHY GOD? WHYYYYYYYYYYYYYYYYYYYY
Yes, I understand that in ordinary cases, 2048 entities should be more than enough, and I also understand that ordinary cases are the only cases that should exist according to you folks. But this is an unordinary case, and it's one I would hate not to be able to finish. This. In case you're blind or not the sharpest knife, that's not chaos. It's a series of beams forming 32 complete loops in a radial formation, all conforming to what looks like a donut with one of its sides stretched way out; each loop begins vertical on the interior, starts bending progressively until it reaches near-horizontal on the far exterior, then mirrors itself and finds itself vertical again on the opposite interior side (that only describes half of the loop, of course.) What? That meant nothing to you? Oh I'm sorry. Look my point is that this particular feat involves one mothereffin hefty system of beams, because that's what it is: one mothereffin hefty system of beams. One thing it DOESN'T involve is virtually any brushwork. HL2 maps can be big, detailed, loaded with real-time effects...(that's what Source was made for rite?) What HL2 maps CAN'T be is tiny maps with no next-gen and/or graphically intensive effects whatsoever and...extremely complex structures made of sprites. Why? Because that's not what Source was made for? Well dagumit ya dun told me so didn't ya.
I am 100% certain that if my hardware can run HL2 smoothly, it can run what I'm trying to make smoother than smoothly. I need the entity limit removed. I need it removed now. I must continue. I know what you guys are going to say. "Impossible, sorry." But, that's not what I want to hear. So tell me something else. Please.