it compiled okay. I played it.
Hmm.... I didn't try compiling the entire map. On my computer, that's best left for the end. The "cordon" tool is the best thing for me. I've read that the cordon tool creates a 64x64x64 box around the area you want to look at, and I've even taken pains to move the entire map away from the edge (it used to be 190 pts. away, which I thought was far enough). So... I'm thinking that there is a brush, which is skewed, but not enough to kill a full-blown compilation, but somehow crosses the area I want to check... does this sound right?
Some questions about the lighting I've never known the answers to are: "Can there be too much texture lighting?" I'd like to use it everywhere I can. "How do indoor maps come to have very even lighting?" I cannot seem to get this part (not for this map). "Does light-environment have anything to do with a map if there's no "sky" texture?"
And since you've got the map in your computer, any guidance as far as the hint brushes are concerned? It's my first time using them. At one point last month, I had a wpoly of 5500 in one spot. It's fixed now, but it's still way up there. That was without vis or rad. Does vis reduce r-speeds alot? In other words, if nothing were to change, and a person had a wpoly count of 4000 (nice round number), approximately what amount of reduction would vis create? 10%? 40%?
I appreciate the help! I really do. Most times the tutorials don't answer specific questions that come up and it's frustrating when someone's answer to a question is "Read the tutorial". Ever try to get an answer from the adminmod people? It's their answer for everything! And, again, I'm sorry for being such a whiner-baby earlier.