Kind of a mini update. I came up with a unique idea for lighting my de_syrinx map. The layout and everything is done and Spawn points are set... and oh yeah.. NO LEAKS! It is really easy to find and fix links with the displacement method*.
I read an article by DaveJ about gameplay and layout, and I took his advice. It takes exactly 13 seconds for either team (CTs and Ts) to reach the bomb target. this makes a wonderful choke point. I added some little diddies like evidence of how each team arrived at their spawn points (ex: rope leading down from ceiling).
The only work left is some texture alignment, and maybe a little more detail. I made sure to check to see if you could plant the bomb in a place where CTs coundn't defuse, and I fixed them (Its really annoying when Ts plant the bomb between 2 crates).
Ill post some screenies, either tonight, or tomorrow. Expect the map to be ready within the week. I've got Xmas vacation, so I'll have some quality time to work on it.
*The Displacement Method:
(**Note this method is only effective if you have 1 leak. It will work if you have multiple, but it is tough to figure out)
Make a large brush in the shape of a cube, and cover a big portion of your map with it, and run a minimal compile(No RAD or VIS). If you come up with a leak, move your cube to a different area of your map. Continue this until you have no leaks found during compile. Make the cube smaller to pinpoint the leak, each time compiling after changing the cubes size, to ensure you still know where the leak is. Continue this until you have a small area to search, and look for the leak, and seal it.
-A tutorial by Dorian27