Man, mapping for Alien Swarm is messing with my head.
Everything I've spent years learning in terms of optimisation and scale is being turned on its head.
All world geometry is converted to func_detail during the compiling process so you have to make a massive box around the map (SHOCK) and tie it to an entity in order for it to
not be tied to an entity upon compile.
Walls are ~160 high (HORROR)
i need to lie down.
They'd better not use this version of the engine for Episode 3...
You then export that to .vmf and open it in Hammer for detailing and entity placement.
Oh, and you remember nodraw, right? Well you don't use that here. You use nolit or something like that. Basically vRAD's version of Skip.
It's all mad.
That's cool hunter how'd you find that
I'm NOT going to even try to map for this. Because I don't have Hammer for Source
Looks kind of neat IMO, would like to try it if my laptop wasn't made of pure crap. (Alright, it's pretty good for a laptop, shader model 1.1, but it still isn't very fun playing games on it)