And how about your knowledge of the engine/compilers?
this is my second map for HL, and probably the last one ...
I don't know that much the compilers, but I stand by the community to support me ...
Half-Life uses a bsp method wich isn't really optimized for outdoor scenes...
I know, don't worry : most part of the game happens in the destroyer, and inside rooms are, I think, well layed and scattered. the only thing that bother me, is that HL/Hammer are considering the portholes as potentials exits, and uselessly draw most of the time the half of the ship, even if I close the windows with skyboxes : ...
Are you using entities to ease the VIS process for example?
yes and no : I added some hints brushes in the map, but I think there aren't considered by the engine because I only run fast compilations ...
why only fast ones ? because :
fast compilation = about 10 minutes
full compilation = more than 13 hours.
You need to rememebr that any face that is inside the map area will be rendered
but I didn't know the skybox was rendered, I mean I don't see any patches of sky, there aren't lighting rendering on, neither shadows or anything, are youy really sure the skybox is rendered too ? : ...
Set things like paper on tables to func_wall or func_illusionary.
I know that trick is useful for some objects on a standard map, but I am not sure that could help if I apply it in this project, because on a way a lot of thing is touching a lot of things, then what do you think that will happen if about 20-25% of the map is turned into func_walls ?
I never tried : I will make a test ... is there any func_walls number limit ? ^^
cylinders should be a func_wall, or they should not be allowed to touch any other world brush.
there aren't cylinders in this map, from a Hammer point of view, I only gather boxes and use a lot the vertex tool, but that's ok I get what you mean.
HL can't handle too many complex shapes, I think your engine room might be a problem, looks very complex in terms of shapes cutting into each other. Try getting some models or make more of the stuff into func_walls.
I think you underestimate HL/ZHLT/Hammer : I thought like you first, but when I build and compile the map, I am amazed (using the wireframe display) to see how the compilers are making wonders with so much faces : a very smart laying in my opinion.
and on an other hand, 500 more or less faces aren't that critical in this kind of map, I mean with our current computers : personnaly I don't notice any real slowness when there are 2000 wpolys on the screen instead of 800, and my comp cannot run Doom3 ...
I will upload soon on the webpage an alpha version of the map : that way you will be able to directly see how the map is build and what could be improved ...