Commented 6 years ago2018-04-19 19:35:19 UTCComment #21326
w_poly reaches 2000, did you compile with fast VIS? Compile with VIS -full. Also same problem as with your previous map, an animated light is causing extreme fps drops. Other than that nice geometry but texturing and lighting are a bit repetitive.
Commented 6 years ago2018-04-27 06:30:26 UTCComment #21332
Like I said, make sure you compile with VIS -full and remove all animated lights, make the trucks func_wall or func_detail. As for lighting, use diffrrent shapes, sizes, placements and colors of lights.
Commented 6 years ago2018-04-27 13:20:55 UTCComment #21334
As far as I know func_* entities are always rendered no matter where you currently are and they also add up to the entity limit. Unlike func_detail. Don't forget that hints can help too.
Bad map design can also be a problem. If you have any badly-made parts of your map that are relatively expensive for the engine to render then try redesigning them, partially or completely.
But even if your map reaches 2000-2500 wpolys in certain spots then it doesn't mean it's trash, believe me. I mean, it's 2018 and nowadays people are definitely capable of running 2500+ wpoly maps at a framerate higher than 30 FPS.
Some basics regarding what hint brushes are.
As for the placement, you should try following this guide instead: https://gamebanana.com/articles/59
It's for Source but there shouldn't be any significant difference.
Don't forget that hints can help too.
Bad map design can also be a problem. If you have any badly-made parts of your map that are relatively expensive for the engine to render then try redesigning them, partially or completely.
But even if your map reaches 2000-2500 wpolys in certain spots then it doesn't mean it's trash, believe me. I mean, it's 2018 and nowadays people are definitely capable of running 2500+ wpoly maps at a framerate higher than 30 FPS.