Thanks, I am pretty happy with what I managed to achieve in this map (still needs a name) the only issue I have is that it is kinda small (4-6 players perhaps)papercoffee wrote: @ memsys
This looks already very good ...can't wait to see the final product.
There are a few things you can do to reduce size:{S.o.W}DeathMask wrote:Dammit.
I didn't finish the pathing yet (only thing left) and I already exceed the sizelimit by 100kb...I don't know what else to do.
I'll get screenshots when the map is finished (whether or not it will make it to the contest).
1. Change your build options to the following turn optimise geometry OFF, set the slider minimise cuts - balance tree to 1 and ignore portal - portals cut all to 99.
2. Optimise order by using select all brush then use invert selection to select everything that is not a brush and order that to last, then select all pathnodes and order those to last before you rebuild.
3. Use as many semisolids as you can to reduce the number of cuts in your BSP.
4. Enable low shadow detail in as much places as you can
5. Minimise the use of actors by combining as many things into one actor, add light to a path node, add sound to a light and use pickups as makeshift pathnodes.
6. If you are still a few K short and your map has a lot of identical brushes you can use brush cloning to save those last few K you need , Link to tutorial