Rules for the judges Feb 7, 2015 16:02:53 GMT -5
Post by NIN-KitsuneValley on Feb 7, 2015 16:02:53 GMT -5
Good summary as well to me, both you and Jay confirms what I've come to learn rather recently (though even on my most busy maps I don't think I went much more than a few hundred brushes, but compile time took long because I didn't quite yet understand vis fully, but now I pretty much do), I even separated the upper and lower levels from that one map I posted screenshots from a day or so ago in terms of vis and now I almost halved the r_speeds in each section, while even though the map has become increasingly complex since I last showed it's early progress, it has vis compile times in the mere seconds due to the geometry layout and efficient design despite being two rather large rooms with quite a bit of details instead of just one and gives me more room to beautify it and add more intricate bits of interest to it! Rather fun to see just how much you can do while respecting the Quake 2 engine restraints from knowing how it all works! Was why I agreed r_speed guidelines encourage (albeit a bit more modernized) a well designed map. But vis and r_speeds indeed can be highly separate in their results. Through mastering both, maps can be made both speedy to create and test, AND for players with dinosaurs to play (there are indeed surprising numbers of those players)!