- Apr 9, 2008
- 1,706
- 1,491
Okay. Let's take a look at the optimisation in this map and why most of it is poopy.
The areaportal just outside the spawn room and the one parallel to the floor are not neccessary and the areaportal in the second screenshot is crooked along the corner. The same applies to the other exit. Oh, and it would be better if you moved the areaportals closer towards the door's so they cull more objects.
This giant areaportal is completely unneccessary unless you really want people to able to fire over the building and it's just not culling much anyway so you should just throw down a skybox brush right across this area like so.
And this would help prevent most of the other area from being rendered whilst inside your own base. Actually, it would make sense to extend this skybox brush all the way across the length of the building but, of course, it's not as simple as that. Due to how your building is laid out and some parts of it would disappear when viewed from certain places in the map. I'd be happy to sort this out for you!
OH NO. Why is the roof func_detail? Make it a world-brush and remove the areaportal which would help reduce all the objects behind the red from being rendered.
This areaportal running parallel to the floor isn't doing an awful lot.
But if you still want the room to be culled then I suggest you do the following.
Make the roof a world-brush but clip the edges that extend over the walls and turn those into func_detail (indicated in red) as well as the small thin brush running along the gap. Then place an areaportal where the gap is and that should work fine.
And for some other stuff.
The following should be func_detail'd.
And none of your props seem to have fade distances.


The areaportal just outside the spawn room and the one parallel to the floor are not neccessary and the areaportal in the second screenshot is crooked along the corner. The same applies to the other exit. Oh, and it would be better if you moved the areaportals closer towards the door's so they cull more objects.


This giant areaportal is completely unneccessary unless you really want people to able to fire over the building and it's just not culling much anyway so you should just throw down a skybox brush right across this area like so.

And this would help prevent most of the other area from being rendered whilst inside your own base. Actually, it would make sense to extend this skybox brush all the way across the length of the building but, of course, it's not as simple as that. Due to how your building is laid out and some parts of it would disappear when viewed from certain places in the map. I'd be happy to sort this out for you!

OH NO. Why is the roof func_detail? Make it a world-brush and remove the areaportal which would help reduce all the objects behind the red from being rendered.

This areaportal running parallel to the floor isn't doing an awful lot.

But if you still want the room to be culled then I suggest you do the following.

Make the roof a world-brush but clip the edges that extend over the walls and turn those into func_detail (indicated in red) as well as the small thin brush running along the gap. Then place an areaportal where the gap is and that should work fine.
And for some other stuff.
The following should be func_detail'd.


And none of your props seem to have fade distances.
