I need optimization for my map (dr_doom)

Unicake

L2: Junior Member
Aug 25, 2017
80
13
I want to release the dr_doom_finished version of my map but I have problems making hint/skip objects, and all the optimization ways i have tried were failures...


I'm looking for a mapper that can optimize a big map.
Here's the map, if you want to see what it looks like
https://gamebanana.com/maps/196986

Here's how i want it optimized:
  • While going through the Tunnel with the Train Trap, i want the previous part of the map not rendered
  • While going through the first teleporter (teleporting players to the offices-style area), i want the entire previous industrial part of the map not rendered
  • While teleporting to Hell, i want the Big Area with the Teleporter to Hell + The Offices not rendered
  • While in Minigames, the Rest of the Map not rendered

Add me on steam, and i will send you the map .vtf, and we might also talk how you'd want to optimize it
http://steamcommunity.com/id/kloggnev/

PS. The One who optimizes my map just about right, has a chance of winning 10 Ref. Good luck optimizing this horrible map
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
You can check how much of your map is being rendered by typing mat_wireframe 1 into the console. If you've been building your map properly and not within a giant skybox box, things should not render behind a wall anyway. Your best bet to to put areaportals at the passageways. From the screenshots, there does not seem to be a problem with optimization anyway, so something must be horribly wrong if *everything* is being rendered like you say. Is VVIS running at all?
 

Unicake

L2: Junior Member
Aug 25, 2017
80
13
You can check how much of your map is being rendered by typing mat_wireframe 1 into the console. If you've been building your map properly and not within a giant skybox box, things should not render behind a wall anyway. Your best bet to to put areaportals at the passageways. From the screenshots, there does not seem to be a problem with optimization anyway, so something must be horribly wrong if *everything* is being rendered like you say. Is VVIS running at all?
I checked how much of my map is being rendered, and yeah, EVERYTHING is being rendered.
I check "Run VIS" at normal/fast everytime i Run Map
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I checked how much of my map is being rendered, and yeah, EVERYTHING is being rendered.
I check "Run VIS" at normal/fast everytime i Run Map
Is vvis actually working? Post your compile log.
 

Jusa

aa
May 28, 2013
377
618
I doubt no one wants to do all the boring work for you for "a chance to win" 10 refined, which is literally nothing.

Just find out what you did wrong and fix it your self.
 

Coding Ethan

L2: Junior Member
Oct 12, 2014
93
109
According to interlopers, there may be a leak. To find a leak, go to Map > Load Point File. Select dr_doom.lin and look for where the line escapes the map.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Optimizing this looks pretty simple, actually.
  1. Fix that leak. vvis won't run until you do.
  2. Don't use fast vvis, that will skip calculations and you won't see the true result of your optimization work.
  3. Make sure that each area you want to render separately, is actually separate. This means they should be self-contained boxes (with skybox brushes as the "ceiling" in outdoor areas) and not all thrown together in one massive box.
  4. Use areaportals in every passage between areas, like BigfootBeto suggested. These can "leak" so make sure there's no way to get around them without going through one.
Given the structure of your map, if you do these things, you may not need to use hints much (if at all).