Map Review, Need some help

A51

L1: Registered
Jun 21, 2012
18
8
Im making a map for SFM, and as I was doing so I also tested some things I've wanted to try out. The map is currently around 25% complete(however at this point it could be final), the map will have a locker room, an interrogation and break room, a cargo yard, a garage/ hangar and a high detail outside. The map has many cubemaps to simulate dynamic cubemaps, since Source engine only supports static cubemaps. I've also lowered the lightgrid value to 4 for better shadows.

My overall goal for this map is to have a map that can be used for almost any situation in SFM. The theme of this map is viewing the inner structures of the bases up close and at higher detail, being able to explore them and such.

Now I've noticed the map is a tad bit bright, especially in the reel room, if someone could review my map, with scrutiny and suggest any improvements or solutions.

Also a weird problem I came across: One of my prop_statics(the vent corner) has turned dark red, in earlier compiles this was never an issue till I blocked a leak from an entity elsewhere within the map. Any solutions to this?

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More Screenshots of this map: here.

Map files if you guys want to open it up or run it for yourselves: Here (links to map files on Mediafire)
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
Don't worry about your map being over bright. When you do a final compile, make sure your HDR is higher than you want it to be. You almost always end up turning the exposure of the camera down to work with lights on the 'talent.'

All in all, it looks like it would make a great SFM map. The size of the map doesn't matter because it won't be played on on pub servers, so you don't have to worry about DL times. With that in mind however, I would still make some rough attempts to optimize maps like this because when you're in SFM it's effectively like playing the game and with too much detail etc it could cause crazy lag on computers.
 

WolfKit

L3: Member
Jun 26, 2012
128
83
Optimization doesn't really matter because you're not going to be playing the map in real time, but it will take longer to render if it is unoptimized.
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
Optimization doesn't really matter because you're not going to be playing the map in real time, but it will take longer to render if it is unoptimized.

Pretty sure that every time you move the camera or change any settings it is in game time or real time. Playback is also in real time, apart from pre-recorded objects in the game world playing back during gametime.