Need help with my map

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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I don't understand what the problem is. Seems like it compiled fine?
 

Egan

aa
Feb 14, 2010
1,375
1,720
Some things like LDR leaf ambient, I know you can surpass and your map will run fine. (I think entdata is another). As you also said, you can use the propper tool to cut down on geometry, and where to use it? I'd imagine you could turn some of the badlands stage into model since it's all being rendered as world geometry (not even func_detail).

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A friend of mine who made a bhop map said he found combining the trigger entities also helped, yes.
 

d4rk

L1: Registered
May 8, 2013
16
3
I don't understand what the problem is. Seems like it compiled fine?

It has an error refering to max number of brushes or brush faces, this error causes map compile to stop completely.

Some things like LDR leaf ambient, I know you can surpass and your map will run fine. (I think entdata is another). As you also said, you can use the propper tool to cut down on geometry, and where to use it? I'd imagine you could turn some of the badlands stage into model since it's all being rendered as world geometry (not even func_detail).

A friend of mine who made a bhop map said he found combining the trigger entities also helped, yes.

Thanks for the info, ill combine all teles and other stuff (regens and hurts) together. As for using propper, will turning the buildings into props reduce number of brushes? I think I could also turn various details and stairways into props throughout the map :)
 

Egan

aa
Feb 14, 2010
1,375
1,720
As for using propper, will turning the buildings into props reduce number of brushes? I think I could also turn various details and stairways into props throughout the map :)

Yes. Turning brushes into models literally changes them from being a brush into a model (so it doesn't affect planes/vertices/brushsides/etc). I haven't actually tried it myself, but I have heard that there are sometimes lighting issues you can get by doing really massive propper models. (Also keep in mind that these models don't seal your map).
 

d4rk

L1: Registered
May 8, 2013
16
3
Yes. Turning brushes into models literally changes them from being a brush into a model (so it doesn't affect planes/vertices/brushsides/etc). I haven't actually tried it myself, but I have heard that there are sometimes lighting issues you can get by doing really massive propper models. (Also keep in mind that these models don't seal your map).

This is literally the answer to everything.

Also a related note, I had a look at maps from other source games that started to max out in size. surf_omnific is probably the best example at effective use of propper and optimization. Look how chokers it is!

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