The compiler will automatically nodraw most textures it deems as not being visible, so there's no need to nodraw all non-visible surfaces in most instances.i checked the vmf and i see this map is like valve. every rest texture that is hidden (not able to see) is still there and isnt nodraw. can you explain me how does that help?
Not much I can do about this, i've tried to get the correct lighting and textures but seamless transitions are pretty difficult. I'll see what I can do in future but it probably won't be muchon the skybox one displacement isnt connected to others
...what?everywhere on map are clips to make smooth right? the clips are sometimes just walls where better will be if they will be triangles at the corners because then they will take less space (will make the gameplay are minimal larger) and also players will see the original distance from wall.
This area is clipped due to the complex props here, if it was unclipped players could get easily stuck.a unclear invisible wall? invisible wall is not really needed in corner like that (check fotos)
^i checked it on red side. i forgot to check on blu and i don't know if blu also has. if does then i think small corner may also be good for like spies or just hiding or escaping.
again... what?many small junks but don't forget few that only "junks" that doesnt need to be fixed.
pls fix the props.
???i was searching for moving images like the training_annotation just for info if you really were interested.
I appreciate the feedback but a lot of this is really confusing. Also; you've attached images but not actually put them into any context, so I need to try and match them to what you're trying to say and i'm pretty sure i've got some of them wrong because of this.