I disagree wholly. It runs really well for me.
Runs well =/= well optimized.
Harvest is a huge box with buildings in it (i.e. there are alot of places where the entire map is rendered), so it has to be under-detailed for it to run well. I have to agree with red3pit, and since he's adding a bunch of stuff for the medieval version, it starts to run worse.
You see, there is a great rule: optimize ONLY if you have a problem, and as long as you do. If the map runs well, further optimisation is not required, and if red3pit's harvest reskin starts to run bad, there is NO reason to blame original heyo's harvest - that didn't need much optimisation, and red3pit is responsible for it now. Doesn't make sense to blame original optimisation for being insufficient now.
Maps with very open layouts will have poor optimization (e.g. mvm maps) and, therefore, have to be under-detailed. The original harvest faced the same problem and solved it by using area portal windows, occluders, and prop fades everywhere. There's only so much you can do with a map layout that is fundamentally poorly optimized, and the detailing reflects that.
I think we define "poorly optimized" differently.
I define poorly optimized as having problems with running at decent FPS, because otherwise it's optimized sufficiently and therefore not poorly, even if it wasn't optimized at all. It's not constrained, it depends on how complex it is.
Also, Harvest looks great to me, just like a TF2 map looks - well-detailed may not mean a lot of detail, either.
(sorry to double post, but the 420 character limit got me) With that, I also sort of disagree with the 1st sentence of your 1st reply here, because I imply that well = sufficiently, because what else could "well" mean without rather losing sense?
Hmm. Yeah, we define it differently. By well optimized, I mean that only what is necessary is rendered at any given location. If you use wireframe mode on harvest, you'll see that pretty much anywhere you stand, 70-90% of the level is rendered even when you don't see it.
Also yeah, under-detailed does not mean it has to be badly detailed.
Well, zero overdraw is the unreachable aim of any visibility determining algorithm, but I think you mean as little overdraw as possible in Source, in which case you're right, Harvest is a type of the map where it is hard (and not necessary) to pull off.
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