Render culling is good, but can be better with the AP things mentioned below and if the intel-intel sightline is blocked.
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[04] Holy areaportal merging Batman! Any APs that have both their main surfaces on matching planes will be merged, regardless of the distance between them.
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[06] The bright red lines define the leaf I am standing in, which extends out beyond the fence from which point it can see the leaves all the way over in the red base. If you put a hint along the fence (at both bases) to slice these leaves it will prevent this.
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[20] Quite a bit of wasted lightmap data here, nodraw anything hidden under displacements.
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[23] Only one of these APs is needed.
Too many big flat empty building surfaces, but you are probably aware of that. I'm not really feeling the theme, there is a big dam up there but nothing else in the map really seems to relate to it.
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[02] I've never seen metal sheeting (by the spawn exit) have moire pattern like this, and one of the three does not. Something caused them to light poorly resulting in this.
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[07] Ugly stretched visualizer.
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[10] These pipes go into the roof but don't come out on the other side.
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[11] It's really bright in here.
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[13] Wood should be aligned vertically on the pillars. The stairs have ugly texture repetition and look really weird with the backside being stepped. The blu stairs also have a misaligned side texture.
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[14] This edge looks really horrible.
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[15] These structures are just strange, I don't quite get what they are supposed to be and the pipes add to the weirdness.
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[17] Crack! The top of this door is nodraw, the trigger should be larger, and doors look weird when they open down.
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[19] The cable/rings are pretty unsightly like this.
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[22] Concrete doesn't float (usually).
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[09] You can stand on this clip.
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[21] Railings need clipping so you can't stand on the outside edge.