You. Have. Too. Much. Custom. Content.
See lump 40? thats your pakfile, everything custom goes in there. 45.4% of your map is custom content.
lumps 8 and 53 are lighting and lighting HDR respectively so 40MB of your map is lighting, but thats not huge considering everything other than lighting and custom content is <3MB a piece. putting your map at only 63MB for no CC at all!
displacement lightmaps is 34
Physcollide is lump 29
So i took a look inside the pakfile and i was shocked to see redundant textures! D:
You've paked transmitter_uv_spec.vtf and transpitter_uv.vtf in twice adding an extra ~1MB
For props like the swamp pack's rowboat, you want to only include the files you're using. If you only have one or two skins used in your map make sure you only pak in the corresponding textures, not all three. (i dont actually know if you're using all three skins but be aware of that anyhow)
cap_point_intel.....vtf is the worst offender, you have three of them at 5.33MB each, thats 16MB of custom capture points, and for what? to indulge your content fetish? The new capture points serve no purpose other than to look fancy and for 15MB thats a lot of redundant filesize you're forcing on the player!!
I'd vote for removing them all together, as there is no clear need for them to exist. But if you must use them you can at very least investigate the VMT commands for tinting a texture's colour and then simply having a neutral texture that gets warped to red/blue by the VMT to save a whole 10MB!!!
I'd also consider any mix of these extra two options:
- Remake the model with one less strip of colour so that you can cut down a frame (~1MB) from any animated textures you choose to keep so if you keep all three thats 3MB saved
-re-UV the texture of the base so that the non glowing section uses one static texture and the rings to use an animated texture, you could then have the animated part perhaps as small as 256 or perhaps 128 since there isn't much detail in that part a lowres texture would be fine. then you're only animating a tiny part of it.
I'd recommend this method since you could potentially cut your 16MB cap base down to just 2MB if you used the VMT commands to change the skin's tint as well. (one static 1024 texture ~1MB and one 256 animated texture ~0.5MB)
Also, backtracking slightly, you can also shave off on your vcollide data by making displacements that can't be reached non solid (one of the displacement options in the displacement menu) Also, any prop that isn't set to notsolid will add to this lump so again, any prop that can't be reached... make it nonsolid!
I'm sure you also know about lightmap optimisation. since you've already surpassed the killer 100MB milestone and are in beta you should have done this ages ago, but i bet you haven't yet, so get on that!!
See lump 40? thats your pakfile, everything custom goes in there. 45.4% of your map is custom content.
lumps 8 and 53 are lighting and lighting HDR respectively so 40MB of your map is lighting, but thats not huge considering everything other than lighting and custom content is <3MB a piece. putting your map at only 63MB for no CC at all!
displacement lightmaps is 34
Physcollide is lump 29
So i took a look inside the pakfile and i was shocked to see redundant textures! D:
You've paked transmitter_uv_spec.vtf and transpitter_uv.vtf in twice adding an extra ~1MB
For props like the swamp pack's rowboat, you want to only include the files you're using. If you only have one or two skins used in your map make sure you only pak in the corresponding textures, not all three. (i dont actually know if you're using all three skins but be aware of that anyhow)
cap_point_intel.....vtf is the worst offender, you have three of them at 5.33MB each, thats 16MB of custom capture points, and for what? to indulge your content fetish? The new capture points serve no purpose other than to look fancy and for 15MB thats a lot of redundant filesize you're forcing on the player!!
I'd vote for removing them all together, as there is no clear need for them to exist. But if you must use them you can at very least investigate the VMT commands for tinting a texture's colour and then simply having a neutral texture that gets warped to red/blue by the VMT to save a whole 10MB!!!
I'd also consider any mix of these extra two options:
- Remake the model with one less strip of colour so that you can cut down a frame (~1MB) from any animated textures you choose to keep so if you keep all three thats 3MB saved
-re-UV the texture of the base so that the non glowing section uses one static texture and the rings to use an animated texture, you could then have the animated part perhaps as small as 256 or perhaps 128 since there isn't much detail in that part a lowres texture would be fine. then you're only animating a tiny part of it.
I'd recommend this method since you could potentially cut your 16MB cap base down to just 2MB if you used the VMT commands to change the skin's tint as well. (one static 1024 texture ~1MB and one 256 animated texture ~0.5MB)
Also, backtracking slightly, you can also shave off on your vcollide data by making displacements that can't be reached non solid (one of the displacement options in the displacement menu) Also, any prop that isn't set to notsolid will add to this lump so again, any prop that can't be reached... make it nonsolid!
I'm sure you also know about lightmap optimisation. since you've already surpassed the killer 100MB milestone and are in beta you should have done this ages ago, but i bet you haven't yet, so get on that!!