Hello guys, I'm kinda new here, I always looked around here but I haven't made any post yet (until now). I have a question that it may be easy to answer here.
So this is the thing , I'm making a map as a submission for the 72 Hours Jam and I'm curious of what I have done to make the compilation time take longer than the last compilation (the last compilation took around 5-10 minutes and this one takes too long that I have to cancel it) , this is more or less what I did before the last compilation, btw I'm making some kind of "space" looking map:
- I optimized the skybox instead of making a cube around the map.
- I added CLIP textures to avoid players going to certain areas.
- I added some prop_dynamic (asteroids) to make it look "more realistic".
- I added a trigger_hurt below the playable area in case players fall off the map.
- I added platforms around the empty area. The platforms consists of 2 props and a "invisible" brush on top of the platforms.
- I made the middle part of the map (a bridge) func_detail.
- I turned cylinder brushes into func_detail.
Perhaps am I doing something wrong? I know I can improve some of the things I did (for instance ,the platforms, by doing simple brushes instead of the 2 models). The map isn't that big, that's why It got me really curious. Anyways I hope someone there can help me with this .
btw If you need pictures of the map in game or in the editor just ask.
So this is the thing , I'm making a map as a submission for the 72 Hours Jam and I'm curious of what I have done to make the compilation time take longer than the last compilation (the last compilation took around 5-10 minutes and this one takes too long that I have to cancel it) , this is more or less what I did before the last compilation, btw I'm making some kind of "space" looking map:
- I optimized the skybox instead of making a cube around the map.
- I added CLIP textures to avoid players going to certain areas.
- I added some prop_dynamic (asteroids) to make it look "more realistic".
- I added a trigger_hurt below the playable area in case players fall off the map.
- I added platforms around the empty area. The platforms consists of 2 props and a "invisible" brush on top of the platforms.
- I made the middle part of the map (a bridge) func_detail.
- I turned cylinder brushes into func_detail.
Perhaps am I doing something wrong? I know I can improve some of the things I did (for instance ,the platforms, by doing simple brushes instead of the 2 models). The map isn't that big, that's why It got me really curious. Anyways I hope someone there can help me with this .
btw If you need pictures of the map in game or in the editor just ask.