You realize you're using a 64x64 dev texture used to represent ice? I suggest you use the 128x128 dev reflectivity textures to reduce visual noise.
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It's also deep enough that it's impossible to see your corpse hit the bottom.
Thought of that kind of thing, but when you fall in you still have the camera follow you down for a few seconds. I thought it was funnier to never see yourself hit bottom.You can make a func_illusion at the bottom to make corpses disappear which fell in the pit. just an idea.
It's a placeholder. I'll have to decide if that drill fits with the map.Why not use this drill model instead of that uh... giant pencil tip...?
Do visleaves with a lot of sides actually present a calculation problem? Because that's what you'd be looking at here, a single pseudocylinder (not counting the automatic subdivisions VBSP makes at regular intervals). I always assumed those were way better than, say, rounded outer corners where you get a buttload of little wedges, but I hadn't thought about calculation complexity.It's quite possible, Toomai, that you put too much effort into making that hole round. Obviously, the more surfaces you have the more of a pain it is to calculate vis and since, in my experience, players don't really notice anything greater than a 20 sided shape for large cylinders you'd probably be fine with that.
I'll have to decide if that drill fits with the map.