Thank you for all your answers, and ragnar & shazak for the links. Testing Den of Lion, I didnt find it that big … Ill check the others later.
Posting the map min & max coords wouldnt be really revelant, since the map is rather vertical and doesnt use the whole ‘square’. Actually I think the best i’ve found to measure the map is walking from the start to the end point (for the attacking team, that is) :
Assuming all objectives are buit/destroyed/captured, going from the start to the end of “Canyon Depths” (my map =P …) is a +/-5min walk. Comparatively, Daybreak is a +/-3min. However, Im doing my best to avoid players having to walk too much to get to the action (kinda like daybreak 1st part, when repairing/escorting tank past the 1st barrier), and to use of different gameplays in different areas of the map. Im also trying to make sure players cant get lost far away from the place they should go. Currently, theres still some ‘walking’ areas left, but thats places im still working on =3.
Better safe than sorry : what can cause the HunkMegs-thingy crash ? Is it the weight of the bsp, number of ressources used (shaders, sounds, models), or both ?