Am thinking about doing a really large map (compared to helm´s deep!), and I already know the VIS stage will be a bitch. Which made me think - Can I not actually get rid of the automatically generated grid portals (set the value in worldspawn stupidly high so it doesnt actually cut) and put in my own blocks?
What helms deep showed me was that for large maps like this there´s a hell of a lot of areas with VIS calculation / data that bar the spectator you will never ever get to. I´m quite prepared for spectators to have a framerate from hell if players themselves are fine and it drops my compile times massively.
So is it a bad reason, and if so, why?
I don´t intend to have no structural brushes BTW, obviously they´d be used like normal, but I´d choose where the large scale map splitting occurred, which in some areas would be virtually nowhere because it´s not a playable area.

:drink:
Heh I think possibly the actual floorplan of goldrush might be a bit bigger (not sure), what HD has is simply a great deal of it in view all at once, so perhaps I shouldn´t say it´s a huge map as such. I just can´t think of a more accurate wording right now!
