After downloading the map I really like it. You have some good ideas here and there… 
Anyway, I thought about what could be done to reduce the hunk usage of your map and maybe it’s possible to lower it from now 65 MByte below the default of 56 MByte with some effort.
I did q3map2 -info for your map and goldrush. Maybe there’s some useful information:
goldrush.bsp
Abstracted BSP file components (*actual sizes may differ)
70 models 2800
177 shaders 12744
16557 brushes 198684
125632 brushsides 1507584 *
0 fogs 0
44686 planes 714976
1058 entdata 128907
6278 nodes 226008
6349 leafs 304752
52494 leafsurfaces 209976
66966 leafbrushes 267864
26150 drawsurfaces 3870200 *
160156 drawverts 12812480 *
87423 drawindexes 349692
0 lightmaps 0
79488 lightgrid 2384640 *
visibility 933968
total 14757996
14412 KB
14 MB
lmsm_beta1.bsp
Abstracted BSP file components (*actual sizes may differ)
125 models 5000
310 shaders 22320
11816 brushes 141792
97599 brushsides 1171188 *
1 fogs 72
67436 planes 1078976
634 entdata 78247
5484 nodes 197424
5610 leafs 269280
74053 leafsurfaces 296212
56901 leafbrushes 227604
33367 drawsurfaces 4938316 *
278125 drawverts 22250000 *
215952 drawindexes 863808
36 lightmaps 1769472
1000008 lightgrid 30000240 *
visibility 1111464
total 30550396
29834 KB
29 MB
I’m guessing now so don’t blame me if I’m wrong
The drawverts value seems to be really bad with ~ 22 MByte. I’m not sure what exactly is counted in here, but if this value can be lowered by blocking vis, there are enough possibilities. Have a look at this for example:
It shouldn’t be too hard to block places like this and hopefully reduce the bsp size by lowering whatever gets into the leafs of the bsp
Maybe someone else can exactly say what counts into this drawverts value and say how to reduce it (remember, I’m guessing).
Shaderman



