Double-post to answer a part of Teuthis report I’ve forgotten: forest_floor isn’t seamless, that’s why a line is noticeable 
Proof using Offset tool in GIMP: https://www.dropbox.com/s/u4lscmq5z182s24/forest_floor%20-%20Seamless%20Test.png?dl=0
Double-post to answer a part of Teuthis report I’ve forgotten: forest_floor isn’t seamless, that’s why a line is noticeable 
Proof using Offset tool in GIMP: https://www.dropbox.com/s/u4lscmq5z182s24/forest_floor%20-%20Seamless%20Test.png?dl=0
@ Mateos: Understood that you Wanted it to Stay as original as possible
@ WuTang: Pertaining to the FPS, These Open area Maps Are a pain as always half the Map is rendered. You can see that over the years the Open Maps got better because People noticed that actually Breaking the Map apart in multiple Open Areas which are separated by something structural (Bridge, Tunnel, Door, House, whatever) helps the Engine a Lot.
@WuTangH Please try this build: https://www.dropbox.com/s/wz6iiilfy6zcsr1/1944_Huertgen_Final21_VIS1.pk3?dl=0
Skipped Light phase, just BSP + VIS. Let me know if it’s improved… or deterioration 
I should be able to provide a build, but only next week-end… During the week I can’t leave the laptop on compiling, eats too much time.
How Long is the Compiling Time? Can’t be That Long as the Map isn’t that that Detailed and I assume you only have the nutshell structural and the Rest Detail, no? Are the hills and floor structural or do you have them Detail and the structural behind and more simplistic? If First Option Applied You might still be able to improve FPS. BTW, Final Version of Teuthonia compiled in around 2.5 min
I can leave the PC compiling, but it might overheat and then shut down x) When you have Bounce and other filtering levers enabled it takes more time than using faster or fast alone 
Vertically speaking hills can’t do much, or I’d have to cut manually at each height the PVS; I use some walls and mountains. I’ve also stated at a moment it went crazy, you can’t just put a max of structural stuff in place with the hope it will work like this… A little brush can break the way the VIS is processed and destroy the previous efforts.
Very true. Both structural and Detailed Brushes can be Friends and enemies. Tricky Thing to use the advantages they bring while avoiding the disadvantages
Had to restart the laptop sorry; Forgot to say that the compile stats are included in the ReadMe inside the PK3 
I love the remakes Chris the map feals like it was ment to be and I love the Idea on 1944 Huertgen Forest 2
Brill Job well done 
I’ve never been a fan of this map to be honest. I don’t say its conception is bad but realization… Too many small, ugly things like trees or bushes for example.
Thanks 
I just did a great bug fix, the screens are taken from spectator; They look less bad from player view ^^’ And as said, if I had to do like Nordwind 2, I would erase that and make a real forest. And about what I call a real forest, you’ll see on my next map by the end of the year I hope 
Genert is my real name, Indloon is my internet name.
Call me what ever you prefer to call me! 
Nice lighting thought! :o
Ah, that’s why you changed it 
I have a couple of func_group with a _lightmapscale of 0.250 (Behind wooden barriers), and the map has 1024x1024 lightmaps: that let the trees have a decent shadowing on ground and other structures have smoothed ones. That what I plan to do for Nordwind 2.1, so the shadowing will be less pixelated on ground 