Working thru a map concept, learning as I go (have been at this for all of 2 weeks) and need some input on making this a viable, playable, fun map. I’ve laid out and laid out most of the buildings, done ZERO coding, and still need to finalize the objectives. So, I thought I’d get your all’s input on a couple of issues. Here’s a bird’s eye view of the map.

A. I think the Axis objectives are pretty straight forward:
- Gain access to an ammo point
- Transport special ammunition to a truck
- Escort truck to the zeppelin
I’m having a harder time with the allied objectives. Currently, they have to:
- Blow up a hydrogen storage farm (which is analogous to blowing open the ammo bunker door
Now, I need a second or third objective that is on the same level of difficulty as transporting an objective and escorting a vehicle.
Here is the mission briefing is this helps:
Allied forces have overrun an Axis air base and were in the process of destroy Hitler’s ability to re-arm, re-fuel, and repair his fleet of zeppelins.
Before the destruction could be completed, the Axis forces counterattacked and now have control over part of the base.
The Axis are trying to secure chemical weapons stored at the Ammunition Supply Point (ASP) and load them onto the Zeppelin for a last ditch terror offensive against Great Britain.
The Allies must prevent this from happening, while simultaneously destroying the hydrogen storage tanks and the zeppelin control facility!
B. The map is good sized, all of the brushes are structural, and you can run thru almost all of the buildings i’ve constructed. Most of them have multiple rooms. I still need to put in furnishings into most of them. I suppose to help FPS, I can make some of them solid, block up some rooms, and close off windows.
C. I have 3 prefabs (trailer and 2 tractors) that are currently brushwork that could be turned into models. BTW, what is the difference between a game_model and a misc_model?
D. A couple of people have suggested turning the zeppelin into a model. however, there is a railing/catwalk that runs over the top of it. If I make the zep a model, can brushwork still be added to it or can all of the brushwork be compiled into the model
E. Can anyone provide suggestions on where I could put hintbrushes to help FPS?
F. I ran into a max_visibility_exceeded error when compiling -vis. What exactly causes this and how do I fix it?
G. I need a clever way of blocking off the map edges so that people don’t just stand at the void. Any suggestions?
Thanks … be gentle

