Maps with crap FPS


(Shaderman) #41

Let’s stop this discussion and start persuading ydnar to finish the q3map2 auto hinting feature :moo:


(Loffy) #42

I once made a map where the walls in each room were exact “on” the splits, i.e. every 1024. (map: dom_attack). Just an experiment to reduce vis-blocks/spaces = reduce file size.
The outcome? Incredible stupid-looking un-natural map with no benefits at all (no smaller file). But it was fun.
//L.


(mortis) #43

I’m surprised to see such a huge FPS difference in Radiant. Coming from a backgound in unrealed, the variabilities of Radiant are shocking. Unrealed is like kindergarten for game design. Very easy to use and optimize, but it doesn’t teach you much about the science of level editing. Of course unrealed only requires zoning and portal/antiportal usage and a good design for awesome FPS. I never had to clip unseen vertices, although I would occasionally have to do some clever brushwork to get things working right. Radiant is a study unto itself. I’m usually happy if I can open a map, understand why a script isn’t working properly, close the map and fix the bug.