First, I’ll repeat the links I posted in another thread:
http://web.archive.org/web/20051212023108/http://www.planetquake.com/spog/stuff/technical.html
http://graphics.stanford.edu/~kekoa/q3/
Study these, understand them, and you should be able to find the answers yourself.
I strongly suggest that if you want to push the limits of the game, you start by making test cases rather than the actual map. Make a box with approximately the terrain size and number of models etc that you expect to have. It doesn’t have to look or play good to give your representative performance numbers. Play with different setups until you have a good idea what works, and how the various trade offs affect it. Try to predict beforehand how your test case is going to run, and if you turn out to be wrong, don’t move on until you have a good idea why. Then design the actual map around what you have learned. This will save you a lot of time and pain compared to trying to make the map without understanding the technical side.
To the specific question:
blocksize doesn’t affect the look, it controls how the map is split.
This is a trade off, especially on a map without a lot of other structure:
Farplane clipping uses vis, so geometry beyond the farplane distance isn’t in your PVS at all. This argues for a relatively small blocksize, because a given leaf has to be completely beyond the far plane to get culled this way. It also affects your choice of fog distance, since you want the fog to be opaque right at the point stuff is culled.
Smaller blocksize means more vis data. You can quickly hit the max_map_visibility error, and I suspect even before that there is a noticeable performance cost.
Large block size means more geometry in each leaf, which means the cost of physics is higher.
A few general recommendations:
- Optimal block size will probably have to be determined by experiment.
- Assuming your map is fairly flat, block only in X and Y, and make any Z splits manually with hints.
- keep the internal volume as small as possible. Don’t make the sky higher than it needs to be, and fill the area under your terrain with structure where convenient.
- Only use complex geometry where you really need it. Isolate it using hints if it is in the open.