Hi all,
I’ve made a few posts before but would like to thank all again for their useful and helpful input - this forum is a crucial source of help!
I’ve made a few basic maps getting to grips first with ladders, arches, doors etc. Things have moved on and with the help of SD forums and various tutorials, I am including slightly more advanced aspects such as dynamitable walls, breakable objects and single-stage constructables - great!
I sat down and sketched out an idea for a map which I would like to start. Prior to this I would like to understand VIS a little better :???: Are there some basic guidelines I should follow to improve compile times? I’ve read of VIS blocking with structural, caulked brushes behind detail brushes but to be honest, I’m lost!
In fact, I only discovered recently that there are structural and detail brushes! :eek2:
Please would someone be so kind as to point me in the direction of a newbies tutorial or outline some basic tips…?
Also, slightly off the subject but I’ll ask!
With a large map terrain, is it best to design the floor, rock / hill walls surrounding and trenches for rivers as one terrain? Wouldn’t this cause FPS’s to grind to a halt (the map is approx 10,000 x 10,000 units in GTKRadiant) ? I had an idea to do the floor with Easygen and construct surrounding cliff faces with brushes and Phong Shading to sit on the floor.
Any help is most appreciated - thanks.
Regards,
Obli.
Very helpful links Marko!

