Inside looks pretty good now but I reached the max brush limit by using brush based piping. Those curves alone are a lot of faces. I tried to use the physics respawnable but I think empires doesn't like that because after 45 minutes of compiling it loaded the freaking backup map so I had to wait for nothing.
You could always try to turn the brushes in to displacement. At least I would try that next just for the testing sake of it.
If they're having the same weather in the netherlands as we have in belgium ... he's probably outside enjoying himself. 5 hours untill the town party begins. I know for a fact that i'll be outside soon enjoying myself.
bah kind of lost interest I might pick it up again later : ( Here is the vmf if anybody wants it: http://www.myfile.ch/?d=9D0D270A4 Shit I have so many half-finished maps in my folder
Don't worry. I have a lot unfinished songs in my song folder. It's just the human nature. Everyone are just lazy bastards seaching for fun.
whoa dude, this map is playable as is i'm gunna change/add a few things then i'll have it up to play how would you like to take credit for this
yes i am, it's pretty much done, just trying to figure out how to finish it that and i need to find someone who can compile the maps for me i've got a couple others such as emp_encore, emp_dedust
o it's more than 10 hours, rofl i know there's things you can do to decrease the time to just a couple hours, but no clue how
Well I made urban chaos compile VIS really quickly (14 minutes) compared to what it used to take (1 week) so I must know something about that :D
Get the hacked bsp compiler in the last page of optiisations thread in the community project forum. Reduces from hours to minutes or even seconds. Evn if only used for testing its really useful.
I looked at your VMF, and found that it has already had compile optimizations done. The only immediate thing I saw that could use improving are your ladders. They are currently blocking VIS, you need to change them to func detail. As long as they still have the invisibleladder texture, they should still work. There was also one area that looked like it might give VIS some trouble, but the best fix for that involved something that I just don't do to someone elses map, which is change the look or layout, even slightly. If you want to see how VIS sees your map, you can do the following: run vbsp.exe with the parameters: -glview <mapname> run glview.exe with parameters: -portal <mapname>.gl All the flat-shaded polygons represent things that block VIS, and the white lines represent your leaves. If one area has alot of leaves, then VIS will take up extra time when processing that area. If you decide to take BumGravy's advice and use the "hacked" bsp compiler, then you may need to add lots of hint brushes to your map manually, or else it won't visblock at all.