tZork wrote:Most likely you have omitted to use detail brushes. If you have no idea what im talking abt grab some basic quake3 mapping tutorial. This is a rather important step for most maps.
A quick google on "detail brushes" got more this bit here:
"In theory, you might want every brush to be structural. The logic behind this is that the less the engine is thinking about, the faster it must be running. However, this theory doesn?t pan out. Its logic holds true only if players are holding perfectly still. Once he moves, the more pieces the level is broken up into (by the excess number of structural walls), the more pieces have to be loaded in real time. And because each of those pieces has to be calculated when you compile your map, in-game loading times, in-game re-renderings, and map compilation times all shoot through the roof. It takes well over ten thousand times longer to complete the VIS process in compiling if you have a small map that is entirely structural. As your map size increases, your compile times grow exponentially."
http://www.cs.rochester.edu/~brown/242/ ... structural
So the way to fix this is to turn some of the brushes into detial brushes? How do I decide which to change? Will a detail brush act like an ordinary brush in that it stops projectiles and blocks the players? The map I'm trying to compile is a very sparse map as it is (Great Devide). Not much in the way of detail at all.