- Admin
- #1
Looking at the map you sent me, you've got too many large open areas with too many complicated arcs, and high-poly rounded objects, likely leading to leaf thread crashes. Stop rotating complicated objects, vis block the map some more by chopping it up into sections better, and try to build inside boxes more often, rather than depending on arcs to seal your map (even if that simply entails rounding corners from the inside).
Yeeaaah... You simply cannot have open areas this size. This needs to be divided into at least eight sections to block the insane number of vis planes this would create. Even it if was just a box, it'd be pushing it, but you can draw a line from any part of this map to nearly any other, so there's like a billion vis planes here.
Amazingly enough though, it does compile for me (albiet, fullbright, as you've got no lights). Tis like an average of 2000+ wpoly from nearly anywhere - so yeah, first and foremost, break it up.
You have to minimize the area of a map a player can see at any one time, that means blocking any ray that could possibly bounce to the player - so such visual blockers have to go from floor to ceiling and turn several corners.

Yeeaaah... You simply cannot have open areas this size. This needs to be divided into at least eight sections to block the insane number of vis planes this would create. Even it if was just a box, it'd be pushing it, but you can draw a line from any part of this map to nearly any other, so there's like a billion vis planes here.
Amazingly enough though, it does compile for me (albiet, fullbright, as you've got no lights). Tis like an average of 2000+ wpoly from nearly anywhere - so yeah, first and foremost, break it up.
You have to minimize the area of a map a player can see at any one time, that means blocking any ray that could possibly bounce to the player - so such visual blockers have to go from floor to ceiling and turn several corners.