1000+ r_speeds? oh dear
are basically the number of wploys on screen at one time, or the
amount of r_speeds drawn by the game engine if you wanna get technical.
the r_speeds to less than 600 is best, although less than 800
is fine as well, for instance cs_italy mostly has r_speeds of
more detailed you get the higher the r_speeds will be really,
I mean if you make a house with everything possible, milk bottles,
doormats etc and its all being viewed at the same time then your
r_speeds will not be good. If you have large areas in your map,
keep the amount of blocks to a reasonable amount, lets not go
mad and build an exact replica of mount Everest. The more blocks
you have, the more faces there is, and therefore the more r_speeds
there will be.
is also a factor, you dont want 8000 e_polys on your map, now
these polys rise when you have complicated shapes, often when
you have shaped some block into a cliff or something. Again dont
go mad with it, dont have all sorts in view at one time, add things
to your maps, like if your e_poly is getting high in one area,
try adding a wall to block lessen the view of the player etc.
forget about the fps in your map either, the more faces in view
the lower the fps will be, adding entities such as the fire sprite
will destroy most peoples fps if you place too many or enlarge
them in a action area on your map.
EyeRoniK's Map Tips
keep large visible areas less detailed
areas can have more detail as less is being viewed (sort of)
vertex manipulation, making certain walls join at a triangle at
the corners is sometimes a good idea, same with floors.
vis blockers, ( a vis blockers is anything that blocks other areas
of a map which would be visible without it)
some things into func_walls, if you have say some crates stacked
up or in a funky crate formation, then make them into func_walls
to relieve the game engine a bit
use millions of textures, if you ever played cs_arabstreets you
may of wondered why it was so laggy, although the r_speeds were
ok there were too many textures used I think, (judging by the
5mb size of the bsp, compared to the much smaller other maps)
not really a r_speeds issue, but a lag one, in turn the same thing.
things are often very good if done in the right way, look at 2fort
and dust, very popular maps, quite simple designs really, this
doesn't mean to say they were easy to make, far from it. but having
a big complex map is probably going to take ages to compile and
be confusing for the player.
and water - the more transparent either is the less fps you will
get, so try to get a happy medium.
- making certain textures larger can be a good idea, say for a
large wall, this can improve fps somewhat.
try to do everything super curved - the hl engine prefers more
square designs really, as it uses triangle style stuff ( I could
explain this better if I knew more about it, but you get what
I mean hopefully)
massive open spaces - as you should know by now the hl engine
doesn't like massive open spaces, so work around that by stretching
textures in large areas to twice the size, or more if it looks
ok, and dont decrease any texture sizes in open areas as it lags
overlap objects into other objects, the game engine will not like
this and have troubles rendering them and spilt all sorts. Keep
it neat and keep it clean!
on a regular basis, this way you know what your maps looking like,
and where its going and if you have any problems.
out new textures, theres plenty of custom textures out there,
see the links page to find out where to get them
the size of your map, by that i mean the proportions, try using
bots to see if everything is the right size, such as your houses,
walls anything you have made.