AFTER
The screenshot below is from the final? version
of the cannon fodder map (mocdm1). I more than halved the r_speeds
with areaportals and brush entities - but might have been able to do better
if I could have eliminated my problem portal. Nevertheless, r_speeds
are respectable given the use of the poly-intensive cannons.
BEFORE
I have a "good" end and a "bad" end in my cannons
map. The first SS below is the bad end
where areas indicated by 1 to 3 in red theoretically
should NOT be seen. The odd thing is that
hint brushes that seem to be making the desired
cuts are NOT shutting out areas that should be. I
have manipulated vertices so much I have carpal
tunnel (hey, good name for a map...) - I am not
convinced an internal "leak" is the problem.
The following 2 SSs show how it should look.
Anything that I am missing?
Suggestions?
BSP and MAP version can be dl below.
I have achieved the effect I want at the "good"
end. The hint brushes seem to be blocking things
that should NOT be seen - a 400+ poly savings!
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