(Q2 Map) R_Speed Dilemma Resolved

last updated Sept 10/00
MOC_mr_fitz's main map page

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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