How is it possable to optomise a very long, stright map with lots of entidies? cant hint/skip or area portals untill you enter the second pyrimid and i already have func_detailed all the detail.
I build everything with reflectivity texture, then when im done, I raplace the texture with nodraw and apply the texture I want to all visable surfaces, I always do this from start to end, so I already have it all done, thanks for your input anyway.
I'm a bit of a hammer noob, but the hole in the ground should be a teleporter? Or is that the plan already? --Cookie
1) Are you cookie Monster from imrs or ivr deathrun clans? 2) Im going to make 2 walkways, a tele at the end of one to increase fps and a pyrimid at the end of the other, you go inside and fall down a hole to the spawn of ramesses revenge, there you will choose your minigame, scoutsknives, icescate, shotgun air battle, bhop, survive.
Don't really visit any servers other than HeLL, occasionally going FP JB and TMF GG. You need to separate as much of the map as possible. My FPS is messed as it is.
Thinking back, cant remember why I never released this. I remember having it finished but its long gone now
Update: Ive pretty much had to start again but I managed to recover some stuff. Need to work on the look and add about 7-8 more traps but get excited Using light_environment for now but will take it away and artificially light with the torches so that the night skybox fits. Suggestions for traps and minigames would be great xx
Hey, I have decided to make it a smart map, only like 15 traps unless there are a certain number of ct's then the detector will open a diversion to pass through more traps (for more people). Does anyone know a good number of ct's to set the cap at? I'm thinking like 12ish. Opinions please