You could make blocksize really small..like 128 or 256 units which would basically end up acting as if you put a lattice of cubiod hint brushes all across your level :) But that would be redundancy and creating more work for vis. Not usefull except for some weird exteme situations, since proper hinting will do better anyway.
Like you said, the level lends itself to some lines of sight and openness.
Hinting helped a bit, but the nature of the level is such that there's not a lot you can do on that score.
I didn't know you could change the blocksize from the worldspawn - unless this is a gtk thing since I've stayed with Q3R.
how would the 1024 blocksize affect your level? All it does is make some brush splits (thus portals) where the blocks are. Especially since one can take control of vis with proper hint brush/structural brush placement..
Besides, you can change blocksize in the worldspawn enitity...
or mabye I misunderstood your post..??
I never get tired of playing this level, well done.
I've noticed the framerate can drop in some areas but that's a small nitpick on a terrific map.
Way to go Anwulf!!
q3freak, there are some texture alignment problems because of some doorways in the northern area of the map. If there is any z-fighting, I'll want to know about it.
q3freak, there are some texture alignment problems because of some doorways in the northern area of the map. If there is any z-fighting, I'll want to know about it.
Good work.
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