if you have nothing against it, please use the updated version that i've uploaded to http://mattn.ninex.info/maps
i redruced the brushcount, fixed some texture alignments, fixed some clipping and so on.
My most significant concern with using a map you've 'fixed' is that I don't know what I did wrong, therefore, I will continue making similar mistakes. I will work from this copy and attempt to locate the changes, however.
[EDIT: Well, there's a big one, I didn't actorclip all the models, like the lockers in the basement. I also added some to the balcony railings as my actors were able to walk through them, which I didn't want.
Removing every other railing seems to look fine, and dropped about 80-100 brushes out (I missed a railing area so a few extra got involved).]
btw. for your testcompiles - you shouldn't use the extra parameter - this speeds up compilation to ~1min at my 3200+
you still have 2609 brushes in this map - try to redruce even more please
i'm still getting the hunk alloc overflow when trying to load your map
Strange, I do not. Did it work prior to your modifications?
ufo05.jpp: use another ground texture please - doesn't look good imo (or change the scaling)
No problem, easy enough. I'm really not worried about the astetics yet until I can get the functional issues corrected, like stairways not working.
ufo06.jpg: way too bright imo - lower the light power
Sure.
ufo07.jpg: shadow of the stair rail = >move the light a little bit up - oterwise it looks not as good imo (shorten the shadow)
Difference of opinion here, I really liked that visual display. I'll play around with it some and see if we can find an agreeable look.
ufo08.jpg (and other stairs, too) - please remove every second rail - this is flickering while rotating the maps when zoomed out - because the rails are too small brushes for a bigger distance
Odd that you could see this problem and get the memory hunk error you described above. I did not witness this problem, so my guess is it has to do with differences in the systems. Since it needs to work everywhere, this shouldn't be a problem to do.
ufo09.jpg: outside looks a little bit nothing-saying - increase the scale of the grass texture and add some trees
I wasn't going to add brushes (or models, like trees) until I could get the map working without them.
A couple of things...
I realize the # of brushes is a concern to you. Tear out 100 brushes, get a 50kb difference (IE: Gut the first floor bathroom). Tear out 2, and get a 200 kb difference (the floor in the dining area is one of these). It's not just the # of brushes, but their positioning and light effects. After a certain point of removing brushes, I need to start over and completely redesign the internal astetics of the map, such as making it like the Enterprise and noone gets a bathroom, and redesigning the storage room to have no supplies in it.
That and redesign the foyer so it doesn't have a grand staircase. The majority of brushes in the map are the 'little things', that make it believable, and the staircase and balcony rails.
[EDIT: Every bathroom with sink, tp, toilet, and bathtub adds 40 brushes alone for those objects. At 14 bathrooms, this is ~500 brushes.
Edit2: Those railings apparently played havoc with the lighting. 3 megs or so reduction for simply half the railings and reducing the center light. It's back to around 12k, with the new actorclips and extra railing inclusions on the second floor.)
This map is far from considered complete, however, what I'm trying to get functional at this time is simply the step on flags (and figure out what i'm apparently doing wrong with the ActorClips to control them). It's easier to see what can work in the map, and what is 'excess and removable', by seeing it from an ingame player perspective. To do that, I need to get it functional.