Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
source maps are made of hundreds, if not thousands (in your case thousands) , of brushes- basically just a bunch of cuboids. in a source game this wouldn't be a problem since the maps are cleaned up before they every get played- however in the process of converting the map to a 3d model every brush has been turned into a seperate mesh! this is bad for many reasons that i'm sure you don't need explained. (unity maps are generally combined into just a few large meshes)
tldr; the map geometry sucks. a lot. and it causes performance issues