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
I also noticed that there is a wrong use of hint and skip brushes, no area portals at all, and many blocks that could be used as func_detail, there are some outside that are grouped, but it's not enough.
You also used skip and hint brushes instead of area portals, these don't work the same.
I suggest visiting TopHATTwaffle's youtube channel and see how to use them to decrease the large amount of numportals and portal clusters (you can see the number while you compile)
You can write mat_wireframe 1 and basically see the entire map from anywhere you are standing, this shouldn't be it.
Then work on area portals, they are easily done once you understand how they work.
Then try hint\skip brushes, skip does nothing, hint is the tool that separats leaf visuals from each other hint only uses 1 side of the whole brush, the rest of the sides are skip.
Just watch it on youtube or search at ToppHATT's channel.
I can't see this map thrown to the trash, really nice map.