If you have wide open areas, cut them off from the detail areas with a hint brush to further reduce compile times. I've gone from a LONG compile (never bothered letting it finish) to just under 3 hours by adding hint brushes and converting small brushes to detail brushes.
OK, I just downloaded and ran through it. Really nice work. The flow seems like it will work really well. It's a lot bigger then it seems initially. That's nice. A couple more observations, though. I'd add a bit more light to some dark areas. Most notably, the crossbow pickup area is really...
Maybe try adding a brush with a broken edge that's one unit thick in front of the broken edge prop, to sort of blend them in together (like the prop is inside the wall, and the wall is broken off as well).
Does that make sense?
Your map looks great. I'm really impressed. I've not downloaded the full one yet, but based on the screenshot I have a couple small suggestions. I'd change the texture of the pile the player is standing on, as it looks more like solid rock then a pile of debris, and I'd change the building with...
this is wisdom. Buy a big book with tons of pictures of buildings. Look at how they were made. Start with older architecture, as it's more transparent in its construction.
Do you live around asbury park? I'm representin' Jersey City. A lot of great upban decay around Jersey for inspiration.
Great work. I look forward to playing it.
/edit: I just showed the screenshot to my girlfriend and asked if she recognized it. She immediately knew what it was.
Use hint brushes. You generally will crash hammer trying to compile a full size empty box without them. You should be able to have one huge-ass water brush (about 512 units shy of full size) if you cut it up with hint brushes. Maybe 6 all together, creating 9 squares.
from m-w.com:
"Pronunciation: 'n&b
Function: noun
Etymology: alteration of English dialect knub, probably from Low German knubbe"
Did you mean "Noob", or perhaps "Newb", as derived from "newbie"?
I believe the people that care about spelling are those who have invested time and effort...
I'd recommend uninstalling the reinstalling the sdk. It should automatically configure properly on reinstall. It sounds like you may not even have the full sdk installed.
This looks really sweet. I can't wait to download it and try out the vmf export. I didn't see... but does it have the same 4000 poly export limit as the previous version?
That was my point. If I get a version mismatch, I don't bother. What if I have the new version and the server has the old? Then I'm stuck constantly deleting and redownloading the same map depending on which server I joined. Not cool. Needing to leave the game in order to auto-download a map is...
Did you keep the same file name for the last version? Because if you did, that is a no-no, as I learned in another mapping community a while back. It makes it really hard to tell which is which, and creates mismatches when joining servers as opposed to just auto-downloading the new map.
If...
I'm actually working with a mod team now, so my next map will be an original for them. Personally, I'm not really interested in doing any remakes anyway. :)
OK, I fixed it completely. Basically, I needed to remove everything ladder related and rebuild it. I'm now running it on a linux server successfully.
Download the final (fingers crossed) version here: dm_lost_isle_v1
I did add a "v1" to the end of the name to eliminate potential...