For those who're too slow to read a tutorial or whatever;
ALL SIDES BUT THE TOP SHOULD HAVE NODRAW.
THE TOP SIDE SHOULD CONTAIN THE WANTED WATER TEXTURE.
YOU NEED TO SEAL ALL SIDES TO AVOID "INVISIBLE SIDES".
Glad you fixed it without my help though.
That would mean one frame per three hours of playing... I'm pretty sure you're lost.
COMPILING may take 3 hours, but RENDERING is what your computer does ingame.
LOL. You should read up on visleafs and how they work... I can tell you right now that a hintbrush helps VBSP to make another visleaf.
http://www.student.kun.nl/rvanhoorn/Optimization.htm
The trigger and the invisible textures are pretty much the same. You should however always try and use the right type for the task at hand.
And yes, I meant that you should use the light and light_spot entites together. Dynamic lights are a nono. Light_spot's can have both their inner and...
The light sucks balls but the geometry is alright for a first map.
About the light; Never use more than two lights in any given frame, and don't change light too fast. It'll be a bother to the player if you switch light all the time. Not to mention yellow, blue and red light often looks bad...
Something you really have to watch out for, though, apart from textures, are displacementmaps... They take up way way way too much space. I'm guessing it's all the surfaces with their light information (A bumpy wall will have more light info than a flat).. But still.
Okay honestly, having your name in the map is all good ,but not as a big fat sign. Make it in a hidden credits room or whatever but NEVER EVER make it as you said.
And DEFINENTLY don't make the server say your name repeatedly. Even if you would get it to work it'd make it so bad that noone...
It isn't. If your map is complex, though, a lot of stuff will have to be rebuilt and edited by whoever wants to steal your map. It will never be undecompilable as the process is reversable.