Ive had a peek at b3. Some thoughts:
- I really like the flow potential here. Could be a fast-playing map.
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^ Note my frames. Far too low. Make sure the world geometry for the building is as simple as possible, could even make the top 2 stories func_detail. A map-wide horizontal hint at the top of 1st floor line will come in handy.
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^ This room is far too dark. Love the lightmapping, but a bright light_spot shining towards the camera here from about 16-20 feet up will kill the darkness while keeping your shadow work. These shots are with my brightness at about 90% slider
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^ ( I cant even see from the thumb what this is ) These props are definite candidates for deletion, or very aggressive propfading at least. Mkae them non-solid too, save a tiny chunk of overhead there plus it will help movement a lot. I hate getting stuck on that shit.
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^ Same thing. Especially that twisted one in there.
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^ Whats going on in that glass, looks like a vis error. Also recommend removing all func_breakable glass to save overhead.
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^ Again far too dark. Get creative with some electric lighting or light bleeding from windows, anything.
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^ Can save some triangles, replace this with a safety glass door and delete the stairs. I like it but it's engine-visible from too far away.
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^ Make these rails non-solid, compile yr vrad with -staticproplighting. Don't like the impeded movement through here.
Please don't think Im coming off harshly here, i really do like this, like I said it has the potential to be a really fast, fun map. The two biggest issues are the lighting and performance.
I think your LOD is commendable but in my experience this is better off for a single-player thing or left as a set-piece, HL2DM is lot more processor-hungry than it appears, player models will eat up another 50-60% here. The map will get played more if you go apeshit on the optimising, for example be a lot more aggressive on the propfades/deletion, including throwables ( eg cardboard boxes ), players will never notice. A big part of the problem is that a lot of detail is out in the open, if you can find ways to tuck your goodies into little corners so they can be hidden, itll make for a more efficient map.
Keep at this!