holy cow you've made some
beautiful progress since last i was here! It's so cool to see you're still working on this
(is there a way to subscribe or "watch" for thread updates?)
I just skimmed the entire thread, and i must say, there is A LOT of good information and tips in here for building big maps in source! (More than a couple things i've read here i'm going to try immediately in my 747 map, like changing brushwork to displacemens.. very obvious but i woould have never thought of it to save on map planes and brush sides!)
A couple thoughts i have from the things i've read:
Scale
Hammer scale doesn't really mean anything imo, but i would agree with Haymaker you are gonna want to scale things up for the space to "feel" the right size, and then again even more to make some areas more playable. E.G., i started building a map of a WWII destoryer(the sullivans) to scale from blueprints, and in the end, i had to scale everything up(1.3 to 1.5 i think) to make the interiors of the map not feel like a small closet
VVIS running for 4 days
Ya this is in no way acceptable, not for you or your map! Change everything not sealing off the map to groups of func_details, propper prop_statics, and displancements. You can also try func_lod/propper lod, which are like prop_statics with a fade distance, except they are brushwork.
I understand the concept of visblocking, but in source, your compile will go on for eons and eons with too many worldbrushes in your map, MOST ESPECIALLY a map of this size.
max map planes/map map brushsides
A lot of times if you ever get this error, it dosn't mena you have literally run out of brushes, but that you have one or more really messed up brushes from a VMing error. (i know you have a lot of brushes in this map, but just food for thought from my experiences)
propper and prop_static models
Propper is amazing tool, and allows you to go way over the "brush limit" than you ordinarily would, but having too many models in your map will cause a major hit to fps, regardless of max/min view distance, so don't go crazy with models.
clipping
Clip out every non-enterable floor space to make the smallest "footprint" area hammer compile has to make calculations for. (i'm sure you already know this)
fog
Down the line when you have a playable demo, you might try
this to increas your fps. I have yet to experiment with it personally.
Question:
Did you ever try the compiler the one bloke mentioned about increasing the hard limit on brushes in hammer? Really curious what the implications would be on performance!
Phew! sorry about the wall of text =P GOOD LUCK on your map and i look forward to future media! =P