Swanky wrote:What is the exact polycounts you're worrying about? Anything in between 400 - 800 should be fine nowadays, even if it dips up to 1500 in places.
It's already around 400-800, peaking at 1100 in very specific spots.
My worry is that although I may have some leeway, things like trims and lights generally have to be solid CSG-wise, and this generally leads to a multiplication of the number of polys (especially when you add lights in the middle of a wall).
Furthermore, I will have things like glows and a few particle emitters, so I have to account for those, as well as the action itself to not have the gameplay devolve into a lag fest.
The central columns that I have added helped a bit though, occluding a fair number of polys that would otherwise be visible.
My advice... some of the details can be meshes
you know how to make them "look" good.
Yes, if this was a more serious map for something like a single player campaign or to be genuinely added to a server to be actually played, I would do that in some places, but I don't really intend to, even because it would take more time to do the meshes and such than the BSP, and once I started with some, I know I would end up creating a lot of them and such, and I don't want to have that work.
Also, I want the whole map to have detail texturing, which only works with BSP.UPDATE:
Also, here's another little update.
I added some necessary trimming already, and started the actual lighting and such that I want to have in the end, but it's still far from finished: there's still some missing details, layout, lights, etc, this area is still missing a fair amount of stuff and it won't be this dark (this is just early lighting).
But I won't be adding that much stuff, to not have a big performance hit.