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Seems like a simple fix.
Unfortunately, I have one more thing to ask you to look into if possible.
If you remember in my first post I mentioned how the first point had weird frametime spikes. I seem to have narrowed it down to world brushes oddly enough, A little more investigation seems to point more towards the amount of visleafs in the PVS. Specifically around the spellbook and health pack that is under a tower of the castle (screenshot: https://steamcommunity.com/sharedfiles/filedetails/?id=2252012414) .
It also looks like most of the first and second point's visleafs are visible from just about anywhere on first.
I also think map decompilers like BSPsource have gotten good enough to catch occluders better. In my experience with decompiling maps I haven't had issues with it, but it doesn't surprise me that it's an issue.
Guess I have to figure out what they were like originally from context clues.
Anyway, I discovered that both Hassle Castle and Bloodwater don't have any occluders, which seems to be causing some really bad framerate issues (most noticeable on Hassle Castle). Considering both the original maps have really good ones, its odd that these do not.
I also checked the other new maps, and they also don't have occluders. I'm not sure whether you send the finished BSP or the VMF to valve and then they compile it (I.e. someone at valve messed up instead of you).
Also, me and some friends noticed that frametimes (how long it takes to render a frame, more accurate than fps) spike pretty consistently on Hassle Castle, mostly on First. Might be related to the previous issue?
And one last bug report, many of the buildings on Bloodwater second that are visible from first get culled out despite still being visible.
Aside from the issues, I am really enjoying the maps, their style looks really nice!
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•。★Christmas★ 。* 。
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i had forgotten to actually block you. voilà solved haha i am a genius
Consider yourself B L O C K E D . :)