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Any micro burshes should be made in a 3d editor, then converted to source and implemented as a prop into your level. Otherwise tie your micro brushes to a func detail.
I havent made any hint/area_portal brushes.
and i dont think i've done anything with micro brushes.
The map is completely using stock things...
it has blocks, light, light_spot, trigger_teleport, info_teleport_destination, and trigger_multiple. I think that's the only thing in the level at this point
Here an excellent tutorial about optimization, by will2K.
https://www.dropbox.com/s/usebauva1zwg64m/Man%20vs.%20Engine.zip?dl=0
Or if you prefer, TopHATTwaffle Hoogland has a very good video playlist on Hammer in general, but here is the video for Optimization:
http://youtu.be/swBfUW-Bsxs
(Playlist: http://www.youtube.com/playlist?list=PL-454Fe3dQH1L38FnKkz_O1CqYx6sKaXk )
thanks for all the help guys.
However, surely every cylindric, or irregular shaped brush, or small ones, like the steps of a stair, a handrail, a small wall that can't block the visibility are to be turned to func_detail. Floors, room's walls, ceilings must be world_brushes. Never turn to func_detail the displacement.
Optimization is maybe the most difficult part of mapping, and in the links we gave you, you'll find answers and suggestions more exaustive than mine, and in a better English... :) Cheers.
It's taking a long time. Wait. This discussion is nearly 3 years old.
Hrmmmmm...