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Your current occlusion doesn't create anything atm as it appears to be random parts of the map.
You need to create a kind of box around hallways and rooms, unless a doorway/window of course.
The best solution I have is making your occlusion geo the texture of lava or something bright and noticeable. That way you can easily see it in the editor.
Make sure your occlusion is in the occlusion group so the engine knows its occlusion geometry.
If you need some pointers you can look at vanilla map occlusion, I usually don't do sound occlusion but you can do that as well. Otherwise I'm happy to hop on a call and walk you through some things.
I have some ancient tutorial videos but they aren't the best.
https://www.youtube.com/watch?v=NozDpO2-p0I&list=PLr-f1vZbjXZ39viAry5hN3wIfkydJ9SeQ
I should probably re-do them sometime and add a lot more like occlusion and groups and such.
I haven't worked much on this lately, but your help is greatly appreciated. Gonna publish an occlusion update in a few minutes. If you can give me a small rundown on how it works in general/why mine doesn't work yet, it'd be very useful. This is indeed my first map
I am willing to help in any way including me shutting up if you want me to xD.
Just a question, I'm open to explain things more.
The occlusion geo in its current state doesn't prevent my client loading the whole map.
I checked and occlusion geo needs to "encompass" the whole room/side of things.
If you need some help, I'm happy to help.
But onto my concerns/issues I found.
Map needs some QOL / Perf things, Needs the commander camera's to help the commander out. (Also really dark when viewing from commander)
Noticed some massive lag when looking around.
Opened it up in the editor and you have no occlusion setup.
The perf issue is most likely not having any occlusion geo.
Absolutely everything is loaded all the time. This is fine when run locally but adds a lot to servers with multiple players running around and entities everywhere.
I will note the entity draw distance on ns2 is usually quite small. There will be many areas on this map where players and entities will appear out off thin air.
Other than that seems interesting, pathing didn't seem to have too many major issues. Unsure how much others have tested.
But the performance will tank without occlusion geo.