Hmm I wasn't aware of the increase in traffic from the temp ents. If its too much of a problem then we'll try and curb it but otherwise we'll try and leave it or space out the timer-triggers a bit more to make it more efficient.
You showed us some really good things we hadn't thought of in the demo, cheers for taking the time to make it. I for one had no idea about the multiple render passes for the reflective water, i thought it was 2x and thats it. We'll work on cleaning all that up. Also, we had no idea we were vis'ing the main base through the wall from the cave. It's odd because we tried to make sure that area Vis'd properly, though when stood at the bottom of the rocky stairs it was very bad. There are infact Hint Brushes where you indicate, but obviously they aren't producing th eintending results so we'll look into that. We've been working on alterations to the map already to address a lot of the things you showed us, mostly concerning the R_speeds. The Waterfall is gone, so don't worry about that - to be honest it was a thingummy left over from needing a straightforward visblocker for the mid/cave.
We did mention in the original post that reflective water would more often than not need to be turned off to play the map, and even after our optimisations i can't see us maintaining the level of detail and reflective water - and still keeping very high fps on EVERYONES system. However, we're really trying to keep it down and if we can't get it acceptable levels then we'll see about some very much more drastic alterations.
Thanks for the feedback, hopefully we'll have beta 2 to show you soon enough!
- Rick Dagless