Garrett, I think you need a bit more experience and attention to detail before you start giving out advice!
Eiii, the r_speeds are tremendous, but there are tricks you can try to reduce them, even on a map like this which is completely open.
- The barrels are 16 sided! While they look nice and smooth in the game, they add a lot to the wpolys. Im sure you could get by halving the number of sides on the barrels, the accepted number is about 8 sides on most maps.
- While they are detailed, the barrels intersect the ground brushes and so are carving them up. gl_showtris 1 will show you this. Add this to the fact that the barrels have 16 faces which are splitting the brushes up, adds up to a lot of unnecessary wpolys. You could try the reducing poly counts stuff on
www.gamedesign.net, or try making the barrels that intersect the floor func_walls as entities don't break up brushes.
I've just had a quick punt at this (I had to decompile it, I hope you don't mind) and managed to drop 2000 w_polys:
All without altering 'the game play and look of your map' (short of not actually lighting it, I couldn't be bothered waiting for that to RAD).
Otherwise, could be good fun, we'll probably put it on the pgp server.
- Dagless