Thanks for the compile, I know I am somewhat newb but I am trying to listen to other people's opinions, there are a couple of things I don't understand or agree with though, like putting a skybrush directly on a wall, since it will have odd effects like dissapearing paintballs and bouncing grens. And yes its filled with complex brushes, it's supposed to look like a q3 quality map. Unless you think the gameplay is terrible I don't want to scrap this map. I do use the grid also. and I have mapped two other maps which are much simpler than this one. =)
PS: Is there something wrong with overlapped brushes, and can I see the map file you did so I can learn what I did wrong? Where exactly were the leaks? Did I have leaks besides the clip brushes?
and vicouz thanks for liking the style
Well, I thought you said you didn't want the paintballs to bounce off it? So what do you want to happen to them?
If I do that then people who happen to shoot upward will have their paint randomly bounce off an invisible ceiling.
Well, I haven't played quake3 before, but I doubt they overlap a bunch of complex brushes. Correct me if I'm wrong, though.
You can keep the map, but it's probably going to be just as easy to start over with the same idea, using better techniques. Resulting in a better map.
Well, I'd keep practicing to be honest! You've got more stuff to learn
Like Jitspoe has posted; You have multiple brushes within brushes, imagine what that is doing to the compiler
I'll attach the map, all I did was what others suggested. (Don't put clip brushes where sky brushes should be).
Oh, your leaks WERE THE CLIP BRUSHES. Clip brushes aren't visible! They're just like trans33/66 brushes, you can see through them. The basic rule of thumb is that you aren't allowed to see the 'space' or 'outside map' or 'blurry stuff' (aka holes in your map) which are considered leaks! Just think of it as filling your map with water, will water leak out some place where only a player can be blocked (clip brush)? Yes.
But in this case would subdividing them via subtract be any faster?
Please don't use subtract. Sometimes it works well, and as expected. The other times it makes the brush you're subtracting WAY over complex. Have a look at
this example (Very simple example). The one on the right has been subtracted, one on the left I made. From it, you can see that the subtract tool doesn't pick the best brush, rather it splits it into multiple brushes.
but if i dont use the subtract, i end up with overlapping brushes...so which is worse?
In most cases, you'd be able to avoid both. It's not really a case of choosing either, please provide some details and I'll try to help you on this one. (Maybe provide me with a sample map?).