The primary concern with respect to r_speeds is that the map layout allows you to see both bases similataneously depending on where you are stood. Ideally each area shouldn't be able to 'see' into an adjacent area, or the game engine will draw them both. As it is, when you stand on the upper walkway on the outside of the mid (the map is vaguely 'U' shaped, so imagine i mean at the very bottom of the curve of the 'U') you can see both bases on screen at the same time, so you're drawing them both. Then coupled with reflective water on, the engine is drawing the scene twice for the reflection, practically doubling the r_speeds.
Try and compartmentalise the map more, as it is you have 2 huge entraces to the bases that give you the line of sight into the bases. If you extend the entrances so they are longer, more like a connecting corridor, it would hopefully act as a vis-blocker for your bases.
ie,
now: --- --- possible fix: --- ---
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This is just off the top of my head, having not seen your bsp I don't know if it would actually work. Either way, when you're thinking about changes, make sure you cant see the bases from the mid.
m7feettall, Im of the opinion that maps should have a theme. Just endless pointless ramps and such are interminably boring in my opinion. You're right that just because a map isn't themed doesn't meant it won't be played, but that's a shame I think, who wants to play the billionth airtime clone, this time with MORE MAGIC RAMPS AND BARRELS! Not me.
- Dr Rick Dagless M.D