Hello Again Everyone, I'm Back From The Dead, And I Got Questions
It's been awhile!
I remember coming here when I was just getting back into Quake, and was trying to learn to map.
Anyway, I need some serious help. I've been working on a dm6 remake with modern geometry, and some extra tricks to do for ease of movement. I had to come up with a way to make circular polygons, which turned out great (map features 16 sided polygons for some rooms).
This map is meant for competitive play in ezquake, and so far people have thought I've done a pretty good job. However, there is a problem with it, and it's the performance stability. After a bit of digging and talking to Spike, we identified the issue was overdraw with the entities. This can be proven by going to the worst spot in the map, disabling entities, and watching your fps go way up (tested in ezquake).
When talking to Spike, he told me of Hint brushes. He tried explaining how I would use them to make my map more efficient, but he arguably did a horrible job, and I'm still lost in what I am supposed to do with them, and where to put them.
So, as a final call to help, how the hell do I use hint brushes?
My map:
http://www.mediafire.com/file/kod7fj4yod745wv/dm6_pro.map
Ignore the texturing, no one ever uses them anyway in the competitive scene. I used a self discovered way to make circular polygons in trenchbroom, but I'm sure many know how to do it. If not, I will be happy to share how I did it.