Notes And Recommendations
· ͏͏͏͏If you're not familiar, type 'R_SPEEDS 1' in the console and check the surface count. https://i.imgur.com/S60z4PB.jpg
· ͏͏͏͏Keep your map sealed as you build. If you have leaks, your R_SPEEDS numbers will be huge.
· ͏͏͏͏Go into the corners of each room and look for long sightlines and detailed geometry. Try to separate them if rendered surfaces are too high.
· ͏͏͏͏Make a habit of turning corners or building vertical progression around doorways. You'll have more freedom within the limits if you can stop VIS from consuming several rooms at once.
Recommend choosing one of the individual id1 texture themes [BASE, METAL, MEDIEVAL, WIZARD]. However, as long as you mind the texture limit, feel free to use whatever wad you like.
If you're interested in authentic id1 lighting design, consider testing your map in DOS Quake, WinQuake, or any client which provides software palette rendering. The original palette gives quite a different impression of light and dark than modern rendering. It could influence you toward well-lit, higher-constrast lighting designs with a nostalgic touch.
Compling light with '-bounce', '-soft', or '-extra4' is discouraged for the id1 aesthetic, but not prohibited.
If you're into it, here's a port I like for testing in DOSBOX: