Notes And Recommendations
R_SPEEDS Tips:
· ͏͏͏͏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.
Regarding textures:
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.
Lighting Tips:
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:
https://www.quaddicted.com/files/engines/qdos/QDOS.7Z