Playing nice with the BSP compiler?
Posted: Tue May 08, 2007 1:31 am
I've just started work on a new map but, after fiddling with a three-levelled floor for a few minutes, I've got a bit stuck deciding how best to place the brushes. Here's a pic:

It's a base-styled map with three floor levels (8 units apart, I think) to break up the flat surface and to help get a bit of extra height on the left-hand side. I've laid out my brushes with lots of criss-crossing, attemping to cut down on the amount of verticies, almost like you'd do for a low-poly model. My worry is that once I start adding details, the BSP compiler's going to break up my geometry and introduce more polys that it would otherwise.
So, basically, is it a good idea to continue doing this, or should I try to keep everything simple and ortho-aligned?

It's a base-styled map with three floor levels (8 units apart, I think) to break up the flat surface and to help get a bit of extra height on the left-hand side. I've laid out my brushes with lots of criss-crossing, attemping to cut down on the amount of verticies, almost like you'd do for a low-poly model. My worry is that once I start adding details, the BSP compiler's going to break up my geometry and introduce more polys that it would otherwise.
So, basically, is it a good idea to continue doing this, or should I try to keep everything simple and ortho-aligned?