Colonel Kernel
Spy
- Joined
- Oct 7, 2009
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Hey,
I've been struggling recently with the proper way of level design - OK, I've been mapping for a while but one question pops up: when do many brushes kill the map?
I mean, leaks are caused by not closing the map properly from the void OR not letting the tools know which is in - and which is out of the map. If I start out making a map just as hollow boxes that get connected eventually by tunnels, that causes leaks. But if I fill the "gaps" between the rooms with other brushes, and if there are a lot of them, and eventually form the map as one huge polygon (ceiled shut from the void), would that cause high polygon counts - because of the multiple brushes used to fill the gaps?
I hope you got my idea and concerns, I had a hard time explaining it.
I've been struggling recently with the proper way of level design - OK, I've been mapping for a while but one question pops up: when do many brushes kill the map?
I mean, leaks are caused by not closing the map properly from the void OR not letting the tools know which is in - and which is out of the map. If I start out making a map just as hollow boxes that get connected eventually by tunnels, that causes leaks. But if I fill the "gaps" between the rooms with other brushes, and if there are a lot of them, and eventually form the map as one huge polygon (ceiled shut from the void), would that cause high polygon counts - because of the multiple brushes used to fill the gaps?
I hope you got my idea and concerns, I had a hard time explaining it.