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A very nice jungle ancient ruins theme you have chosen; it is faithfully recreated to make it look as authentic as possible. Well done.
I almost didn’t recognize the partial dust2 layout at first (A site/T/CT/mid/long A) which is a good thing as you took a well-known layout and added a fresh twist to it with a nice theme to top it all.
The brushwork all around is just brilliant from the columns, roofs, arches to organically sculpted displacements; good job.
The temple scale is majestic with its size and height and reminds me of ruined temples from Indiana Jones movies.
Detailing was really nice and you have a good eye for coherent design and you cleverly use and combine brushes with props and displacements to make some visual eye-candy across the map.
Despite being a relatively small map, there were fps drops mainly due to over-rendering (the engine rendering practically all the map from places you are not supposed to see).
The map is going to need some optimizations to make it run at the highest fps and here are my findings and suggestions.
You need to implement a hint system to avoid having long visleaves covering wide areas; you will also need horizontal hints to avoid tall visleaves that can see all the map at once.
Next, you would need to implement areaportals on all doorways and hallway ends to separate rooms as well as indoors from outdoors. This will have noticeable effect on reducing over-rendering.
You need to implement props fade distances on all your static props especially the detail/decoration/small props to help raise the fps. Speaking of props, I noticed that after hiding static props in-game, most of the props remained visible which leads me to assume that you assigned these props as dynamic instead of static. This is totally unneeded as the engine will be further taxed and fps will drop. All static props should be reverted to prop_static with proper fade distance.
If you are feeling adventurous you could also use occluders especially inside the displacement separating mid and long A to cull props on both sides (in case hints and areaportals didn’t raise enough fps).
You forgot several detail brushes as regular world brushes which will further complicate your PVS and lower your fps; it is better to switch them to func_detail (for example arches, pillars, round/curved decoration inside the temple).
As a personal note, I feel the HDR is a bit strong and the transition between indoor and outdoor is very noticeable. I think controlling the HDR exposure would give a better result (setting min/max exposure in tonemap controller).
A very nice and pleasing map on the visual side that needs a bit of polishing on the optimization side to make it even better.
Keep up the quality work and best of luck.
- Really nice verticality
- Lighting looks alright
- Looks a little too open (You can see easily end-to-end?)
- Maybe vary the props a little
- Post the overview of the map