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Initially taken from the Worldspawn Archive's article "Optimizing maps for the IdTech3 engine", here's a list of some of the things which may help you to improve performance (framerate stability and count, compiling times) of your maps:

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  • Mapping manual/Optimization and troubleshooting
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  • Initially taken from the Worldspawn Archive's article "Optimizing maps for the IdTech3 engine", here's a list of some of the things which may help you to improve performance (framerate stability and count, compiling times) of your maps:
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  • Initially taken from the Worldspawn Archive's article "Optimizing maps for the IdTech3 engine", here's a list of some of the things which may help you to improve performance (framerate stability and count, compiling times) of your maps: * Use common/caulk for faces which can't be seen in-game. Starting with those facing the void. * Prevent overlapping brush faces. They can cause framerate drops and T-junction errors in-game. * Turn straight walls with many brushes and textures into a wall with one huge texture and one brush. * Before adding light entities to your map, check if the shaders and skies cast enough lighting. They look better than many light entities. Furthermore, a badly placed light may ruin the athmosphere of the map. * If you use doors in your map, it's a very good idea to place areaportals with the same size as the doors inside of them, so everything which isn't visible behind the door when it's closed won't be rendered by the engine. However, don't forget framerate drop may still occur when the door will open. * Turn every brush (patches and models are already detail) which isn't really a part of the level into detail brushes. This would make VIS compile time lower; however don't apply it to walls which should really block VIS, in order to keep the important in-game framerate optimization VIS allows. (See below) * Use hint brushes. (See below)
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