Evanator wrote:Speaking of poor performance, how else can I make sure that the map isn't too laggy, besides wall count?
This stuff is just general lag-fixing suggestions, and not all of these will apply to that map in particular.
You could set "shadowmap size" to a really high number (in the thousands maybe) via an engine mark so that the game doesn't have to load the shadows. Advanced trigger functions and massive explosions don't do any good for the performance. I don't know if snow really has an impact, but I personally only use it in small maps like my deathmatch map Bloodstains. Lights are really laggy if used in excess with flares on, so in larger maps, set the "has flare" setting of all lamps to "no."
Whatever you do, don't clone a character with triggers. I learned that the hard way with a now-unpublished, awful, glitchy map called "Zombies." I tested it in multiplayer and my ping jumped to over 5,000. My mouse took 3 minutes to get to the End Game button. Use
absolutely no clones in multiplayer.