Of course, hopefully it came across that my crits (while fairly straight to the point) were meant to help a little. However, I should offer some alternatives right, or else I look like a bit of a bastard.
- Pillars. This is tough one. You obviously wanted a room with plenty of cover, where the fight could take place with plenty of riccochet and longer gameplay. For your first map i could consider using only half the number of pillars. Perhaps delete ever other one and leave the rest?
- With those pillars that remain it is important for you to understand something about the HL2 (and indeed HL1) engine and the way it compiles maps; when the compiler is working out how the light is projected across a surface, it spilits a surface into sections, called VIS portals. For a plain old wall, a single large portal will be sufficient, and as such will require least ingame processing (runs faster!). However, when another brush (Hammer block) touches a surface, the number of sides the brush has splits up that surface into that number of VIS Portals. So, and 8 sided cylinder touching a floor, like in your map, will make 8 more VIS portals than is needed. Further more, when you have say 30 of these cylinders, all breaking up the ground... you get:
8 x 30 Portals = 240 portals.
And when you only needed 1, that's a bit of a bitch. Even the best PCs won't handle this as it's a limitation of the engine, not the computer.
- To prevent this from happening to you in your map, you can make your cylinders func_detail entities (right click the block and Tie to Entity). The fun_detail brushes are converted into sort of static mesh models, and as such do not break up the surfaces they touch. In short, they kick ass! Make the remaining brushes func_details and that's your performance sorted. However, we still have the basic design...
- We need a large variation of textures. The floor must never be the same as the walls (sorta one of my golden rules when i map). There are plenty of combine textures you can use in your map - use 'em!
-Also, try not to make rooms cube shapes, build the walls and floors seperately (hollowing cubes is oooold skool), that way you have complete control over how the map looks and plays.
Hope that helps. I wasn't trying to demoralise anyone, but to sorta give this mapper and others a kick in the right direction! Sorry
