by kraid on Mon Apr 01, 2013 12:33 pm
Even the original size of 350MB would be somewhat big for downloading it from a server, even if it could be packed somewhat smaller by using bspzip.
I'm not sure how much custom content is really in your map, but there are always possibilities to bring down the overall filesize.
Textures:
Use texture compression and downsize some of the texture files with higher resolution.
Normalmaps are usually saved uncompressed. Either compress them or half their resolution.
Erease the alphachanel on Textures that were saved with an alphachanel, but don't use it at all.
Map:
Check your lightmap resolution on the bsp of your map.
Make sure that there are no small scales on huge faces, maybe increase the overal lightmapscale for the whole map or parts of it.
Make sure that no lightmap space is wasted for parts that the player won't see anyway.
Use nodraw, cut your brush into chunks if parts of it's faces are hidden by big func_detail, displacement or even static props completly.
Don't use to much cubemap entities in your map and keep them on low resolution.
Don't use dynamic light.
Props:
make sure that they're optimized and were not corrupted during the port from Metro2033.
(duplicated faces, splitted vetics, etc.)
don't use per vertex lightning (no -staticproplightning in advanced compile) since it also increases mapsize
in general:
make sure that only the necessary content is added.
always use the bspzip for compressing the client download of the map and host it on an external webspace, not on the server that's running the map.
You're able to reference the map download link in a .res file on the server.