massive apologies for the terribly unpunctual replies guys, didn't rain much all year (150mm feb thru nov) and hasn't stopped raining all december, which is comparable to money falling from the sky for me. woot sweet potato vines going all day of the triffids on me
huge thanks for the very helpful feedback. i have begun a rebuild to address the many issues; zoning and fps improvement is obviously critical, as those fps mentioned are horrendous, i'm getting 60fps steady (capped) with d3d9 renderer and 1360*768 resolution even in the bell tower. difficult to actually zone off the areas as they are so it seems that the map will end up larger, but with a similar amount of content, just spread out and separated more
crucially i now realise the tanks have a collision of 400uu diameter, hence the whole layout requires major tweaking to rectify the situation to allow their inclusion.
This: "players can quickly find each other": that'll be incorporated as a fundamental strategy
the grassy area is f*****, no getting around it, needs removing or changing significantly, sad because i had some success using 2 varient 4 sided cones for slopes before
concerning the use of so many movers; i probably went over-the-top with them, essentially caused by testing only on one strong pc. I spammed multiple additional floors to break up the view of the horizon from street level, not realising it wasn't an adequate alternative to proper zoning. movers have been used for the street lamps as that is a whole lot of texture aligning and scaling that is destroyed when 'transform permanently' is invoked. the collision seems correct. many of the windows will be made semisolid or mere textures to reduce stress, lots of the non accessible rooms don't actually warrant hollowed out rooms either.
glad you liked my sexynurses
they have animation speed issues tho, spent quite some time trying to figure it out; sadly failed. i also intended to turn a vending machine into a doctor who dispensed medkits
the canal/river is an artifact from the singleplayer incarnation, the bridge/towers are just aesthetic, didn't make tank traps & barbed wire rolls to block it off. river will probably be removed in the rebuild
textures are all placeholding until geometry and lighting are finalized, i agree it doesn't have much decrement or weathering, i've been playing with the genfx.utx (i think) vines, which adds an element of age, not so much wear and tear tho
some stuff is indeed off-grid
, should only be 3 things; post & railing fence, fallen fence pillars and crates. all are 1uu off grid and either semisolid or mover. they are rotated to make it look more natural. will alter the first 2 elements in the rebuild but the crates look strange when all perfectly aligned n/s e/w, hopefully they wont cause major errors. alternately i'll make a .u for some of my models to replace said mover boxes.
again, i'm extremely grateful for the input. and didn't mean to be so tardy on the reply. now i'm off to the editor to add some polish to the first rebuilt street. gg