- Place some anti portals, or make some BSP antiportals. Do not make BSP surfaces antiportals if you subtracted another brush on that surface (ie: windows or doors). This will cause HOM.
- Reduce the number of max particles on emitters. I was down to one frame per second when I jumped into the smoke...not good.
- Disable collision on the mesh emitter inside the central building (the adrenaline). It would also help if you reduced the max particles, too.
- Reducing the life time range will increase the density of the adren mesh emitter.
- Reduce max particles on teleporters.
- Reduce max particles on the fire emitter.
We've also noticed that you are using multie tiled sprite emitters. You can subdivide each particle so it'll animate each particle while showing one tile at a time. To do this, go to the emitter's properties--->Textures. USubdivisions and VSubdivision set these numbers to the # of tiles. If you have four by four tiles, then set this value to four. Be sure to set bBlendSubdivisions to true if you want a nice fade between the frames.
There are many other methods you may apply to optimize your map. Be sure to check out Map Optimization Tutorial for further detail.
There are several other things to address:
- Collision on Plants: Simply set the ferns' collision properties to false so these plants wont stop players and projectiles in their tracks.
- Reactor B Collision: The dome on Reactor B will annihilate all who dares to jump on top of it. May I suggest a blocking volume over these domes? The editor doesn't like spherical BSP brushes, and it'll cause issues like this.
- Teleporter Collision in Corner Towers: On top inside of any corner tower...when you jump down and lean to any corner, you'll miss the teleporter. Simply increasing the teleporter's collision radius will do the trick.
- Flickering Glass: You may have noticed that the windows or the glass tubes may be flickering. An easy fix is to simply reduce the size of the glass by one uu (unreal unit). For the tubes, set the Z Draw Scale to 0.95. For the windows, set the X or Y Draw Scale (which ever is the thickness of the window) to 0.95.
- Mini Boss message appeared, but he didn't spawn. Please verify that you are using the correct actor.
- Ability to Close the Doors: I would recommend in disabling the ability to close the doors. You may always encounter that meanie that will isolate themselves in the room. Or you may isolate yourself in the room, take the teleporter, then forgetting to leave a trans. Or isolate yourself in that room, get yourself killed somehow...and umm...a nasty result of an angry team since they can't get the link gun or run to safety.
To avoid conflicts like these, I think it'll be best if you'll simply disable the ability to close the doors. - Underground Safety: The underground area appears to be too safe. Easy Idling, farting around players, and simple boredom will occur down here. Just a few path nodes down here should increase interest in this map.
I understand it may look silly to have a bunch of fake adren pills all over the place, but you can justify this. You can mention or make it look like that these pills aren't ready yet. Treat it like a plant, and the fruit is not ripen yet or something. Just an analogy. I'm sure you can find some justification.
Don't forget to set the collision of the fake adren pills to false so the players wont stump their toes every time they come by one.
Another way in reducing your channel count is to reduce the amount of ammo pickups. Right now you have four ammo pickups per weapon, you don't really need that much. One ammo per weapon will do the trick. You can always place some fake ammo if you want this plant to look like it's loaded with supplies.
Same with the health vials underground. Replacing the pack with one health vial of higher quantity of hp will do the trick. If you apply these methods in reducing the channel counts, you should be down to a safer playable range.
Other than the things mentioned, this map does have potential. It's very unique, it has a theme, it has style. It just needs some care on some of the problems. If you need to prioritize on things, I would recommend:
- Channel Counts
- Optimization
- Safety (difficulty balance)
- Collision
-Reactor Domes
-Ferns - Then the misc stuff
-Flickering Glass
-Mini boss
-Teleporters in corner towers
-Any other adjustments you see fit