* Remove brushes
-- especially small brushes. Remove, remove, remove. Brushes contribute
to R-Speeds, the measure of engine
load.
* Remove items --
guns, healthpacks, whatever -- move 'em someplace else.
* Use larger textures
-- if your walls are covered with 64x64 textures, make new bigger
textures, 256x256 or whatever. The .wad
file is bigger, but there's less engine load at run time.
* Replace brushes with
simpler brushes -- replace 6-sided cylinders with 4-sided cylinders,
etc.
* Set monster "Fade
Corpse" flag -- so the engine doesn't bother rendering the
dead. (Yes, this is a disappointing loss. But if you need to speed
the game, and you've got some or many or a huge number of corpses,
this method helps.)
* I've read that you can
improve polys by "mitering" walls -- use the Vertex
tool so that where two walls form an L-shaped corner, the walls
meet along a diagonal, rather than one wall butting up against the
other.
* View reduction
-- for instance at entrances/exit, use a U-shaped tunnel to connect
two large spaces ... the U-shape is to ensure that Vis doesn't map
a line-of-site between the large spaces ... similarly, the middle
of a U-tunnel is a good place to locate a change-level. See also Level
Design.
* * No overlapping World
brushes, right? Always a bad idea -- !
Yes, you can overlap
Entity brushes -- many game effects
require multiple overlapping Entity brushes -- but expect engine
load.
See also Troubleshooting:
Slow.