Sorry for the double post, but I would like to report that the map is (finally) done! It’s late at night now and I need some sleep, so tomorrow I will explain in detail what I did to get this thing to work, and if op allows, I may post the bsp and/or the vmf as well
As for op, I’m sending a pm with the download link right now.
EDIT: ok, I just wanted to mention why others probably had issues with this
What the others did first (including myself) was take the a staircase from the center, and duplicate it dozens of time to extend the height. The problem with that is that each staircase unit is about 60 brushes, and then you duplicate that about 100 to 150 times, and then then all those brushes render at once. Thousands of brushes rendering at once is generally a bad thing
so its natural for the compile to take a stupidly long time, and for the engine to just give up on rendering it ingame, causing this to happen
the stairs don’t even render until you get close, causing weird artifacts like this
And if you look from the bottom straight up or the straight bottom down, the source engine commits seppuku and gives up, causing nothing to render and the remaining textures to spazz out.
I tried many times to change some things into func detail, to adding func_visclusters, so forth.
Eventually, I decided to learn how to use propper. after an hour of getting the thing to work with steam pipe, i converted a sizable part of the staircase into a prop (just the steps, not the walls). I replaced a steps in the middle with the prop, leaving only the ends brushes (because they have higher lighting quality, and one would notice that more at the beginning or end)
I had to fix other stuff too, the skybox was invalid, there were missing props, and I had to do away with all the func_areaportals because they were useless and unpractical anyways. I did a final compile with vertex lighting (to try to keep the prop stair lighting quality as high as possible). All in all, it took me 2 days of straight work, and about 9 -final compiles
A true pain, but some good lessons learned