This is part one of a tutorial series I’m making on Optimizing maps. where I will try to explain how to make maps well optimized. and hopefully eliminate some misconceptions about the compiler. There are a ton of tutorials out there explaining how to optimize your maps. but they rarely explain what actually happens when you optimize your map. or why it happens.
I know that some of the stuff is not 100% accurate. but it’s far better than saying that visleafs are the equivelent of flooding your map with water
I will continue to make more of these tutorials if I can find the motivation. when I do I’ll put them in this thread.