I was wondering, I’m having long compile times, and am planning on implementing hint brushes to break up the open areas,(correct me if I’m wrong, this is what I understand they’re for).
Now my question is, is it feasible to make the entire map brushwork into func_details( a heavily brushed map with a lot of intricate detail, perhaps rotated to lie off the grid) and then use hint brushes to block out the buildings and details, thus rendering the map in a optimized way? Would this increase or decrease performance?