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____________________HUGEBOXAROUNDMAP_____________ ___________
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| | B | | | | A | |
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| |_______________ __| |_______________________| |
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| | C | |
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Making huge "boxes" to contain your map is not such a good idea, it would make everything anywhere inside the box be rendered by the game, If you had lots of stuff on A and you were standing at C, you would still be rendering everything inside A.
What I do to make it easier for me is to group brushes into func_groups!
To make a group:
Select a couple of brushes.
With the brushes selected press N to see the Entities window
Double click on func_group.
To select all brushes inside a group:
Select any brush that belongs to such group.
Press ctrl+alt+e (I have no idea where I found that weird keystroke =P)
Other useful keystrokes:
ctrl+d will hide all non-detail brushes.
ctrl+shift+d will hide all detail brushes.
ctrl+m will make selected brushes into detail
ctrl+shift+s will make selected brushes structural (clear detail)
If you use spacebar do duplicate brushes inside a group, it will make new brushes that belong to the same group
If you use ctr+c, ctrl+v, it will make a new group with the new brushes.
Both of those methods will inherit the properties of the original brushes, things like keys/values and if brush is detail or not.
The downside of func_groups is that you cant have groups of stuff like doors/etc, since they are a different entity (func_door etc)
I wish there was a way to make radiant-only grouping (or even groups of entities ingame >=D), where you could do groups of mixed stuff and even nest them.
Lastly, if you read this article until you can explain it well to a newbie, it will be of GREAT benefit
http://tremmapping.pbwiki.com/Understanding%20Vis%20and%20Hint%20Brushes=D
(sorry if post is kind of confusing...)