the wall thickness needs to be ajusted there, and a few other places.
now, there is a problem ( which i did not anticipate ) of a place ( and probably
a few other places ) where players can lean and see through the walls. this
is because the map is heavily relying on "patch meshes" to display curved
geometry. patch meshes were introduced in quake3, and they help to simplify
creating curved surfaces, where as making those curves with brushwork was
tedious/time consuming before and the final curves did not look as good as a
patch can make it. ( however the lighting can now make them look smooth ).
the thing about patch meshes is that they can be displayed at lower divisions
depending on clients cfg settings... which can lead to gaps where you can see
through and overall messy looking geometry. and this is ok, because a client
needs to ajust their settings to get the best possible fps they can get.
but this creates the problems of seeing though walls.. ect.. and i would prefer
players to see the map as it was intended with nice curved area's. so what
i am now doing is getting rid of a lot of the patch work, and replacing it
with proper brushwork.. so now its a tedious and time consuming repair as
the map has tons of patches everywhere. a few days ago when we were
play testing it, someone mentioned that the arches in the graveyard look
lame/silly/wierd.. or something.. well, they dont actually, because i have
my divisions set high so they look smooth and proper, so i guess that
player has lower settings to increase fps.
here is an example of what i mean, from a clipped area of darkerrors
screenshot, and how i see it...

arches on the left use about 6 angle changes, while the ones on the right
use about 16 angle changes, which equals more polycount,
you can see how smooth the arches are on the right and no gaps between
the surrounding wall areas to see though. again, there is nothing wrong
with players ajusting this for better fps, in hindsight i should have
anticipated this and made these area's strickly brushwork because i want
the map to look as good as i see it. so it will take some time while i convert
the patches to brushes, and in this way im forcing the clients to see it more
the way its meant to, as there is no config settings to change brushwork.
basicly im going to enforce higher fps in these area's, but it wont have any
impact on a clients fps that much, since a good poly count of 22,000 is
recommended max ( back in the day on my trusty p3 800mhz ) and nowadays
everyone has faster pc's... plus the fact that these area's are close to 8000
polys max since i took care to create proper portals.
er... maybe some of that was techno-mumbo-jumbo... basicly im saying
its gonna be a week or longer before a new alphatest can be ready.
EDIT: actually.. this brings to mind the subway map, where playes have
said the tunnels look terrible, but im guessing they use lower patch divisions
in their cfgs, because the tunnels look ok to me, nice and smooth. im
running an amd 64 3200+ and a bfg6600gt so i dont mind at all having the
meshes appear stock. the fps loss/increase is not noticable at all if i do
change my cfg for lower divisions, even on my old p3 800, i kept them
stock since it didnt matter much. im not recommending players to set
back to default settings for patches, but nowadays it doesnt matter if
they do... and patch work in maps are generally low where the map
designer wanted to highlight nice curves, so running at default for this
does make the maps look nicer for the client with generally no fps
difference.... imo of course.