There are two types of polygons in half life:
1- wpolys (world polygons)
2- epolys (entity polygons)
Wpolys are assigned to the "square" that the HL engine divides the map. (
not the number of squares that is built)
Epolys polygons are assigned to entities. (Model's, guns etc etc)
The command "r_speeds 1" serves to tell you the amount of polygons per second that the engine of half life is to draw (render speeds).
The plates are able to draw 3d x polygons per second.
When a map of r_speeds logically abused (polygons), the plates do not come 3d, and noticed the lag (sobs).
Now the Epolys Wpolys and measured with the command above. You should write to the console counter-strike:
sv_cheats 1
r_speeds 1
Values appear in the console, you must traverse all areas of your map and be antentos to the values that mark (wPoly in this case).
Formerly, graphics cards not tolerate Wpolys read over 1200, this occurred because the information Lag took more milliseconds to process, but ... formerly.
In 2012 the new 3D accelerator graphics cards, this command is useful but not as important as it was before (in 2006 when it launched the cs 1.6).
The need to reduce wpolys comes from the need to professionalize the map, reduce information processing time and therefore give you more gameplay.
But if the respawns the map, for example, wpolys are too high. Does this affect the gameplay? Is relative, since what is really interested in the "hot spots" (direct confrontation) the wpolys are low for the info faster. I think the "pros" never attacked a base when you should really worry about that and we'll forth and they plant the C4 on bombsite.
The Wpolys is reduced by two main methods:
Converting complex solids in an entity (entities produce no increase in wpolys, obviously): func_wall
Avoid creating unnecessary divisions in solids (cutting tool).
I think he understood.
PS: And do not press both organizers of the contest! LOL!