OK, so I'm getting into Q3 mapping a little late. I've wanted to try it for a while but I use a Mac and I just found out about the Radiant on Mac tools.

Havin' a blast with my first map, but I got a million questions. I've read a lot on the web and a lot here in the archives but am still confused about a few things. Specifically...
A) I don't grok the caulk. :icon31:
B) I got to get my tri count down.
So, here 'goes...
1) Making non-structural brushes "detail" will make the .bsp file smaller but has no effect on number of tris drawn or fps. Is that correct??
2) I've seen suggestions to make all your structures out of caulk then make all the textures detail. If I understand this right, you're doubling the effort to make the map. Why is this better than just defining structural vs. detail brushes.
3) I've also read to caulk behind patches. What does this mean?? Is it because a patch seems to be a set of one-sided tris? Specifically, if I make an Invert Endcap (for, say the path up a brush with a bounce pad in front), where, exactly do I make a caulk brush?
4) Will caulk texture lower my triangles? For example, if I need a wall and make brush for it, I get a 6-sided (12 tri) brush. If I caulk the unseen 5 of those 6 walls, does my 12 tri wall now drop down to 2? If so, I got a lot of caulking to do

5) What is an acceptible number of tris these days? And what should the geometry setting be when you check r_speeds? I'd say comps have gotten a little faster since Q3 came out. Do I still need to hover around 6000 tris or less? I saw one site said keep it below 20,000. But that seems high to me. I got a section that's topping 17,000 (see photo, if you're curious - over 25,000 if I turn geometry to high). Do I have to make my ceilings and beams flat to get rid of tris? (r_nocurves in the same spot gets me about 1/3 fewer tris). Or will a little caulk go a long way here? And, that pool of green ooze seems to be taking up a lot more tris than I thought.... Not sure what to do about that.
Of course, my new quad G5 has no problem at all keeping a solid 125fps on it, but my very old G4 slows a bit - but no more than a couple other maps (ctf1+ comes to mind, but its around 10,000 tris - 17,000 with geometry set to high).
Here's a couple photos... I think I've done some fun, different things with the gameplay. Would hate to end up with a map no one can play....
http://www.teamnachtjager.net/screensho ... map001.jpg
http://www.teamnachtjager.net/screensho ... map003.jpg
Thanks for looking at my long-winded post...
- Shrapnel