Dude at the Toledo retro meet said my Doom map had too many linedefs, ran a check and he was right
Was at a small retro game meet in Toledo last month and some guy watched me play my WIP Doom map for like 2 minutes. He said the lag on the switch room was from too many linedefs crammed in one sector, not bad node building like I thought. I ran a quick check in Doom Builder and my main hall alone had over 900 lines, which was bloating the blockmap and slowing collisions. Cut it down to about 400 by merging sectors and using mid textures on double sided walls instead of stacking tiny ones. Loaded it up in prboom and the stutter in that room is just gone. Anyone else keep a line count cap per room when they build, or do you just wing it and fix it later?
Learned the same thing the hard way with woodworking, you sand one little spot perfect and then realize the whole board is warped and that's the real problem. Sounds like you found your warp. Keeping a rough cap per room seems smart, saves you from redoing nodes later.