Why does nobody talk about using BSP node builders vs hand-placing sectors for Doom 2 maps?
I spent 3 weeks building a map by hand in Doom Builder, lining up every sector vertex myself, and it played like a slideshow on my old Pentium 3 test rig. Then I switched to a BSP node builder script I found on a forum from 2004, and the same map ran smooth as butter at 60fps. The hand-placed version had 12,000 linedefs all tangled up, but the BSP version cut it down to 7,400 without losing any detail. The trick was letting the builder auto-split sectors instead of me trying to be perfect with every angle. I know some purists say hand-placing gives you more control, but for big outdoor areas with tons of monsters, the difference is night and day. Has anyone else messed with old BSP tools like ZDBSP or is it just me?