I recently noticed, that bhx_heliport's entity usage has somehow flee'ed from my hands: it's almost 80%.
Level contains heliport and a bit of outdoors, corridor, small storage (has only a few entities), office and meeting room and finally, security checkpoint.
They are lacking of details quite much, but entity usage is till 80%. (oh well... too much areas in one map..)
While i were taking a quick snap in bus earlier today, i got an idea:
Splitting 1. heliport + outdoors, 2. corridor and storage, 3. office and security checkpoint in to own maps. (it would be.. 3 maps, and i would design the rest of the levels with this trick. )
Unpopular Loading screen would appear often, but it would be still quite resident evil-stylish.
I want to know people's opinion about this.
Should i make
A) Big and highly low-detailed maps (*vomit*)
B) Small but highly detailed maps (somewhat like in... RE:Remake : It's rooms are extremely detailed.)
Of course it would be much better to have many loading screens but a lot of details. It really doesn't ruin the atmosphere and the loading time wouldn't be too long anyway.
And of course this splitting optimizes the level.
I totally agree with Ztormi, having some loading time is kind of REish XD.
Detalied maps are always better eyecandy :).
I definitely pick B because I like detail and it doesn't matter how many loading scenes you have if they're all short. Half-Life Source has tons of loading scenes, but they're only 30 seconds or less (usually), which is fine.
More detail is better. That is, as long as it does take some time, inbetween those loadingtimes. Few things suck as much as having a 30 second loadtime, for an area that takes 2 (Not particularly spectacular) minutes to clear, just to have you wait for another loadingtime.
Balance is key, as always. But, yeah, as I said, more detail is better. So, chop the level up, you have my blessing. ;D