
Originally Posted by
White Paper Games
I didn't think this topic would take off so much, its cool to see.
I remember Warren (a WoLD forum memeber) once saying in a thread when working with Unreal (not exact words or a quote but similar..)
We flesh out the entire level with brushes, and then replace as many of the brushes with static meshes. Its a goal to hit if you can reach 0 BSPs in a level but there is sometimes a few left in. We also use blocking volumes over some meshes to stop players going to certain areas.
If you follow that formula you won't go wrong. That's the method I've started using for the past few years and it works great. BSP is for creating the gameplay and 'flow' of the game, but in the end you will want to remove as many as you can.
Also as a side note..I can't stand converting brushes into Meshes..urgh! If you measure how big your brush is in UDK you can just use the Maya units to quickly replicate it, so much easier and cleaner!