User:Pinsplash/Reoptimizing maps

CSGO: Nuke
I'm making an edit of this map, so I've been getting a good look at how this funky map tries to keep you from lagging.

Areaportals
Every opening has an areaportal on it. Every. Single. One. The map is pretty fine in this regard, but there are a few huge portals outside the play space in the outside area which hide almost nothing at all. I have no clue what they're for and deleted them. There are also a pair of areaportals near the green doors near Secret and Observation which are totally useless. There's a single areaportal over the opening to an inaccessible room in Tunnels. It does have a lot going on it it, so a portal on it seems warranted.

Func_detail
Func_detailing is done well in this map. The geometry of a few buildings aren't really utilized for optimization in any way, so might as well have been func_detail, but it's not that bad.

Occluders
Most occluders in the map are around the main part of the building and hide things around corners and on the roof pretty well, but I wonder what hinting can do for them. One near Roof seems absolutely replaceable with a hint. One in CT Spawn is pretty useless because there's an areaportal right next to it doing the same job. This occluder does catch just a few things the portal doesn't, but the benefit is still marginal from any angle.

Hints
Of course, what is a Valve map without 50 useless hints? The 271 hint brushes on Nuke mesh together into a terrid, dense, purple fog. There is not a single angled hint in the entire map. There are countless hints accomplishing nothing due to the areaportals everywhere. (Just a rule of thumb: if you have a hint brush touching an areaportal, it's probably not a good hint.) I know bashing Valve gets old, but damn is it easy. Valve put nodraw blocks inside Silo for obvious reasons, but it's almost as if they forgot about these, because there are occluders there as well...

I deleted all the original hints because it was simply too much to comb through.

Other
One obvious issue was in Lobby. The beam props from B site render through the floor because static prop combining put them together with a beam prop above the floor.