First off - Thanks again for responding.
Secondly - Do you happen to know how large a world brush should be in order to block sound? I understand you can in fact hear people through walls, so how much solidity do I need to put between two people to block sounds?
Here is a rather rough overview of my map, not to scale. The sewer isn't completely sealed off, hence the question about brush size in order to block sound - as I would imagine "some" sound escaping, but not to the degree it is.
My compile log follows, I've add >>> to the lines appearing in yellow - which google searches have previously told me I shouldn't be concerned with, but - who knows!
(Edit - Oh and this was compiled with VIS on Fast, just for the record)
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Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
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Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
on\Counter-Strike Global Offensive\csgo" "E:\User Files\CSGO Maps\cs_warehouse_t
00dle25.vmf"
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Valve Software - vbsp.exe (Mar 27 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Globa
l Offensive\csgo\materials
Loading E:\User Files\CSGO Maps\cs_f00dle25.vmf
Map revision 278
>>>ConVarRef gpu_level doesn't point to an existing ConVar
>>>Patching WVT material: maps/cs_f00dle25/dev/dev_blendmeasure2_wvt_patc
h
>>>Patching WVT material: maps/cs_f00dle25/de_train/blendgrassdirt001a_wv
t_patch
>>>Patching WVT material: maps/cs_f00dle25/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing E:\User Files\CSGO Maps\cs_f00dle25.prt...Building visibility
clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (444327 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4055 texinfos to 1937
Reduced 253 texdatas to 210 (12836 bytes to 11322)
Writing E:\User Files\CSGO Maps\cs_f00dle25.bsp
2 seconds elapsed
>>>Reference Count for Material ___error (1) != 0
-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
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Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\comm
on\Counter-Strike Global Offensive\csgo" -fast "E:\User Files\CSGO Maps\cs_wareh
ouse_t00dle25"
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Valve Software - vvis.exe (Mar 27 2013)
fastvis = true
8 threads
reading E:\User Files\CSGO Maps\cs_f00dle25.bsp
reading E:\User Files\CSGO Maps\cs_f00dle25.prt
2572 portalclusters
8566 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 279097 visible clusters (0.00%)
Total clusters visible: 5585029
Average clusters visible: 2171
Building PAS...
Average clusters audible: 2568
visdatasize:1639341 compressed from 1687232
writing E:\User Files\CSGO Maps\cs_f00dle25.bsp
2 seconds elapsed
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Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strik
e Global Offensive\bin"
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Running command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike G
lobal Offensive\bin\vrad.exe" -game "C:\Program Files (x86)\Steam\steamapps\com
mon\Counter-Strike Global Offensive\csgo" "E:\User Files\CSGO Maps\cs_warehouse_
t00dle25"
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Valve Software - vrad.exe SSE (Mar 27 2013)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading E:\User Files\CSGO Maps\cs_f00dle25.bsp
Setting up ray-trace acceleration structure... Done (0.81 seconds)
8090 faces
3 degenerate faces
4229660 square feet [609071040.00 square inches]
1 Displacements
632 Square Feet [91125.00 Square Inches]
8087 patches before subdivision
150037 patches after subdivision
sun extent from map=0.000000
74 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (142)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30)
transfers 27812772, max 1488
transfer lists: 212.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(192124, 204892, 185534)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23347, 25124, 20146)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3740, 4166, 2864)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(787, 915, 532)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(194, 238, 116)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(54, 70, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(16, 22, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(5, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0735 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 77/1024 3696/49152 ( 7.5%)
brushes 1292/8192 15504/98304 (15.8%)
brushsides 8836/65536 70688/524288 (13.5%)
planes 5952/65536 119040/1310720 ( 9.1%)
vertexes 13591/65536 163092/786432 (20.7%)
nodes 5303/65536 169696/2097152 ( 8.1%)
texinfos 1937/12288 139464/884736 (15.8%)
texdata 210/2048 6720/65536 (10.3%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 1760/0 1760/0 ( 0.0%)
faces 8090/65536 453040/3670016 (12.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3683/65536 206248/3670016 ( 5.6%)
facebrushes 297/0 594/0 ( 0.0%)
facebrushlists 8090/0 32360/0 ( 0.0%)
leaves 5381/65536 172192/2097152 ( 8.2%)
leaffaces 9674/65536 19348/131072 (14.8%)
leafbrushes 3200/65536 6400/131072 ( 4.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 53147/512000 212588/2048000 (10.4%)
edges 30358/256000 121432/1024000 (11.9%)
LDR worldlights 73/8192 7300/819200 ( 0.9%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 738/32768 7380/327680 ( 2.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13707/65536 27414/131072 (20.9%)
cubemapsamples 12/1024 192/16384 ( 1.2%)
overlays 3/512 1056/180224 ( 0.6%)
LDR lightdata [variable] 7740438/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1639341/16777216 ( 9.8%)
entdata [variable] 113721/393216 (28.9%)
LDR ambient table 5381/65536 21524/262144 ( 8.2%)
HDR ambient table 5381/65536 21524/262144 ( 8.2%)
LDR leaf ambient 24528/65536 686784/1835008 (37.4%)
HDR leaf ambient 5381/65536 150668/1835008 ( 8.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/20948 ( 0.0%)
pakfile [variable] 1027798/0 ( 0.0%)
physics [variable] 444327/4194304 (10.6%)
physics terrain [variable] 153/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 22201
Writing E:\User Files\CSGO Maps\cs_f00dle25.bsp
3 minutes, 8 seconds elapsed
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Running command: copy "E:\User Files\CSGO Maps\cs_f00dle25.bsp" "C:\Pr
ogram Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\ma
ps\cs_f00dle25.bsp"
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Finished. Press a key to close.
- Thanks!