Hi BULLSHOCK,
Your not alone - The problem of slowdown overall and dramatic slowdown in specific areas (where you mention moving backwards and your OK) is well documented some time back with many posts, some from me that have gotten lost in the mists of long forgotten FPSC problem and bug days.
TGC are well aware that these problems exist. The problem of dramatic slowdown when FPSC sees a massive increase in polys, sometimes in small, from one tile to the next areas is caused by a (lagg) fault which Lee has documented which apparently he was unable to track down and fix in the EA version. So too all other slowdown issues a known and documented I think.
I have the same severe problem areas. You can to some extent build out the slow spots but they usually catch up with you further down the line as you build and pop up as a problem somewhere else. Its erratic though consistent in always being around somewhere. Worst case scenario I had a level where I had 24 FPS on one tile then 0 FPS on another causing an FPSC Freeze and system crash.
Its a slightly different problem from that of the player slowing FPS down when walking which is consistent thoughout any area of a level, when facing or moving in any direction - FPS drops everywhere. In happens 100% of the time but to varying degrees.
Glitchy it is - erratic sure. I have doors that open and close and others exactly the sane which refuse to do so - Just depends which wall you put them in - talk about glitchy.
Corridors wont make any difference to slowdown as FPSC gets a bit confused as to how many polys there are around - Only a couple of days ago I posted re the subject.
FPSC seems to habitually or erratically calculate everything in the level including both segments and entities whether or not it can be seen or whether or not it has any proximity to the player.
We could use a method of loading and unloading content when out of view - though even that kind of calculation would probably have a invavourable benefit/non benefit result so it would swap one prob with another - I dont know - as yet we dont anyway have that luxury.
I thought about trying to do it with spawn and remove commands thgough could not see a way it could be done - will look at it later - much later maybe
TGC are still concentrating on Physics and Multiplayer (and dont forget the new shadows too) as far as I am aware are welcome though they will undoubtedly put further strain on the capability of FPSC to hold up frame rates. I dont think it will but will drop them and dont see MP being a reality - though perhaps TGC will deliver something special in V1.
I already have to take all objects and optimise as much as possible making most entity objects static - and non moveable and keeping the scipts basic - this pushes FPS back up in many areas. Of course if you want Physics objects you cant do that - they require even more processing power, more complex scripting and greater thinking time which kills FPSC.
We dont know what TGC is doing exactly but Ive not heard a great deal regarding fixing any problems or bugs of any kind and there are many across the board. A lot of minor niggles we can live with but there are some important ones that need looking at. I fear they may prove too demanding for TGC to condsider taking them on and they will get swept under the carpet as it were.
I hope not.
To be fair TGC promised Physics and MP in V1 and it looks like you will get it - I am sure you will, so maybe fixes will come later.