yeah but now theres a nifty thing called a "detail brush"! which basically, like an entity wall (func_wall), it does not interfere with the VIS process/cut up sectors/leafs/whatever
yeah but like an entity wall, a detail brush cant be used as a wall for the void
and ive heard that 7000 polys is low-average; hehe go over 1000 wpolys in HL and you got problems if theres a fight there!
so basically, if you could make effecient maps in the older engines, you wont have a problem here, except maybe getting used to all the nifty extra details you can add!
yeah im new to q3 engine, latest stint was with HL, and though basic concepts are the same, it feelslike i have to re-learn mapping again