When it's your turn - before you do anything - save the map as a new .vmf so as not to overwrite the previous person's.
Add a sequential number.
This way we can go back and see the specific changes made in each vmf.
edit:
Goddamn, CT. Who taught you how to optimise?
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That is not how you func_detail!
editedit:
And if you
are going to func_detail massive world brushes like that to save on face splitting, make sure you nodraw every face that isn't seen because by making it an entity, you stop the unseen faces from being nulled during the compile.
editeditedit:
General tip for your style of mapping would be to always texture brushes entirely in Nodraw first, and then individually texture their visible faces. It's a good habit to get into and will really help your framerates if you're turning so many brushes into entities. It also tends to make you take a bit more care on each face which is always beneficial to the final product.
I like that you've left the 4 huge areas empty, by the way. Leaves a lot of room for creativity for everyone.