You fail at linking...
I've seen maps way more complex than mine. My map has several turnings and walls for vis-blocking.
Thats probably not enough optimization.
If you got large surface area's, try increasing the texture scale.
And don't forget to func_wall / func_illusionary complex groups of detail brushes. Be carefull not to func_wall / func_illusionary entire groups as one single entity, to avoid facesplitting.
Face splitting occurs when:
- 2 or more solid world brushes meet (touch).
- 2 or more brushes that are in the same entity group meet.
Face splitting does not occur when:
- 1 solid world brush meets a brush entity.
- 2 seperete brush entities meet.
And finally, instead of using the NULL texture, use the BEVEL texture. It acts like the NULL textures but does not create CLIPNodes. Best used with the "-cliptype precise" command for CSG.