This is layout.
As always, the map is 90% accurate to the layout, but as proportions don't line up right in the drawing, I improvised a bit.
This is what has changed from the base that was released in the map vault. I added some details and trims to the edges of room 1. Originally I had railings but they messed up the flow when falling from the upper level to the lower level. The added height lead to fall-damage, without railings there is none. Also, shooting to the lower level, and jumping from edge to edge were troublesome. So I scrapped them and made a trim that will likely have caution stripes for an obvious reason.
As far as detailing goes, the screenshot was a compile on Fast-vis, so its not true, the r_speeds are still low and no more detail will go into room 1 beside a few blocks for lights along the walls.
Texturing isn't in sight yet, a pre-texture release of the map will be done with weapons and items. Any gameplay elements will be criticized then, but I was thinking less Gyradell and more Abandoned Building. Which means less plants and more ditritus.
I also plan on spending a crucial amount of time on textures, since I've been lazy with them in the past few maps and haven't used much else than HL2 rips. I will use some bases from that and the new DDS texture set from NVIDIA. As well as some old common classics.
Since I mentioned it...
The .dds plugin for Photoshop
Transmogrifying Textures Volume I
I'm taking lots of feedback on this map, so give it.
(color coded for reference)