@ Joeobama and DiscoStu: Really, I would like to move to source when it comes to possibilities, overall look.. but you don't get that feel like when you play one decade+ old game... I mean any mod in goldsrc.. I don't know maybe i'm too used to this great old engine or i'm too lazy to learn more about source...
@Captain Terror: thanks, now the train is used as hiding point from sniper (cause of T balcony you see above the train) and as only passage between two main CT routes. But as you said I need to optimize it much more and delete many entities as possible..
I thought maybe like they did in Condition Zero DS with models, for instance I saw in some big maps they merged almost all map models in one file with same distance proportions according to bsp proportions. Also I'm sure they used for CZ their custom tools because of these really huge maps and environments. I will try these new SHLT or VHLT.
For textures I think I streched all textures close to limit when it starts to look ugly (in playable areas) for example all floor textures in playable areas have scale of 3.00 some 3.50 and for surroundings I used 10.00, for buildings around 5.
"If you do a fast VIS compile with no rad, can you play the BSP?"
Really I don't know if it is possible yet, first I don't know if there are any leaks I mean everything looks sealed off but you never know..
I only wanted to see it playable and to check for invisible brush faces errors that used to appear when compiled with ZHLT v3.4 tools.
@Daubster, Archie: Thanks, haha not the sort of real pull off but I will try my best... It can be compiled and it can be viewed in BSP editor but you can't play it. I will upload rmf or bsp when as soon as I change some things just to say it is beta or prebeta...
Thanks all for replies, I'll keep you posted.