Kind of... It's quite limiting though as it relies on exposing the engine's hall-of-mirrors effect of the void, and thus the entirety of the map. I think you just null texture the world walls and add a transparent brush-entity within the level in front of the null'ed walls. More transparency = more blur. The game tries to render both the hall-of-mirrors and the transparent brush, creating a motion blur effect that can be altered by changing your fps.
You might could get some decent results by limiting view distance and building the map with that figure in mind.