
It's a base-styled map with three floor levels (8 units apart, I think) to break up the flat surface and to help get a bit of extra height on the left-hand side. I've laid out my brushes with lots of criss-crossing, attemping to cut down on the amount of verticies, almost like you'd do for a low-poly model. My worry is that once I start adding details, the BSP compiler's going to break up my geometry and introduce more polys that it would otherwise.
So, basically, is it a good idea to continue doing this, or should I try to keep everything simple and ortho-aligned?