Wasn't strictly learning them, but, confirmed a few modeling/texturing techniques that save oodles of time, like turning a single circle into a curving piece of coiled wire, how to get (mostly) perfect weighting for a "collapsing to flat" animation with a point matrix, and using screenshots of the model at exact angles to get the blueprint model's texture done right the first time without guesswork.
Oh! Did learn a few console commands to skip the "waiting for players" timer at the start of the map so I could begin testing without waiting an extra 30 seconds per compile, and how to restart the round to make iterative "well does it break if I do it this way instead?" tests without relaunching the map. Those were handy.