1. If more polygons means greater workload, what is the cost to clipping brushes? Is it more optimized to cut one brush into eight in order to put nodraw on one of the faces than it is to leave it one polygon? 2. if I have a texture on a face that isn't touching a visleaf and isn't used anywhere else in my map, will it still be loaded into memory by the client? 3. A smaller lightmap scale means longer compile and bigger filesize, but does it also affect performance? 4. How does lots of visleaves affect performance? Does func_viscluster merge leaves? 5. Why does func_detail exist when there is func_brush? Is it cheaper to render? 6. Is a polygon more expensive than a smaller polygon with the same texture and resolution? And now of a more sinister nature... 1. There is no gravity in the void, but what if the map is leaked? 2. The 2D skybox isn't drawn in the void, but what if a map is leaked? 3. Is it possible to force tonemaps in the void when a map is leaked? 4. Is there a limit of how far the player can move in the void?