The problem is, I don't know how to make "light fog", except with env_fogcontroller (which is perfectly inadequate for this situation).hey man that looks great! if performance is an issue that's why i said a light fog yellow/green color would work they both feel like "toxic" colors to me..
I've been thinking about bigger bricks for quite some time now, I just didn't try it yet. I'll keep you informed. And yeah, I believe that approximately 90% of brush faces are func_detailedalso, one note on the brick walls you got going there, try scaling just one wall and see how it looks with bigger bricks and i hope you're using a hell of alot of func_detail in there lol.
Speaking of brushes, my last compile attempt ended on line one of the compile log, with a capitalized MAX_MAP_BRUSHES or something of that taste. Prop modelling is on the way to replace some of the brushwork. Once again, something I had planned to do anyways, but just not yet.