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I guess you can figure out what am I trying recreate. I don't have the required models to put some "life" in the map, but it looks pretty damn good for me so far (but I'm not sure about the stairs...). But now the map is laggy. Too laggy- maybe around 10 FPS from this angle on an average gaming PC from 2010. I know it's inevitable to lag a bit on a large map, but I have played a more complex map on a weaker PC with 15-20 FPS in the worst case. Most of the faces' textures are extended 2 times in height and 2 times in width. The engine is the good ol' Half Life 1 engine. Does anyone have any idea how to make things easier for calculating?
Are those cylinders and stairs func_detail? If not, you should do that and add optimization to your map. It's hard to say what's wrong with the map from this screenie since I don't know anything about it but only running 10 FPS on this can only mean there's something wrong :)
Only the thing in the center of the map and the main part of the terrain are world brushes. Everything else is func_wall. I will check what happens if the func_wall brushes are func_detail, but I doubt that this will take care of the lag- while the player is inside the sky brush, where only the world brushes remain visible, the lag does not drop. I really have no idea where to check what makes the map harder to process.