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1. I know a lot of people have said this, but replace any texture that the player wont see with the nodraw texture
2. Graffiti textures being brushes can be... alright. It's better you set the texture as an overlay or decal. If you do go with boxes for the graffiti, it's better you set the rest of the sides of the graffiti as player clip textures. (Same texture you'd use for clipping stairs)
3. What @krassell said for the 3d skybox
4. There's a lot of floating debris like metal plates around the interiors. They're floating like 8 units off the ground. If you plan on ever updating the map, i suggest you use the physics tool in hammer++ or manually align them to be touching the ground.
Overall could be a better map in terms of technicalities, but the effort is visible and the environment is incredibly detailed which i applaud.
Learn how to use nodraw, and apply it to anything that player cannot see, it'll speed up map compilation.
Instead of creating boxes for your graffiti, try using overlay tool. It gives better control than decal tool.
One of your light sources is stuck between rooms, use "setpos 710 -437 -14;" console command to see what I'm talking about.
By using a 3d skybox, you can make iterator's can truly enormous. 3d skyboxes are super nice for megastructures.
Currently your fog is too thick to give any definition to the greeble on the side of a can. I tried color 100/100/100 and dist 100/3000 and it looks a bit nicer.
Fog doesn't play nice with 2d skybox, but there are ways around that.
If you need any help with this, feel free to hit me up on steam!
RAAAAHHH HUMANSS!!! RAAAHHH PEOPLE!!!