I'm curious though, how is the game gonna work in Source when in Blitz3D it randomly generates rooms of the map? From what i can see you're doing individual rooms as individual maps, so i'm wondering how it's all gonna be put togheter in Source, especially concerning leaks, as the connecting-pathway to a specific room would be a hole into the map's void, causing the aforementioned problem. You cannot seal leaks utilizing non-solid geometry, either. The game on Blitz3d can use independent map files for rooms since it was coded for that purpose, and 3DWorldStudio doesn't really cause that much of a fuss when it comes to leaking. While in the other hand Source was designed for complete maps.
I'm also confused as to how vvis and vrad are gonna work when you're utilizing segmented sections, since the rooms are individual maps, the game won't know how light behaves in, for example, light coming into a room from another room. Or what can be seen of a room, from another room.
Also, door-triggered areaportals would make me drool. So organized and neat.
