Very excellent!
I think it might be useful for others to know how the level is composed. Being that it's inside Max, a large percentage of people don't realize you can do the brushwork and func_details, etc inside Max. In this image, what objects are brushes, what are models, and what are func_detail groups?
Well Kinggambit reminded me of the lack of tutorials for WW on how to start a level and how to adress the change of pipeline, even though I know you made a lot of those that adress these aspects of WW. After some talking it was clear that what especially lacked is a video that simply explains and shows from start till end how to make a playable level in WW. Sort of like there are hundreds of 'how to make a map for source in 5mins'.
I have decided to utilise this current level as the main showground for the videos I'm currently planning to do for tutorials. The only problem, of course, is that to understand WW you also need to understand 3DS Max a little bit. I can make a video explaining in 5mins how to create a block level with the necessary utilities in WW for anyone to understand, but then again there's not enough time for such a video to elaborate on what triangles are, polygons, the difference between them, difference between element and object etc... So, as a result I will still make such a video first and then link to a video each time explaining the terms I'm using and mentioning at that time that there will be a video elaborating on those.
This allows experienced Max users to instantly transition to WW and have a good idea for building the walls with the space within they will define their level designing spirits that will at least run on Source straight out of Max. I think simply the abilty to see it working out of a video will allow them to comfort even more and always get back to such tutorials when necessary.
Here is a .gif that will show the difference between all of those layers that you just mentioned:

I know that for level designers experienced in optimization will probably frown at some of the brushes that should remain func_detail, but I only have worked on this map for about 10 days, so I haven't had the time yet to carefully look what exactly can be detail and what can't. I've been told by many that optimization comes last, so I followed that advice for now
