Detail and Structural Brushes. (No not detailed brushes)
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Structural Brushes - Brushes that are made solid and the editor take into account what shadows they will make. These brushes should be used on the main walls of buildings and other exterior walls. If you were to make a house, the "structure" would be the parts that hold the building up.
Detail Brushes - These brushes are actually solid, but they are not looked at by the editor. This will mean compile time is shorter and ingame experience is somewhat better.
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During ingame, if you were to look directly at 1,000,000 structural brushes, your FPS would sink to a very low number, but if you were to look at the same amount of detail brushes, then your fps would not drop. This is not exactly true as it depends on the map and the contents (also amount of others players on map etc), but for now, this is true
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Moving on, every small brush should be detail (staircase, platforms, and things that cannot be seen by the payer and is not an exterior brush.
How to make a brush detail
Select the brush using Shift+Click. Right click on the 2D window and select "Make Detail" or use the keyboard short cut (Ctrl+Shift+D).
The brush will change colour in the 2D window.
*Tip*
Before creating detail brushes, turn off 'Detail' in the filter options (F) or use the keyboard shortcut (Ctrl+D).
This will make the detail brushes disappear from the both 2D window and 3D window.
The more things you make detail the better. Keep only walls/ceilings/floors structural and make smaller, non-structure brushes detail.
Non-Coliding
A non-coliding brush is a brush that is not solid. You can walk through it but it looks as solid as everything else.
Main uses are - Hidden Walls, Traps in the floor, Mazes, etc.
To make a non-coliding brush, select the brush with Shift+Click and Right click on the 2D window and then select "Make Non-Coliding".
Or use the keyboard shortcut - Ctrl+Shift+Minus(-)