It seems to me that valves way of making games can be summed up as "spend a few years making tons of stuff and then take a few months boiling it down into cohesion"
Valve are terrible mappers

40 brushes for such simple brushwork isn't acceptable. Really, it's not. The curve is obscured by the prop_floor_button anyway, so there's no reason to put together that many brushes. It looks like it was extracted from a model or something.
My optimized version requires only 14 and looks nearly exactly the same in-game (but without the fissured edges, caused by floating point inaccuracies):

Maybe, because they know their own code better than we do, that are just peanuts, but I always care about them because in my Garry's Mod map time I had to make big maps where every FPS counted.
Barracuda wrote:
40 brushes for such simple brushwork isn't acceptable. Really, it's not. The curve is obscured by the prop_floor_button anyway, so there's no reason to put together that many brushes. It looks like it was extracted from a model or something.
It does look like it came from a model, also cutting the brushes like that can get them to warp.
Thier panel optimization seems very inconsistent,some instances kill the panels when they finish animating and some do not. (the ones that can be killed; not say panel stairs.) as well as the panel tops. Sometimes it has the correct back to it, sometimes it's just the black metal on the back as well.
VALVe has gotten sloppy. :/
At the very beginning of the game, when Wheatley controls the room with you in it, you can see a black, square thing on the top of the room, it's so easy to see that you can not even try to find it and find it with ease.
Also, when you fight wheatley, does the room fill with toxin like in portal where you can see the room filling with it?
I don't know why, but these texture glitches bother me especially. For one, they are easy to fix, and secondly, they are unsightly. If I am in the middle of an immersive gaming experience, it's jolting when a texture glitch suddenly intrudes.
I make extra sure to obliterate any texture glitches from my custom maps. In fact, I would upload a version update just to fix a single texture glitch.
satchmo wrote:
I've seen plenty of overlapping textures in Valve's official maps. You can find many of them in the corridor with the corrupted cores leading up to the final "lair".I don't know why, but these texture glitches bother me especially. For one, they are easy to fix, and secondly, they are unsightly. If I am in the middle of an immersive gaming experience, it's jolting when a texture glitch suddenly intrudes.
I make extra sure to obliterate any texture glitches from my custom maps. In fact, I would upload a version update just to fix a single texture glitch.
Needs more spoilers. 
iWork925 wrote:
You have had 92 days to play the game, and it is a custom content forum. Cmon.
Maybe someo-- well, uh--
Yeah we probably all beat the game here.
Name one game that does not have a final boss fight.
satchmo wrote:
And I am not revealing any dramatic plot twister in my post either.Name one game that does not have a final boss fight that's not a sandbox game
Fixed.
iWork925 wrote:
Solitare
hahahah
NuclearDuckie wrote:
Half-Life 2?
Dr.Breen?
Godzilla (Lazars) wrote:
Dr.Breen?
Well, if you count having a boss that never attacks you.
There are also many platform games that simply have a "final level". I'd name them, but that might spoil it for people who were expecting a final boss.
Godzilla (Lazars) wrote:
NuclearDuckie wrote:Half-Life 2?
Dr.Breen?
No, he just annoys you to death.
well ofc there's sandbox games. But apart from those:
-games without fighting usually have no bosses. (example: Interactive Buddy, Dream Garden, etc.)
-most Puzzlers have no bosses either.