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The canal levels were definitely the hardest, lots of manual additions like bringing in details from future and previous maps so that the world seemed more continuous. That, and while they weren't too complex, they were big, so they usually got decent quality shadows, but took about an hour each to compile.
I do have plans for EP1, just not any time soon. EP2 however, I feel Valve already flew quite close to the sun with the shadow quality on their brush geometry, and most of EP2 uses displacement geometry, which has an inherently lower maximum shadow resolution. I may still do it just for the reflections though, and maybe squeeze out some extra shadow quality out of the map compilers while I'm at it, but definitely not for a while.
Re-rendering every single HL2 map was not likely easy.