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Though I feel simply upscaling the map like that will create a bunch of issues with entities, so you should be careful about that.
Shame the final result was not ideal, but for a first Goldsrc port it's very well made.
The Dust 2 port was based on Valve's own. Though now that you mentioned it, he did work on Aztec 2 before.
He really just needs to move from WinBSPC to BSP2MAP now.
It doesn't actually. While the resulting brushwork is not directly usable like WinBSPC, it provides an absolutely excellent blueprint for rebuilding the map. Nearly every single face, all aligned to the grid.
Meanwhile in WinBSPC countless faces are just gone, others are in wrong places and any complicated geometry is warped and broken beyond any form of repair. WinBSPC does have one advantage, that being that it gives you entity origin points, but besides that BSP2MAP is ultimately better.
Trust me, I have been working on decompiled maps for next to 9 years now and I ended up scrapping almost everything I got from WinBSPC after I started with BSP2MAP just because the WinBSPC results were so messy and awful.