Open question to the room.
How are you guys constructing buildings and the general structures that define your map? More specifically are you using brushes, displacements, premade models or a combination of things to define your structures?
I've worked with two schools of thought. With HL2 era source titles we made things with brushes and then decorated them with func_details and prop models. With current era CSGO it seems the way to go is to build your walls, roofs, floors, and such with with displacements, adding props and details and then to build an "underlayment" with nodraw to define the visleafs. The older method seems faster and easier to work with while the displacement method opens up the option of blending and adding subtle displacement details not available with brushes but feels far slower to work with, much slower to compile, and has that added complexity of still needing to block out the insides of everything with nodraw.
I find that the easier thing to do is to develop a map with the older method and then go through it slowly at a later date and update to the displacement method of construction, much like most of the stock CSGO maps that have gotten HR remakes.
What do you think?