So if env_cascade_lighting is automatically generated, that explains the maps that don't have that entity in them, but what about the ones with light_directional?
Also I looked back at Aztec and it appears the rain is the result of a single func_precipitation spanning the entirety of the map. It is also using particle rain. I assume the "particle" means it has collision detection.
Another question: how do people map for this game alone? CS:GO is way more detail-oriented than any other Source game and that translates into a lot more work for the mapper. Also, there is more close-quarters combat in houses than the other Counter-Strike's, and that makes for some really hairy brushwork. How do you guys go about laying out a house?