Cheers for that 
Fortunately I’m no longer worried about entity count (and they all show up now I moved them off the darned ground hurrah!) - although it’s reassuring to know I’ve got a bit of a safety margin now.
Memory savings now need to come from elsewhere. Here’s the latest build dump for both helmsdeep and oasis (the biggest BSP filesize of the officials - goldrush is second smallest, although it has the highest entity count)
---------------------------------
oasis.bsp
Abstracted BSP file components (*actual sizes may differ)
57 models 2280
150 shaders 10800
21052 brushes 252624
215724 brushsides 2588688 *
1 fogs 72
147186 planes 2354976
330 entdata 45947
5578 nodes 200808
5636 leafs 270528
43200 leafsurfaces 172800
58313 leafbrushes 233252
20692 drawsurfaces 3062416 *
154900 drawverts 12392000 *
109530 drawindexes 438120
0 lightmaps 0
69300 lightgrid 2079000 *
visibility 732040
total 15962208
15588 KB
15 MB
---------------------------------
mml_helmsdeep.bsp
Abstracted BSP file components (*actual sizes may differ)
97 models 3880
133 shaders 9576
28376 brushes 340512
331019 brushsides 3972228 *
0 fogs 0
292044 planes 4672704
1031 entdata 129046
4808 nodes 173088
4906 leafs 235488
32772 leafsurfaces 131088
68750 leafbrushes 275000
18333 drawsurfaces 2713284 *
109147 drawverts 8731760 *
59727 drawindexes 238908
0 lightmaps 0
252200 lightgrid 7566000 *
visibility 575560
total 18159904
17734 KB
17 MB
Oddly enough it shows HD is lower than Oasis in many areas - the only bits where my figures are higher than Oasis’ are:
- Models - kinda irrelevant given their usage
- Brushes and brushsides - definately down to the caves, which must be the stupidest way of increasing brush-count dramatically known to man.
- Planes - Ties in to the higher number of brushes, although is seperate in some fashions (see below)
- entdata - irrelevant, this is merely down to my individual entities having more key / value pairs
- lightgrid - well, it does cover rather a huge area!
Now, my reading of this, is the important bits for me to work on are:
- Planes. The non-drawn edges of the caves are a mess, and I can probably clip them all to share planes to a certain degree bringing this value down. Quite a lot of work, potentially I dunno if it will help much.
- Lightgrid. Hurrah! I just reduce the accuracy of the lightgrid and this might help a lot. Definately going to try that now since it’s such a quick fix it’s gotta be worth a go.
Both of the above are do-able and both should result in a smaller BSP / hunkmeg usage. 1 is easy to do, the other a bit of a pain, given how ‘wiggly’ the back edges of my caves are:

I’m sure you can see there’s plenty I can do there to cut down on the unique planes!
But overall with you guys helping, I think I’ve been able to nail down where I need to improve things, and can get the map running on default hunkmegs with only the barest number of actual visual changes, which is what I was hoping for :drink:
As ever, my gratitude to those who give their time for free to help prevent me getting braindamage from :banghead: