I am expriencing a problem that if this was the unreal 1 engine, I’d expect it, but I never thought it happened in the Q3 engine - BSP holes. In unreal, this is a problem during compile caused by some random placement of brushes and it causes sections of the map to pop in and out of existence depending upon where the player stands in the BSP tree. I am getting this repeatedly on my map, observe…
My normal view

if I take one step forwards, I get this:

Huge sections of the map don’t get drawn. It’s not like it’s one triangle or similar, it’s one whole BSP chunk that doesn’t get drawn.
I ran brush cleanup and there are no warnings or errors during compile. This is happening in various unrelated locations (there were 4 different spots I found on my last compile) and sometimes they will be there and then the next compile they are gone even though nothing has changed.
So is this a known problem or what? What the hell can I do to fix it?

" you can make them detail and then your problems will be gone.