This tutorial and accompanying .ed file will explain how to set the correct Detail Levels for your AvP2 maps. Detail Level is important because it will allow the game engine to \'see\' certain parts of the level, and not others - thus optimising processing time for the mapper; and will raise the speed and performance of your map for the Player.
Brushes, that are flagged as Detail Level 0 in the Brush Properties options will behave as \'Hull\' Brushes and will attempt to block the engine\'s visibility.
Brushes that are flagged as Detail Level 1 will permit the engine to \'see through\' Brushes flagged as such and possess no visibility optimisation ability.
When the engine draws the level, any Detail 1 Brushes present where the Player is located will be drawn. Any Detail 0 Brushes that form the immediate walls, floors and ceiling will also be drawn, but they will prevent engine visibility from drawing ANY Brushes beyond that location. (Not exactly true, but for the sake of understanding the nature of applying Detail Levels to your Brushes, it will suffice).
Think of the engine as treating the Detail 0 Brushes as Hulls inside which the details of your map (Detail 1 Brushes) will be drawn. A quick and easy analogy is to think of building a box of chocolates in DEdit. If you were able to stand inside the box, the Box would be flagged as Detail Level 0 and the little tasty treats you see inside with you would be flagged as Detail level 1.