Yeah Agent, the island setting for last year's entry was really pushing the boat out a bit far for the HL1 engine really, but this time around I think it should be quite managable. I'm not using any complex materials, all these are just single pass diffuse maps - all unlit so not even any lightmaps, let alone normal maps/specular maps to drag down performance. Combined with the fact that everything is fitting together in a hexagonal grid (so there isn't going to be much in the way of face splitting), it should run pretty damn nicely even if it grows to be quite massive. My only concern performance wise at the moment is that all the outlines on the hexagons are brush based just now, which is complicating the brushwork no end. If I can be bothered making some textures with the borders in place, it could actually mean each hexagon needs only two brushes, and you can't ask for more simple than that!
CP, I think the hexagonal style actually offers more gameplay potential than you might expect. I may experiment with using smaller hexagons in order to allow for more detail, but I think that might detract from its "board game" style.
Dietz, I had seen that before, so when I was playing around with a block type of level and not having much joy, I was reminded that hexagons can work. My first approach was along the same lines as his - a beehive type structure - but after playing around with this setting I decided it was working out better. Glad you like it so far
rs6 - get on it man, the contest is looking quiet so far so we need to drum up more entries!