Le Chief:
Yeah, the poles were kind of tricky. I tried using point_targets to light them, and that brightened them up, but then they looked fullbright, so I decided to leave them as they are now. Maybe there's a way to get them to shadow correctly?
Yeah, I was a little worried about the decorative ceilings meeting the poles, but I had a plainer ceiling texture up there and it looked worse. I should have added in some trim pieces there, but that would have involved moving half the map up a few units, so I let it go.
Riven:
Actually, I'm still sort of a noob with HDR.

Do I need to turn the light_environment intensity down to keep the spots under the skylight from blowing out like that, or is there a better way?
Optimization is noted, I figured in such a small map it wouldn't matter too much, but I'll go back and nodraw them.
I added a few smoothing playerclips in some of the tighter spots around the doorways, but I probably missed more than a few. Was there any particular spot where you got caught?
Thanks for taking the time to load it and run through it! And thanks on the portfolio, it's still a work in progress.