Removed Wad dependencies

Simplified foundation of pub building
Simplified stairs to pub building
Optimized the outer walls of some buildings (floors don't meet outside)
Simplified ceiling
Simplified spider cave entrance (maybe too much so)
Simplified some stair cases
Simplified crates
Simplified one south facing window (as example to show what they look like without frames)
Simplified all lamps (some more than others)
Simplified map's outer walls
Changed waveless func_water to func_illusionary (renders faster, functions the same)

All lights breakable (go out when broken) - One or two maybe bugged to where the sprite stays
(you can make the whole town look like it forgot to pay its electric bill)
Inner and outer window lights linked to lamp lights (so they go out too, accordingly)
All barrels breakable (some give prizes, and one has a more negative suprise)
Some chairs breakable

Added small hint for crate puzzle
Added moths to healers lamp light (they flee when light goes out)
Added stalagtites to cave ceiling that drip water (uses env_blood)

Added valve ambient ambience/drips.wav for stalagtite drips
Added valve ambient ambience/aliencave.wav to spider cave entrance for spookiness
Added valve ambient ambience/pounder.wav for healer's mystic fire
Added a really annoying cricket. ;)

Added EAX triggers to all entrances/exits

Used MS model item_wood.mdl for upstairs-west fireplace (it had no wood)

Added storyboard entrance room (also provides 0x0x0 spawn loc for Half-Life testing)
(plays MS wave npc/guardhail.wav to all on new player entrance)

Changed NPC spawn system for bar in vein efforts to fix FGD bug 
(BTW: you COULD do this whole map with ONE monster spawn, just make a "bigopen23" or "global" -
and set its "spawnloc" to "0" - then any monster or ms_npc you make tied to that spawn
will spawn where you placed the NPC - rather than where the monsterspwan is)

Changed some transparancies to func_illusionary 
(blue {solids block arrows, and this can look odd sometimes, 
use func_illusionary+clip brush in such situations, as seen on the upstairs west fireplace)
(This is not a big deal, but Cyax bitches about it all the time) ;)

Added granite tops to outside of map so I could find my way around outside. ;)

needs:
more simplification
more optimization (around the buildings and furniture)
water ripples to receive drips from ceiling
better ambient spread for caveloop.wav