gimhael: you mean mappers should just avoid having too many different shaders? Are unconnected faces with same shader in the same batch? Tho it's possible to significantly increase (4x, sometimes a lot more) poly count just by having random useless vertexes all over the place, because of how the faces are divided into polygons at compile.
zybork: Having a couple of cuts won't make a difference, and you are very unlikely to reach a high enough poly count for a while. But on maps as detailed as karith and nexus (and blackout

) you should already try to remove as many unnecessary vertexes as you possibly can, so people with lower hardware can also enjoy the map.
Another problem
could appear if you keep the ceiling/floor in 1 piece, but divide the wall vertically in 2 (or more) faces: sparklies. It doesn't always happen, but often does at T-junctions where a corner/vertex of a brush touches the EDGE of another, then that edge can be seen through, as if there was a very thin gap. If there is anything with high contrast to the wall/ceiling drawn behind such an edge, it will easily stand out. It does not affect performance, just visuals.