Keep your dungeon tidy! This is the current frontline in the BSP -> Mesh conversion process. It’s easy to see which parts are still a shitwad of horror and which ones are in a state where they can be worked with.
Look at what that program, q3map2, does to perfectly nice brush geometry. It’s like a cracked mirror.
Ahh. Much better; chunk of environment with sanitized edge flow, which can be further modified in Local view. Just a nicer way of working.
This is the nasty part of turning everything into mesh; but there is light at the end of the tunnel.