I am almost done programming our engine and game(!).
Staticmeshes can have pre-calculated lightmaps, as well as vertex lighting to fit the ambient environment.
Portals you lay out (brushes) arbitrarily slice the map up into portalzones, which are automatically hidden and shown:

Terrains are split into BSP sectors. Antiportals are large brushes that occlude your view of portalzones hidden behind it, and they can be placed anywhere without any special settings.
Detailed statistical information lets you see where slowdown occurs, and helps you optimize scenes:

Projectors cast shadows onto walls, meshes, players, weapons, vehicles, and even particles.

Add a texture shader, and shadows can rotate or scroll:

Optimized collision allows for fast visibility tests in areas of high mesh density:
Staticmeshes can have pre-calculated lightmaps, as well as vertex lighting to fit the ambient environment.
Portals you lay out (brushes) arbitrarily slice the map up into portalzones, which are automatically hidden and shown:

Terrains are split into BSP sectors. Antiportals are large brushes that occlude your view of portalzones hidden behind it, and they can be placed anywhere without any special settings.
Detailed statistical information lets you see where slowdown occurs, and helps you optimize scenes:

Projectors cast shadows onto walls, meshes, players, weapons, vehicles, and even particles.

Add a texture shader, and shadows can rotate or scroll:

Optimized collision allows for fast visibility tests in areas of high mesh density: