Ok so I know I already uploaded this map about a month ago, but sorry anyways for all the messes as i was trying to follow the simple level-making tutorial from halogeometrics and a bit from Kirk's tutorial (yes, i'm new here) for importing bases (in which i tried to import icefield's bridge from following this... had a lot of trouble with that, ended up leaving it, and i might've ruined more of it in the newer model im posting, there's this error that i don't know how to fix on the edge where the cliff meets the bridge and i think i deleted one of the vertices by accident somehow (but that was only one of the millions of problems i was having with the model, gave up and used a hacked tool to bypass the errors in the end... probably should've called for help on the forum but i wanted to figure it out myself, but i couldn't)). A lot of the things i did were only from my own findings and from some posts around halomaps that weren't tutorials just small hints
Even though I think i've fulfilled my goal of creating a fairly unique map i'm still not 100% happy with all the geometry messes i left around the map in the release... after releasing the map i browsed around some other people's modelling problems and screwing around with buttons in gmax, and i found some things that might help me work on the model errors a bit more (F2, F3 and F4, but most importantly portals and odst_nick's diagram of explanations of common geometry errors...) i also want to add water and waterfalls in the map if i can fix all the errors in version 2 (IF...)
Here's the current model release that i'm working on, fixed some of the errors in (theres a missing vertice in the bridge i think):
http://www.mediafire.com/download.php?dpklbnnryyncz71Heres the original model from the version on halomaps (i think):
http://www.mediafire.com/?43xdaabqhu5lsf9Feel free to use, but please give credit to me... please
...and finally heres a heightmap concept, i originally planned on using a plain heightmap to do the model for me but i realised that it would make the entire thing ugly and plain (at least more ugly than it is now):

displace a bit --> convert to editable mesh--> select raised surfaces --> extrude 750 and bevel inwards --> extrude 750 again and bevel outwards was what i used for the basic structure of the map