I'll just point out that "detail" seems to be a misunderstood concept. Sector abuse, or a high sector count, is just that. I could make a 256x256 room out of uniform 1x1 sectors and have all 65536 sectors in nice and quick (and too many sidedefs, hence having an un-usable map), but it would have no detail at all.
Now on the other hand, having shadows where light couldn't conceivably reach from the lightsources, having architecture which makes sense, having textures aligned perfectly and intentionally, having themes created realistically and immersively - now that is real attention to detail. Having a 100 sectors per room is not detail at all - it is merely having 100 sectors per room.
Personally I think that what Josh is doing works fine, because hes actually doing lighting, shadows and an interesting floor/ceiling patterning grid.
Also, having cheat blocking isn't cool
