If you're not familiar with what map this is then you should be shot =P.
I started implementing IBSP support as obvious in the picture. I've got texture loading working correctly with the exception of a few faces that are animated which I haven't written a system for. Trilinear and Anisotropic filtering seem to be working correctly. There's still a lot of work to be done like taking advantage of the VIS data, Alpha blending, etc...
Another fun screenshot:
You probably can't tell from the wireframe but that's Scoutzknifes a popular custom Counter Strike Source map. What's this mean? Well, I'm toying around with Valve's BSP format as well.