Theres a pile of reason to devide big brushes, and only one reason not to.. lazyness
#1 preformance. Like divVerent says, a face is randerd or not, never halfway. On a simple texture/small number/samll area youmay not notice it to mutch, but its still "the way to do it" On big and comples textures (think translucent, glowmaps, animaps etc) it can gain you extreamly mutch speed to split the brush.
#2 the biggest possible space on the lightmaps you get from q3map2 in 128x128 (the size of one lightmap) pixles. a brushs sized 1028x1024+ qu's will never ever have a sharp shadow on it (unless you use a shader to tell q3map2 to subdevide it). A big brush sharing two rooms can lead to light/shadow leaking between thise sizne there not tnougth room fpr the presition needed to not make this happen.
#3 Texture alignment and ease of edit. Always build geometry in logical blocks unless you have a calr reson not to (like hints or hidden visblckers). Its mutch easier to align a texture inside just one room then it is to align one to fit nicely over 3. It will also be mutch easier to see each zome in the 2dview of your edtor if ya keep brushes beloging to one room/section.
Clipping, facedragging and edge (not vertices!) manipulation are your friends, use them. A nice way to make the outer edge of a room look good and keeping from overlapping unnessesary is to cur the edges of your walls in 45dgr and match em up. this means no unnessesary textured area and a smootn outer wall. hmm better do this as a visual tutorial. stay tuned.
[edit]
Here it is, a quicky tuorial -
http://zdev.dvrdns.org/tutorials/tut1/tut1.html
[/edit]
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.