I meant for the door to look like a door but be a func_breakable. It only needs to look like a door, not behave like one if it is to be smashed.
For the zombie facing the wrong way, just rotate the scripted_sequence. If you want zombie to slam open another one then you just need a new...
Beacuse when decompiling a map what you get is not a VMF that is in any condition to be recompiled. All that can actually be used is the entitywork since that is the same.
Then its messed up brushes.
Interlopers.net says:
zero area child patch
Generally, this error may be ignored
Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid...
Make scripted_secuence near door and set it up so that it refers to you zombie and will tell it to play a nice animation where the zombie attacks. It can be useful to set the zombie to play this animation so that you get the scripted_sequence the right distance from the door. Make door breakable...
Looks like you have water on side brushes too..
Oh and if map can be seen from skybox it will be duplicated since skybox camera sees the map and displays that.
Why point spotlight?
Point spotlight is usually used just to create that nice effect of the light beaming down from just underneath the light. The light itself is actually a light_dynamic and anyone who has worked with those and done theyir homework will find that they are expensive as hell...
Brush 15425: areaportal brush doesn't touch two areas
Brush 15457: areaportal brush doesn't touch two areas
Interlopers.net has this to say on this error.
The affected object may not work and/or cause general errors
Description:
One of your areaportals touches either too many, or to...
Blocklight brushes do absoluteley notthing but block light. They dont clip anything nor block VIS or any bullets.
If you do indeed make a cylinder make sure that you make it hollow. Light coming from inside a blocklight brush will never hit any of the faces of the brush and therefore the...
Lower the settings for the spread of the light.
To prevent light from bouncing and lighting up the rest of the room make a box covered in the BLOCKLIGHT texture that contains the area you want to be lit and the light itself and then hollow that box with a value of -2. That should stop all bounce.
Breakiness?
Nope. Tectures do NOT break unless you turn them into an entity configured to break such as a func_breakable or func_physbox. How the material handles bullet collisions, wheter it affects VIS and if it should be transparent or not are things that are preset in the texture. But...