Hold up, you said you'd never see in real life? I mean okay, the Dust-maps aren't exactly anything you'll do warefare in (At least not on a regular basis), but the rest (Compound, office, oldstyle assault?) all make perfect, realistic, sense.
You need to weigh reality into the game and get...
I didn't read what you said (I only read long enough to see that you were completely correct).
Anyway, the pointfile points from some kind of entity, through the leak, and out to the void. That's how you find it. It can be hard to spot sometimes too.
Just to tell you WHY it takes more time to compile;
When it compiles it calculates all the static shadows in your map (Aka, most of the shadows you'll see). The more light you add the more light it'll have to take into concideration when adding shadows/light to the .bsp finished map.
May I be the first to say; Too many floors and too much like an AWP/Aim Map (Which isn't good for a de_ map, not good at all).
Anyway, it does look "quite" good. It's not at all bad for a first map that I have to say. If you need tutorials on adding bombsites and whatnot you should check out...
Well download some new codecs (Someone will probably hand you a link shortly, though I don't have any myself).
Anyway, if you still haven't fixed it, post the actual error. The "player start" is an entity and isn't an error in itself, which means that unless you give us the actual error, we...
It's not impossible for HL2dm, but if it's for CSS, then yes, you'll need to write a plugin, or create your own mod.
For HL2DM there are logic_counters, I believe, which you can use with Gametext, I belive they're called. I don't work with HL2DM myself but it's something along those lines...
I've never worked with npc_furniture but if it's not in the flags or properties of the npc_ you can place a playerclip brush around the object at hand. If it's a moving object just partent the new brush to the npc_furniture (As I said, I don't know what npc_furniture really is ;)).
Yes, well, it's not "easier" for beginners to be forced to use several textures just to get a decal in. It's a really stupid reason. The fact that they're made in '98 does make up for it though.
Whoa... All you need to do is place a strider, some nodes, a victim (What NPC would fit I must ask) and place all of these in a white hallway.
The white texture would take ~2 minutes to make (The effort needed to convert the tga into a working vtf+vmt).
I mean honestly if you PAY someone...
Those look like old doom... Talk about generic texturework (If you use that in a map).
Also, ever heard of decals? There's no need to make a whole texture just to add a decal...