A singleplayer mappack – a whole episode, but almost every map is made by a different mapper (beginners and experienced) without knowing the other maps, with only given entrance and exit areas, so that all the maps could be joined in one big episode.
Cool! By the way, there was a problem of transition between some maps, so it could be nice to fix it too...
Yeah, "map3" to be exact :)
I did look into it before but couldn't figure out what was wrong. Everything seems to be in place, loading a save even fixes the issue so we know the map isn't compiled wrong.
Regarding the broken level change:
If you don't adhere to the limits of the engine stuff like this happens. For example, if you go crazy with entities and go above the limit the game will remove some of them each time, this is true with multimanager which has a limit of 16 if I remember correctly. What this means is sometimes you'll see things work out as intended other times a previously fine section will be broken. This is the closest thing I can think of as to why that trigger_changelevel might be broken but even then, the problem only affects that specific brush entity, if it was a limit issue you'd see a different problem each time. Not everytime but generally that's how it is.
Sometimes level changers just don't feel like working for no reason but move them a bit further or compile in a different map and it works as intended. The mysteries of GoldSRC.
So yeah, I'm stumped :)
Though I'd also be lying if I said I did a detailed experiment.
Good thing loading a save fixes it.
It's a problem of transition between map2a2 & map2, infinite changelevel, to be precise. I fixed it for myself. Because of this changelevel's just getting disabled until save/reload. So it's not a problem of map3 (just affects it).
Is that right?
I'll look into it when I have the chance, I never even considered checking map2a2 - map2, good catch.