The saferooms between this and the first level aren't linked (you end the 1st in an ambulance and spawn in a house in the 2nd). Originally I had to use a player_start mesh and it was set up like a first level, but I've tried it set up as a saferoom with a door too, and neither works. The main thing I don't understand is the missing info_change_level message, because I have one that's set up properly. You only need one at the end, right?

On 31/10/2011 16:43, [email protected] wrote:
Player start should be only at the beginning of the campaign, afterwards only 
checkpoints up until the finale/escape
Enviado desde mi oficina móvil BlackBerry® de Telcel

-----Original Message-----
From: Arthur Lin<[email protected]>
Sender: [email protected]
Date: Mon, 31 Oct 2011 10:39:26
To: Left 4 Dead Modder List<[email protected]>
Reply-To: Left 4 Dead Modder List<[email protected]>
Subject: Re: [L4Dmapper] Nav problem

See what's going on with player_start first. There should only be one area
where the players actually start. select_with_attribute,
clear_attribute/nav_clear_attribute, then re-mark the appropriate area. If
they're popping up every time you start the map, you'll have to check your
entities.

On Mon, Oct 31, 2011 at 10:00 AM, Mark Edwards<[email protected]
wrote:
I'm almost ready to release a map but I'm having some problems with the
nav. Both my saferooms are set up properly, but when I run a nav_analyze,
the flow goes in the right direction but I get random player_start marks
throughout the map, a message about a missing info_changelevel (which I
have), and the escape_route only starts half-way through. Although the flow
goes in the right direction, the info_changelevel error and the fact that I
get tanks near the spawn and my rescue closets don't work makes me think
the nav is going backwards, but I have no idea why. Is there a maximum
length for the escape route? That's all I can think of because the level is
so huge, but even then it should still recognise the direction.

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