That could be another reason. The. Path must be completely clear and walkable. 
Ie, if you have a wall that blocks the path and gets broken after a creshendo 
you have to trigger it before you analuze the nav. Otherwise it cannot find a 
way.

Note that func_doors and func_brush are fine to cover stuff. Func_breakable 
gave me problems.
Enviado desde mi oficina móvil BlackBerry® de Telcel

-----Original Message-----
From: Arthur Lin <[email protected]>
Sender: [email protected]
Date: Mon, 31 Oct 2011 12:56:17 
To: Left 4 Dead Modder List<[email protected]>
Reply-To: Left 4 Dead Modder List <[email protected]>
Subject: Re: [L4Dmapper] Nav problem

It should be perfectly fine to have two different looking saferooms in
transition since it's been done before and can be made in a test map
successfully. You may have to interpret that message as being unable to
reach info_changelevel. Suspect that an entity is blocking the escape_route
from reaching the end.

On Mon, Oct 31, 2011 at 12:33 PM, Mark Edwards <[email protected]
> wrote:

> 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: 
>> l4dmapper-bounces@list.**valvesoftware.com<[email protected]>
>> Date: Mon, 31 Oct 2011 10:39:26
>> To: Left 4 Dead Modder 
>> List<l4dmapper@list.**valvesoftware.com<[email protected]>
>> >
>> Reply-To: Left 4 Dead Modder 
>> List<l4dmapper@list.**valvesoftware.com<[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<marksedwards@**
>> virginmedia.com <[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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>>> >
>>>
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>
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