Leaks
ONLY world brushes can seal your map.
Maybe upload your vmf?
lpfreaky90 wrote:
Are those brushes func_details?
ONLY world brushes can seal your map.
It may help to turn off the func_detail auto visgroup, then you can see what the compiler sees when it searches for leaks.
Also, sometimes corrupt entities with strange properties can also produce errors.
portal2companioncube wrote:
My map supposedly has a leak. I used "load pointfile" to find it and it's showing leaks where I have brushes. I even put more brushes around those and it still showed it as a leak. Anyone got any ideas?
If you have already tried all above, I can only think of this: you have leaks indeed but you cannot see them... Have you tried to set the smallest grid (1 unit) and go where the pointfile leads you? sometimes, overall if you copy/paste usually (I'm telling this from my own experience), there are mini-little-thin-spaces between brushes that you can only see if you look closely.
Check out if this is your case...

You can center the origin via menu >> center origins...
Quote:
I think it's because the map is so spread out. It's not big, really; it's just spread out, if that makes sense. Eventually I got it to compile. I tried compiling at different points in the map and eventually got it to work. I made some changes and now I'm having trouble finding that spot, again. I got that disabled, but it's still not working.
That so sounds like you need to disable radius culling like i told you. It is the red circle with the R in it in the upper toolbar. Shortkey for that is 'c'. The radius culling does not draw elements in hammer that are a certain distance away. These objects will not be compiled when Radius Culling is enabled.