I must admit - the map is looking good Otis!
One thing that can screw up a map royally is if you add to a solid or subtract from a subtracted area!
You must always use intersect and/or de-intersect when shapes interlace with each other.
In other words, shapes or objects must NOT overlap with each other at all.
To really see what is going wrong here I would need to have a copy of what you have so far.
It is hard for me to tell from the pics here.
Many BSP cuts (angles) coming together can cause HOMs also! (HOM = Hall Of Mirrors)
FYI - "Subtracting" an area is when you are in a solid part of the world and you subtract out a hollow area - such as a room!
The world starts out ALL solid in UnrealEd - then you must First Subtract an area from this solid.
You can then add to the subtracted area(s) and also subtract more from the solid area(s).
BUT, when you overlap shapes you must either intersect or de-intersect, depending on what you are doing with the new shape.
If you are adding on to a solid (added) shape, you must intersect the new brush with the solid - IF they overlap at all.
Same goes with subtracted areas when adding more subtracted area to it.
Only with the subtraction you must de-intersect before subtracting.
You cannot have a solid shape protruding into another solid shape.
You must lop off the overlapping part of the new shape being added by intersecting the new brush with the shape you are adding on to.
You cannot have a subtracted (hollow) shape protruding into another subtracted shape.
You lop off the overlapping subtracted new shape by de-intersecting with the subtracted area you are adding on to.
GadZooks! - This is hard to write about - I wish I could show it.
I hope you understand!
