LEAKS EXPLAINED
WHAT ARE THEY?
Leaks are possibly the MOST annoying aspect
of level design. At any point in your level you leave even a one unit gap
it will be a leak and disaster will strike.

WHAT DO THEY DO?
If you have one, no lighting will be performed
and it will look awful, also no VISing will be performed either.
VIS is basically the tool that works out at
any point of your level what the player should see, meaning not all of your
level is drawn by the engine a one time, this is why designers use S-shaped
corridors to stop the engine drawing large areas. If there is no VIS you can
imagine the slow-down if the whole level is drawn.
Let's look at some examples below:

Here is a corridor that I made, as you can see
it looks quite nice with the dim lights and lots of shadow.
Let's have a look at the same corridor with
a leak in it.

Dear me that looks crap! Have a long look at
that screenshot and see if you can see the leak
Found it? Well it is a tiny one in the wall,
just right of the pillar before the stairs

There it is, hard to spot aren't they?
Right let's look at some ways to track them
down.
Firstly build really neatly, meaning zoom in
to check all the gaps are sealed and take your time. If you do this it is
possible to make levels without even having leaks. But they do attack eventually
so lets look at the first way of finding them:

Now that shows up really well doesn't it? What
I did was make the outside 'void' a red colour. To do this I used the console
command GL_CLEAR 1 and it makes the leaks very obvious.
The only real problem with this is that Counterstrike
sees this as a cheat meaning it is has been taken out. This really only works
on HL maps and the like.
The best method then, and it works on CS is
to use something called POINTFILE. This basically draws a dotted line that
bends mentally through the level and then passes through the leak. All you
have to do is follow the line to your leak.

See the line in the picture? It goes right through
the gap. This is a sure method to find leaks. To activate it bring down the
console and typr POINTFILE and then the line will be displayed.
VHE can load the pointfile but makes it pointless
because you can't see it in the 3D view. Much easier to use this method.
SO LEAKS ARE JUST CRACKS IN THE WALLS
THEN?
Erm..Afraid not. There are other ways to cause
leaks would you believe it. The hardest one to spot is if you try to seal
the level with an entity, say a func_door or a func_wall. Have a look below:

There is my level and I have blocked off the
void with an entity (the purple part) according to the BSP program (the bit
that checks for leaks basically) this may as well be a gaping hole. My only
advice is to be careful with what you do and if you do need a door there then
put a solid block behind it and under it to seal it in.
Lastly the other kind of leak is if you leave
an entity in the void say for example a light. This is fortunately very rare
but if you having a hard time finding a gap then quickly zoom out and check
there is nothing in the void of VHE.
Well I think that is all to do with leaks, Finally
I can't stress enough how much careful design will benefit you.
Good Luck
By
Blink