You are entirely correct. However, I’m already aware of that.
I have large numbers of named lights, but 4 unique names shared between them. I need this because the lights turn on in sequence, to make the room feel more dynamic than it actually is.
So I get errors when they illuminate the same faces, that’s all. In my case though, the errors don’t seem to be problematic… so that’s okay. And where they do end up being problematic, some creative use of Block Light brushes seems to do the trick.
I’m running my newest version which I haven’t uploaded yet. I dramatically lowered the lightmap scale in some areas, which VRAD doesn’t seem to take too kindly of… it likes to crash when it starts using around 1.5 GB of memory. So I enabled LAA on VRAD.exe, and now it seems to work fine, with a total compile time of 4 minutes, 9 seconds… of which VRAD took 3 minutes and 37 seconds.
This brings up an issue though… for such a small map with a relatively short compile time, I’m using up way too many resources compiling. Seems like I’ll have to optimize the lightmaps a bit more… the BSP is about 50 KB at the moment, with large area cordon enabled. That’s actually insane for a small area.
Go to Map > Load Pointfile, and follow the red line. It will show you where the leak is.
And Box, you really should spend most of your time on developer.valvesoftware.com… it’s the best Source documentation you can find anywhere, and its Level Design section is the most comprehensive I’ve seen. I started mapping with that site… I’m surprised that you haven’t.