Not really sure if this is the right place for this… Anyways.
I started experimenting with BM’s first OaR map (bm_c2a2a) to get a feel for how mapping in non-L4D Source games works, and to that end, added a loop around the tracks similar to .RK’s Loop Mod.
At some point, while working on the level, I set the branch path to default to the path I added, which formed a closed loop around the level. The “main” path (that would take the player to the bridge to the next level) became the alternate path. This was for the sake of ease while testing, so I wouldn’t have to manually fire the path_track to use the alternate path every single time.
With the loop set as the primary path, Black Mesa would crash the moment that the func_trackautochange elevator at the beginning of the level reached the bottom floor - I was eventually able to track (pun fully intended) the source of the issue back to me having turned the tram path into a closed loop. Reverting it to how it was before (wherein the primary path is the one that takes the player to bm_c2a2b) fixed the crash.
This isn’t something that causes problems in the regular game, of course, and I wouldn’t know whether or not this is a limitation of how the entity is set up, but I thought it might be worth reporting anyways…