Idk, except my thoughts triggering people to hate instead of learning things you can crawl a bit through the map and inspecting it with tools. I won't nominate primary target tool MapGarbage, but MapChecker, PathsChecker and draw conclusions.
Okay, allow me to deliver extra-info. MapChecker might do some report concerning whatever are called "problems" - taken from other maps...
With or without 0.656... is the same - such adjusting is irrelevant - stuff can be aligned at grid and it will collide pretty well doesn't matter 0.6 UU.
then
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ScriptLog: Inventory with zero RespawnTime can be picked up only once:
ScriptLog: TrapSpringer0
TrapSpringer is not for being picked up - it has another purpose... so here is not needed any touching.
Then
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ScriptLog: ZoneInfo with AmbientBrightness == 0:
Also a ton of stock maps are having this and... they were the most successful maps.
then
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ScriptLog: Mover with bad moving time for net play:
ScriptLog: ElevatorMover2 MoveTime = 0.750000 != 0.751880
Useless fix, we are already using a generic fix aiming every single map - we don't fix things twice.
Next, a screenshot reported as 512 × 512 who needs to be 256 × 256 is not mandatory, there are maps having no issues with D3D and good looking screenshots.
Ignoring those alleged "problems", you can figure if other networking related issues need to be adjusted...
With regard to paths, PathsChecker will check logic links to items and generic actors that are gaming goals - such as FlagBases Controlpoints inventories. If there are reported problems, in the most of cases there will be problems, except maps that are polished with One-way paths on purpose (in MH maps this can be figured for preventing Bots to roam back), the rest of DM maps or CTF maps might be recommended to have logic links before doing any testing in run-time. This is how I deal with them - then I launch map on purpose to figure other gaming issues that are not seen in Editor.