I am making a zombies map on bo3 and put over 10 hours in one wall with detail was wondering if anyone ever got this error when compiling there map and what did you do to fix it. "ERROR: ERROR: MAX_MAP_NODES" it definitely has something to do with to many brushes. I did extensive research on this but only found to make every brush detail and not structural but that did not work for me. The only thing that works is if I delete stuff.
Here is what it says
WARNING: node without a volume
node has 3 tiny portals
node reference point 542.75 -2646.48 478.73
WARNING: node without a volume
node has 1 tiny portals
node reference point 452.05 -2322.37 582.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 4 tiny portals
node reference point -583.75 -2646.48 478.73
WARNING: node without a volume
node has 4 tiny portals
node reference point -583.75 -2660.48 464.75
WARNING: node without a volume
node has 4 tiny portals
node reference point -584.00 -2660.48 464.75
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 4 tiny portals
node reference point 543.00 -4796.98 478.73
WARNING: node without a volume
node has 4 tiny portals
node reference point 543.00 -4810.97 464.75
WARNING: node without a volume
node has 4 tiny portals
node reference point 542.75 -4810.97 464.75
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
f
orcePortal: Entity: 82, overriding previously portaled out class: script_model
forcePortal: Entity: 83, overriding previously portaled out class: script_model
forcePortal: Entity: 84, overriding previously portaled out class: script_model
**********************
******* leaked *******
**********************
================================
WROTE BSP LEAKFILE: E:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_403534.lin
================================
finding triangle windings...
assigning primary lights...
splitting windings into lightable areas...
coalescing coincident windings...
removing occluded winding fragments...
finding sun shadow casters...
splitting large windings...
merging into concave windings...
fixing t-junctions...
tethering holes to their concave windings...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
978 vertices couldn't be merged because the textures point different ways
emitting cells and portals...
building curve/terrain collision...
Adding brush neighbor bevels...
Removing redundant brush collision planes...
removed 429 brush sides
elapsed time 0 seconds
ERROR: ERROR: MAX_MAP_NODES
i had a similar problem. in my case the error was that to many brushes where overlapping into each other. the compiler seems to not like overlapping brushes