Wait, hold on. What do you mean by "areaportal leak"? Because an areaportal leak (described using that exact phrase in the compile log) is when you put an areaportal someplace where you can loop back around on it without going through another areaportal, which causes bugs like
this... but I suppose it's also possible to have a real leak (described as "Entity at [coords] has leaked!" and also "*** leaked ***") where a func_areaportal was the entity that happened to cast a ray out into the void. It sounded like you were describing the latter, but then I decided to check whether a
real Areaportal Leak™ creates a confusing pointfile like the one you're describing.
...It does!
So I'm assuming that's the problem you're talking about. The cause is, as I said, not a real leak into the void but an areaportal that doesn't completely seal off an area. Two possible reasons for this:
- Your portal doesn't actually stretch all the way to the edges of the hole it's covering. This can happen easily if your hole has some kind of doorframe or displacements (like the tunnels in Dustbowl) and you didn't hide them when you drew the brush. Props, func_details, and displacements don't count! It has to go all the way to the world brushes that form the walls. Use the panel on the right to hide displacements and details to make sure.
- You sealed one opening between two areas with a func_areaportal but not another. For a really simple example, imagine two adjacent rooms with two doorways in the wall between them, and only one of them is covered. With a full-sized map, making sure every necessary opening has been covered can quickly get complicated and it's easy to leave something out. This could also be caused by forgetting to turn one of your areaportal brushes into an actual func_areaportal.