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Great job.
I will make walkthrough video. SPOILER AHEAD: Build a bridge and tower on it.
Thanks for the bug report.I will correct it in the next release.
OnStartTouch "atmosphere,FadeOut,missingparameter,0,-1" the parameter is for the amount of seconds it fades for (must be between 0 and 100).
For spawn points, there are two methods, disable (or kill) the previous checkpoint and enable the next one, or use the "info_spawn_manager" with inputs of SetCheckPoint with parameter: syn_spawnpoint_##
Just a couple small things to report, at 5540 -445 -860 angles 0 0 0 there is a rock cavern wall that is poking up from the floor a little. At 6435 -3990 -810 angles 0 180 0 you can see under the rock wall into nothing.
There should be either checkpoints via logic_autosave with input "Save" because as of current (with mp_reset 1) when all players die, it goes back to the start of the map. With mp_reset 0 if all players die, they spawn back on the boat no matter how far they were.
You can probably safely change info_player_start to info_player_coop and give it a targetname such as syn_spawnpoint_00 or whichever you want, then create further checkpoints with startdisabled 1. The reason I would do that is because when new players join a game that is already running, they will generally spawn at the info_player_start even if there is a further checkpoint that they should be spawning at.