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You can decompile all maps from Black mesa and open them in hammer
The problem seemed to be that BSPSource doesn't process the static meshes correctly. One of the things which causes the crash is if you have a lightmapped prop_static.
Information used for Bravado was gleaned from a handful of maps that did decompile, as well as parsing through broken VMFs with a text editor and playing with 'developer 2' in the console. This was vital for the Apache which, in its current form, relies on some mysterious spawnflags which aren't exposed to us.
I thought lightmapped props aren't a problem to BSPsource anymore. Well looks like the two maps I decompiled were the randomly one of the few which doesn't have one.
can't deny that.
I've made it a point since Forest Train to release VMFs for my work, not just because they can be deconstructed for educational purposes, but as a method of future-proofing in case Valve (or Crowbar Collective, in this case) does something in the future that ends up breaking existing maps.