Think of it like this, in wc all the black area is the void, the
unknown, the bleak black hellhole. Now your map has to be closed
off from this void, now say you have a brush or something with
a tiny gap or a massive gap which you can see the void through
then this is a leak. There sometimes annoying to find, and have
been many the cause a headache amongst mappers.
I
sometimes use the massive block way of finding leaks, basically
I make a big block put it right through a bit of the map, through
top and bottom of map I mean, and cover a bit of an area, then
compile see if its fixes, and if it is then I make the block smaller
and keep doing that and looking around to see where it could be.
its a good method to use me things. and remember to delete the
block once you've found the leak, or just leave it and say its
a tower of brick (joke!!)
Best
way to prevent leaks is to avoid them, make your maps neat, keep
compiling your map as you go, and dont use skyboxes, putting a
bit skybox round your level will result in longer compile times
due to more space in the level, like say the underneath will all
get lighted and the rad wil take ages on compile. Also dont overlap
objects, zoom right in as much as you can to see if your objects
are inline.
Dont forget making something into an entity will make it unsolid
so to speak, in other words if you make say a rock with nothing
below it but the void, and make it a func wall then it will be
classed as a leak, so you would need a normal brush underneath
it.
*UPDATE*
Slacky here....... I use pointfile method of finding leaks,while
in game bring down console and type in "pointfile"(without
the quotes),then close console and follow the dotted line(once
you find the line that is)the leak error gives you the coordinates
of the entity where the pointfile line starts from.well follow
the line to where it penetrates the outer wall of your map.If
your line falls short(not enough pointfiles)you can add -particles
60000 or whatever amount of particles you'll think you need on
the command line of your compiler.If you use Nem's
Batch Compiler he gives you a nifty little check box and a
space to add particle amount in.