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If want something intresting to your maps heres a tip, build a background story for it.
I've seen a lot of great looking levels and designs. Many of them suffer from this wall intersection problem.
When designing a level I try to run along all of my walls to make sure I haven't inadvertently created hangup spots.
Also, the editor uses the last killer you used in the regular game if you played the regular game before going to the editor or it defaults to "Man trying to get some sleep". When you play your level through the Additional Levels tab you will get to select from the killers that you have unlocked.
Loud you will see what the NPC's are saying no matter where they are on the screen. Stilly you have to be within "earshot" to see what they are saying.
Within "earshot" is actually a pretty good distance (approx. 15% screen width and 25% screen height) and is not affected by objects and walls.
In a test level I created four locked nodes in a test level and called them NW, NE, SE, and SW. I placed a small piece of carpet under each one so I would know where they were at and placed all simple nodes far away from them. Then I defined a path for one of the "victims" and told them to go to NW, NE, SE, and SW then to repeat. The victim continually walked to the four nodes as instructed but no other character would go to the Locked nodes.
Now, if we could just figure out how to get the Lovers Nodes to work... or maybe they only work with certain victims.