try this for your level change problem:
1. make sure the level names are all lowercase - v.important!!
2.!!!!!this is very important!!!!! - when testing level transitions, you should not run your map from VHE or a front end compiler. Compile the map(s) without running the game, then load Half-Life manually and load the maps from the console.
3. Are you getting this error message?
CHANGE LEVEL: map1 landmark1
This problem occurs because the area in map1 where the player would spawn is already occupied, in whole or in part, by another trigger_changelevel. When setting up level transitions, it is a good idea to put a bit of dead space (that is, space not occupied by a trigger_changelevel) around the landmarks
i'll try to do a diagram:
_ = wall
| = trigger_changelevel
MAP 1:
___________________
|
|
|
* |
|
direction of |
movement -->> |
________________|__MAP 1:
___________________ |
|
|
| *
|
| direction of movement
| <<--
__|________________5. is the level transition a 'One-Way Transition' ?
A one-way transition is any transition where you go from the origin map to the destination map, but you cannot return to the origin map. This is the type of transition that usually gives people headaches. Logic would seem to tell you that you don't need a trigger_changelevel in the destination map, just the info_landmark. For some reason, this isn't correct. The destination map must have a trigger_changelevel in it that correctly references the previous map in the New Map Name property, and identifies the info_landmark in the Landmark Name property.
if you are still having problems i sugest you post up your maps on the vault or go here to get some example maps and more info on level transitions:
http://collective.valve-erc.com/index.php?doc=1037474528-90629700
now as for your console problem : i don't know how to fix it but i did have the same problem with OpFor.
try updating hl to the latest version (1.1.1.0)
phew!! that was one long typing session!!!