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I don't mind, you can add me if you want.
I recreated the old Valve Dev Union info page on decompilers [valvedev.info]'s file archive with the same maps on my game copies and included the Unified SDK decompiler's results. Unified SDK has settings for two decompile options, Tree-Based and Face-To-Brush so I also included both.
https://drive.google.com/file/d/1fKJwTnBlwB4DNScghtdz-bOYiO8j8OEB/view?usp=sharing
Seems like it, but replacing the angle KVs is much simpler compared to fixing the decompiles that it's a non-issue once I figured this out, just needing to manually blanket edit and replace these values in each VMF one time. Unified SDK kept almost all textures and inbound geometry in the map intact which helped me a lot.
I used WinBSPC once and tried to fix it's result, but gave up on it.
BSP2MAP I never used out of principle of it being older and having been discouraged by WinBSPC , but seeing the errors it has I'd likely also give up with it as well.
HL Unified SDK Decompiler to decompile the bsps.
gldsrc2source , a no-longer-supported tool but still works that auto-converts the textures and entities' target system to HL:S texture dimensions and I/O respectively. (Not perfect, but the automation still helps)
Late reply, but I figured out the crashes surprisingly quickly - the angle keyvalues in all the entities were not being auto-converted to angles in my set of tools.
The Source Engine seems to hate angle , but Garry's Mod patched this keyvalue to work on it's branch of Source.