Can you paste the compile log? It usually will tell what the problem is
Loading c:\users\gebruiker\desktop\tf2 stages\jump_home\jump_home_b1.bsp
21095 faces
4 degenerate faces
80740096 square feet [11626573824.00 square inches]
9 Displacements
188902 Square Feet [27201972.00 Square Inches]
21091 patches before subdivision
832619 patches after subdivision
2054 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6.
materialPath: E:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Gebruiker\Desktop\tf2 stages\jump_home\jump_home_b1.vmf
Can't find surfaceprop asphalt for material REALWORLDTEXTURES/NEWER/1/ROAD_1_01, using default
Can't find surfaceprop asphalt for material REALWORLDTEXTURES/NEWER/1/ASPHALT_1_06, using default
Can't find surfaceprop Asphalt for material REALWORLDTEXTURES/NEWER/1/ASPHALT_1_07, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/jump_home_b1/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/jump_home_b1/nature/blendrockgroundwallsnow_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 320 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Gebruiker\Desktop\tf2 stages\jump_home\jump_home_b1.prt...Building visibility clusters...
done (1)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/realsky1*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/realsky1*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (15) (1418014 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4411 texinfos to 2663
Reduced 218 texdatas to 190 (7591 bytes to 6187)
Writing C:\Users\Gebruiker\Desktop\tf2 stages\jump_home\jump_home_b1.bsp
28 seconds elapsed
2 threads
reading c:\users\gebruiker\desktop\tf2 stages\jump_home\jump_home_b1.bsp
reading c:\users\gebruiker\desktop\tf2 stages\jump_home\jump_home_b1.prt
3507 portalclusters
9614 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 3211 visible clusters (0.56%)
Total clusters visible: 572368
Average clusters visible: 163
Building PAS...
Average clusters audible: 216
visdatasize:422282 compressed from 3086160
writing c:\users\gebruiker\desktop\tf2 stages\jump_home\jump_home_b1.bsp
49 minutes, 19 seconds elapsed
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\gebruiker\desktop\tf2 stages\jump_home\jump_home_b1.bsp
21095 faces
4 degenerate faces
80740096 square feet [11626573824.00 square inches]
9 Displacements
188902 Square Feet [27201972.00 Square Inches]
21091 patches before subdivision
833383 patches after subdivision
2054 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6.
Thats it.