Here's a compile log
** Executing...
Valve Software - vbsp.exe (Sep 5 2012)
4 threads
materialPath: e:\steam\steamapps\\team fortress 2\tf\materials
Loading E:\Steam\steamapps\\WesternHoldUp_a20a.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/westernholdup_a20a/nature/blendrockground001_wvt_patch
Patching WVT material: maps/westernholdup_a20a/nature/blendrockgroundwall003_wvt_patch
Patching WVT material: maps/westernholdup_a20a/nature/blendrockgroundwall004_wvt_patch
Patching WVT material: maps/westernholdup_a20a/nature/blendrockgroundwall001_wvt_patch
Patching WVT material: maps/westernholdup_a20a/nature/blendrockground002_wvt_patch
Patching WVT material: maps/westernholdup_a20a/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/westernholdup_a20a/nature/blendcliffgrass001a_wvt_patch
Patching WVT material: maps/westernholdup_a20a/nature/blendrockground007_wvt_patch
Patching WVT material: maps/westernholdup_a20a/koth_viaduct_event/blendrockgroundwallforest_viaduct_event002_wvt_patch
Patching WVT material: maps/westernholdup_a20a/bankheist/lavablend_wvt_patch
Patching WVT material: maps/westernholdup_a20a/cp_mountainlab/nature/blendrocktograss002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2026 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing E:\Steam\steamapp\WesternHoldUp_a20a.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (1720445 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10783 texinfos to 5203
Reduced 215 texdatas to 198 (5393 bytes to 4688)
Writing E:\Steam\steamapps\WesternHoldUp_a20a.bsp
16 seconds elapsed
** Executing...
** Command: "e:\steam\steamapps\\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\steam\steamapps\k\team fortress 2\tf" "E:\Steam\steamapps\\sourcesdk_content\tf\mapsrc\WesternHoldUp_a20a"
Valve Software - vvis.exe (Sep 5 2012)
4 threads
reading e:\steam\steamapps\WesternHoldUp_a20a.bsp
reading e:\steam\steamapps\WesternHoldUp_a20a.prt
2276 portalclusters
6088 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2726)
Optimized: 12275 visible clusters (0.92%)
Total clusters visible: 1337161
Average clusters visible: 587
Building PAS...
Average clusters audible: 1541
visdatasize:995870 compressed from 1310976
writing e:\steam\steamapps\WesternHoldUp_a20a.bsp
45 minutes, 28 seconds elapsed
\WesternHoldUp_a20a"
Valve Software - vrad.exe SSE (Sep 5 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
WesternHoldUp_a20a.bsp
Setting up ray-trace acceleration structure... Done (6.88 seconds)
18526 faces
10 degenerate faces
3107737 square feet [447514176.00 square inches]
571 Displacements
698473 Square Feet [100580160.00 Square Inches]
18516 patches before subdivision
300168 patches after subdivision
sun extent from map=0.008727
356 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (169)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (150)
transfers 32530709, max 1562
transfer lists: 248.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2718450, 1909542, 1332808)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(603137, 349690, 207392)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(167272, 81663, 41559)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(50473, 21260, 9259)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(16659, 6073, 2240)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(5833, 1852, 574)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2179, 597, 154)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(849, 201, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(348, 70, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(147, 25, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(65, 9, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(29, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(13, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1482 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (28)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 87/1024 4176/49152 ( 8.5%)
brushes 4540/8192 54480/98304 (55.4%)
brushsides 35237/65536 281896/524288 (53.8%)
planes 24316/65536 486320/1310720 (37.1%)
vertexes 36747/65536 440964/786432 (56.1%)
nodes 6355/65536 203360/2097152 ( 9.7%)
texinfos 5203/12288 374616/884736 (42.3%)
texdata 198/2048 6336/65536 ( 9.7%)
dispinfos 571/0 100496/0 ( 0.0%)
disp_verts 19203/0 384060/0 ( 0.0%)
disp_tris 26720/0 53440/0 ( 0.0%)
disp_lmsamples 318004/0 318004/0 ( 0.0%)
faces 18526/65536 1037456/3670016 (28.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13439/65536 752584/3670016 (20.5%)
leaves 6443/65536 206176/2097152 ( 9.8%)
leaffaces 23512/65536 47024/131072 (35.9%)
leafbrushes 10505/65536 21010/131072 (16.0%)
areas 16/256 128/2048 ( 6.3%)
surfedges 148705/512000 594820/2048000 (29.0%)
edges 93978/256000 375912/1024000 (36.7%)
LDR worldlights 356/8192 31328/720896 ( 4.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 3080/32768 30800/327680 ( 9.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 54804/65536 109608/131072 (83.6%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 52/512 18304/180224 (10.2%)
LDR lightdata [variable] 15472180/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 995870/16777216 ( 5.9%)
entdata [variable] 324562/393216 (82.5%) VERY FULL!
LDR ambient table 6443/65536 25772/262144 ( 9.8%)
HDR ambient table 6443/65536 25772/262144 ( 9.8%)
LDR leaf ambient 30487/65536 853636/1835008 (46.5%)
HDR leaf ambient 6443/65536 180404/1835008 ( 9.8%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/67428 ( 0.0%)
pakfile [variable] 6385/0 ( 0.0%)
physics [variable] 1720445/4194304 (41.0%)
physics terrain [variable] 118101/1048576 (11.3%)
Level flags = 0
Total triangle count: 57347
Writing e:\steam\steamapps\WesternHoldUp_a20a.bsp
6 minutes, 29 seconds elapsed
** Executing...
** Command: Copy File
\WesternHoldUp_a20a.bsp"