I used the error checker at http://www.interlopers.net/errors. Here's the compile log:
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.vmf"
Valve Software - vbsp.exe (Aug 17 2015)
4 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_warehouse/nature/blendrockgroundwall004_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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...
done (0) (90722 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 484 texinfos to 239
Reduced 32 texdatas to 29 (840 bytes to 742)
Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
0 seconds elapsed
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse"
Valve Software - vvis.exe (Aug 17 2015)
4 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.prt
171 portalclusters
398 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 93 visible clusters (0.71%)
Total clusters visible: 13134
Average clusters visible: 76
Building PAS...
Average clusters audible: 162
visdatasize:8475 compressed from 8208
writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
0 seconds elapsed
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse"
Valve Software - vrad.exe SSE (Aug 17 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
1039 faces
361452 square feet [52049228.00 square inches]
6 Displacements
34178 Square Feet [4921687.00 Square Inches]
1039 patches before subdivision
31423 patches after subdivision
sun extent from map=0.000000
60 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 2779941, max 329
transfer lists: 21.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(875424, 686616, 449763)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(289367, 202121, 118593)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(102688, 62347, 32271)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(38413, 20358, 9469)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(14979, 6865, 2873)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6028, 2390, 910)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2480, 848, 295)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1038, 306, 98)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(439, 111, 33)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(188, 41, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(81, 15, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(35, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(15, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(7, 1, 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 (0)
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<0.0150 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 34/1024 1632/49152 ( 3.3%)
brushes 235/8192 2820/98304 ( 2.9%)
brushsides 1447/65536 11576/524288 ( 2.2%)
planes 598/65536 11960/1310720 ( 0.9%)
vertexes 1802/65536 21624/786432 ( 2.7%)
nodes 636/65536 20352/2097152 ( 1.0%)
texinfos 239/12288 17208/884736 ( 1.9%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 81128/0 81128/0 ( 0.0%)
faces 1039/65536 58184/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 542/65536 30352/3670016 ( 0.8%)
leaves 671/65536 21472/2097152 ( 1.0%)
leaffaces 1154/65536 2308/131072 ( 1.8%)
leafbrushes 591/65536 1182/131072 ( 0.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 7047/512000 28188/2048000 ( 1.4%)
edges 4030/256000 16120/1024000 ( 1.6%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 90/32768 900/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1302/65536 2604/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1616384/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8475/16777216 ( 0.1%)
entdata [variable] 42338/393216 (10.8%)
LDR ambient table 671/65536 2684/262144 ( 1.0%)
HDR ambient table 671/65536 2684/262144 ( 1.0%)
LDR leaf ambient 3268/65536 91504/1835008 ( 5.0%)
HDR leaf ambient 671/65536 18788/1835008 ( 1.0%)
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] 1/3024 ( 0.0%)
pakfile [variable] 212057/0 ( 0.0%)
physics [variable] 90722/4194304 ( 2.2%)
physics terrain [variable] 1160/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 2797
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
16 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_warehouse.bsp"
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" +map "cp_warehouse" -steam
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.vmf"
Valve Software - vbsp.exe (Aug 17 2015)
4 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_warehouse/nature/blendrockgroundwall004_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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...
done (0) (90722 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 484 texinfos to 239
Reduced 32 texdatas to 29 (840 bytes to 742)
Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
0 seconds elapsed
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse"
Valve Software - vvis.exe (Aug 17 2015)
4 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.prt
171 portalclusters
398 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 93 visible clusters (0.71%)
Total clusters visible: 13134
Average clusters visible: 76
Building PAS...
Average clusters audible: 162
visdatasize:8475 compressed from 8208
writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
0 seconds elapsed
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse"
Valve Software - vrad.exe SSE (Aug 17 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
1039 faces
361452 square feet [52049228.00 square inches]
6 Displacements
34178 Square Feet [4921687.00 Square Inches]
1039 patches before subdivision
31423 patches after subdivision
sun extent from map=0.000000
60 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 2779941, max 329
transfer lists: 21.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(875424, 686616, 449763)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(289367, 202121, 118593)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(102688, 62347, 32271)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(38413, 20358, 9469)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(14979, 6865, 2873)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6028, 2390, 910)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2480, 848, 295)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1038, 306, 98)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(439, 111, 33)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(188, 41, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(81, 15, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(35, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(15, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(7, 1, 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 (0)
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<0.0150 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 34/1024 1632/49152 ( 3.3%)
brushes 235/8192 2820/98304 ( 2.9%)
brushsides 1447/65536 11576/524288 ( 2.2%)
planes 598/65536 11960/1310720 ( 0.9%)
vertexes 1802/65536 21624/786432 ( 2.7%)
nodes 636/65536 20352/2097152 ( 1.0%)
texinfos 239/12288 17208/884736 ( 1.9%)
texdata 29/2048 928/65536 ( 1.4%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 486/0 9720/0 ( 0.0%)
disp_tris 768/0 1536/0 ( 0.0%)
disp_lmsamples 81128/0 81128/0 ( 0.0%)
faces 1039/65536 58184/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 542/65536 30352/3670016 ( 0.8%)
leaves 671/65536 21472/2097152 ( 1.0%)
leaffaces 1154/65536 2308/131072 ( 1.8%)
leafbrushes 591/65536 1182/131072 ( 0.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 7047/512000 28188/2048000 ( 1.4%)
edges 4030/256000 16120/1024000 ( 1.6%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 90/32768 900/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1302/65536 2604/131072 ( 2.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1616384/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8475/16777216 ( 0.1%)
entdata [variable] 42338/393216 (10.8%)
LDR ambient table 671/65536 2684/262144 ( 1.0%)
HDR ambient table 671/65536 2684/262144 ( 1.0%)
LDR leaf ambient 3268/65536 91504/1835008 ( 5.0%)
HDR leaf ambient 671/65536 18788/1835008 ( 1.0%)
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] 1/3024 ( 0.0%)
pakfile [variable] 212057/0 ( 0.0%)
physics [variable] 90722/4194304 ( 2.2%)
physics terrain [variable] 1160/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 2797
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp
16 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_warehouse.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_warehouse.bsp"
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" +map "cp_warehouse" -steam