im making a 3 point 2 stage A/D map only problem is when i compile and go in game the Blu team spawns in red spawn Evan though it is setup properly the HUD is missing and it puts me in stage 2 can anyone help here is the compile log in case you need it ** 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_thunderfrost_a1" Valve Software - vbsp.exe (Dec 7 2014) 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_thunderfrost_a1.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Patching WVT material: maps/cp_thunderfrost_a1/dev/dev_blendmeasure_wvt_patch Patching WVT material: maps/cp_thunderfrost_a1/nature/blendrockgroundwallsnow_wvt_patch Patching WVT material: maps/cp_thunderfrost_a1/nature/blendgrasstosnow001_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 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 142 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (0) writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_tf2_04 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_tf2_04 to build the default cubemap! Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Warning: invalid neighbor connection on displacement near (-7640.00 -560.00 -896.00) Warning: invalid neighbor connection on displacement near (-7640.00 -560.00 -896.00) Warning: invalid neighbor connection on displacement near (-7640.00 -560.00 -896.00) Warning: invalid neighbor connection on displacement near (-7640.00 -424.00 -896.00) Warning: invalid neighbor connection on displacement near (-7640.00 -560.00 -512.00) Warning: invalid neighbor connection on displacement near (-7640.00 -560.00 -512.00) Warning: invalid neighbor connection on displacement near (-7976.00 -688.00 -512.00) Warning: invalid neighbor connection on displacement near (-7976.00 -560.00 -512.00) Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (368953 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 1415 texinfos to 800 Reduced 80 texdatas to 75 (1822 bytes to 1610) Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp 6 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_thunderfrost_a1" Valve Software - vvis.exe (Dec 7 2014) 4 threads reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.prt 1535 portalclusters 4307 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 (101) Optimized: 4258 visible clusters (1.15%) Total clusters visible: 369684 Average clusters visible: 240 Building PAS... Average clusters audible: 711 visdatasize:288014 compressed from 589440 writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp 1 minute, 41 seconds elapsed ** Executing... ** Command: "D:\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe" ** Parameters: -both -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" "d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1" Valve Software - vrad.exe SSE (Dec 7 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [37 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp Setting up ray-trace acceleration structure... Done (1.54 seconds) 5629 faces 3986046 square feet [573990656.00 square inches] 71 Displacements 277453 Square Feet [39953336.00 Square Inches] 5629 patches before subdivision 177855 patches after subdivision light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 114 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (56) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25) transfers 14886382, max 712 transfer lists: 113.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(864125, 657893, 606678) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(164577, 111199, 97896) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(33677, 20958, 17828) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(7867, 4541, 3650) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1918, 1063, 825) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(505, 273, 203) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(140, 75, 54) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(41, 22, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(13, 7, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(4, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0678 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (8) 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 (19) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 67/1024 3216/49152 ( 6.5%) brushes 950/8192 11400/98304 (11.6%) brushsides 6469/65536 51752/524288 ( 9.9%) planes 3902/65536 78040/1310720 ( 6.0%) vertexes 9614/65536 115368/786432 (14.7%) nodes 3676/65536 117632/2097152 ( 5.6%) texinfos 800/12288 57600/884736 ( 6.5%) texdata 75/2048 2400/65536 ( 3.7%) dispinfos 71/0 12496/0 ( 0.0%) disp_verts 1775/0 35500/0 ( 0.0%) disp_tris 2272/0 4544/0 ( 0.0%) disp_lmsamples 529524/0 529524/0 ( 0.0%) faces 5629/65536 315224/3670016 ( 8.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2868/65536 160608/3670016 ( 4.4%) leaves 3744/65536 119808/2097152 ( 5.7%) leaffaces 6808/65536 13616/131072 (10.4%) leafbrushes 3810/65536 7620/131072 ( 5.8%) areas 3/256 24/2048 ( 1.2%) surfedges 37885/512000 151540/2048000 ( 7.4%) edges 22493/256000 89972/1024000 ( 8.8%) LDR worldlights 114/8192 10032/720896 ( 1.4%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 600/32768 6000/327680 ( 1.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 9480/65536 18960/131072 (14.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 47/512 16544/180224 ( 9.2%) LDR lightdata [variable] 10846924/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 288014/16777216 ( 1.7%) entdata [variable] 87133/393216 (22.2%) LDR ambient table 3744/65536 14976/262144 ( 5.7%) HDR ambient table 3744/65536 14976/262144 ( 5.7%) LDR leaf ambient 21721/65536 608188/1835008 (33.1%) HDR leaf ambient 3744/65536 104832/1835008 ( 5.7%) 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] 1/20404 ( 0.0%) pakfile [variable] 2013/0 ( 0.0%) physics [variable] 368953/4194304 ( 8.8%) physics terrain [variable] 5557/1048576 ( 0.5%) Level flags = 0 Total triangle count: 15121 Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp 1 minute, 53 seconds elapsed Valve Software - vrad.exe SSE (Dec 7 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [37 texlights parsed from 'lights.rad'] Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp Setting up ray-trace acceleration structure... Done (1.57 seconds) 5629 faces 3986046 square feet [573990656.00 square inches] 71 Displacements 277453 Square Feet [39953336.00 Square Inches] 5629 patches before subdivision 177855 patches after subdivision light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 330.000000 but _zero_percent_distance of 170.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 200.000000 but _zero_percent_distance of 100.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 96.000000 114 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (56) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25) transfers 14886382, max 712 transfer lists: 113.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(825696, 626501, 574600) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(156313, 105063, 91606) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(31808, 19633, 16479) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(7436, 4246, 3353) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1818, 996, 759) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(481, 258, 188) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(134, 72, 51) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(39, 21, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(12, 6, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(4, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0705 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9) 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 (19) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 67/1024 3216/49152 ( 6.5%) brushes 950/8192 11400/98304 (11.6%) brushsides 6469/65536 51752/524288 ( 9.9%) planes 3902/65536 78040/1310720 ( 6.0%) vertexes 9614/65536 115368/786432 (14.7%) nodes 3676/65536 117632/2097152 ( 5.6%) texinfos 800/12288 57600/884736 ( 6.5%) texdata 75/2048 2400/65536 ( 3.7%) dispinfos 71/0 12496/0 ( 0.0%) disp_verts 1775/0 35500/0 ( 0.0%) disp_tris 2272/0 4544/0 ( 0.0%) disp_lmsamples 529524/0 529524/0 ( 0.0%) faces 5629/65536 315224/3670016 ( 8.6%) hdr faces 5629/65536 315224/3670016 ( 8.6%) origfaces 2868/65536 160608/3670016 ( 4.4%) leaves 3744/65536 119808/2097152 ( 5.7%) leaffaces 6808/65536 13616/131072 (10.4%) leafbrushes 3810/65536 7620/131072 ( 5.8%) areas 3/256 24/2048 ( 1.2%) surfedges 37885/512000 151540/2048000 ( 7.4%) edges 22493/256000 89972/1024000 ( 8.8%) LDR worldlights 114/8192 10032/720896 ( 1.4%) HDR worldlights 114/8192 10032/720896 ( 1.4%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 600/32768 6000/327680 ( 1.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 9480/65536 18960/131072 (14.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 47/512 16544/180224 ( 9.2%) LDR lightdata [variable] 10846924/0 ( 0.0%) HDR lightdata [variable] 10846924/0 ( 0.0%) visdata [variable] 288014/16777216 ( 1.7%) entdata [variable] 87133/393216 (22.2%) LDR ambient table 3744/65536 14976/262144 ( 5.7%) HDR ambient table 3744/65536 14976/262144 ( 5.7%) LDR leaf ambient 21721/65536 608188/1835008 (33.1%) HDR leaf ambient 21719/65536 608132/1835008 (33.1%) 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] 1/20404 ( 0.0%) pakfile [variable] 2013/0 ( 0.0%) physics [variable] 368953/4194304 ( 8.8%) physics terrain [variable] 5557/1048576 ( 0.5%) Level flags = 0 Total triangle count: 15121 Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp 1 minute, 54 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_thunderfrost_a1.bsp" "D:\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_thunderfrost_a1.bsp" ** Executing... ** Command: "D:\Steam\SteamApps\common\Team Fortress 2\hl2.exe" ** Parameters: -dev -console -allowdebug -game "D:\Steam\SteamApps\common\Team Fortress 2\tf" +map "cp_thunderfrost_a1"

Besides your spawn problems you should fix your displacements. If you turn a face of a brush into a displacement, make sure you didn't select all other faces of the brush, because this faces are not needed. If you only select the needed faces, the uneeded ones will disappear. You also have light entities which zero-percentage distance is closer then the fifty-percent fallof distance. You might wanna fix that

Chances are, if you're getting issues like this, the gamemode/spawn entities aren't set up correctly. We're going to need more information before we can help. If you'd like something to compare your map against to see what might be wrong, download the ABS pack and look at the gamemode library.

Few quick notes, don't disable ever those func_respawnrooms, just disable the spawn entity names if you need to. I bet something in the structure is wrong, we really need more info.