Lets see what your compile log says first
** 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\ctf_orangefort_v00_test.vmf"
Valve Software - vbsp.exe (Feb 17 2017)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (212602 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 643 texinfos to 418
Reduced 5 texdatas to 5 (105 bytes to 105)
Writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.bsp
Wrote ZIP buffer, estimated size 105937, actual size 105723
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\ctf_orangefort_v00_test"
Valve Software - vvis.exe (Feb 17 2017)
8 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.prt
493 portalclusters
822 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7
** 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\ctf_orangefort_v00_test"
Valve Software - vrad.exe SSE (Feb 17 2017)
Valve Radiosity Simulator
8 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\ctf_orangefort_v00_test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.13 seconds)
2287 faces
334516 square feet [48170428.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.008727
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.0048 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 1/1024 48/49152 ( 0.1%)
brushes 574/8192 6888/98304 ( 7.0%)
brushsides 3445/65536 27560/524288 ( 5.3%)
planes 1244/65536 24880/1310720 ( 1.9%)
vertexes 4214/65536 50568/786432 ( 6.4%)
nodes 1419/65536 45408/2097152 ( 2.2%)
texinfos 418/12288 30096/884736 ( 3.4%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2287/65536 128072/3670016 ( 3.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1130/65536 63280/3670016 ( 1.7%)
leaves 1421/65536 45472/2097152 ( 2.2%)
leaffaces 2446/65536 4892/131072 ( 3.7%)
leafbrushes 1148/65536 2296/131072 ( 1.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 15288/512000 61152/2048000 ( 3.0%)
edges 9275/256000 37100/1024000 ( 3.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 532/32768 5320/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6498/65536 12996/131072 ( 9.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 871288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 687/393216 ( 0.2%)
LDR ambient table 1421/65536 5684/262144 ( 2.2%)
HDR ambient table 1421/65536 5684/262144 ( 2.2%)
LDR leaf ambient 1630/65536 45640/1835008 ( 2.5%)
HDR leaf ambient 1421/65536 39788/1835008 ( 2.2%)
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] 1/12 ( 8.3%)
pakfile [variable] 105723/0 ( 0.0%)
physics [variable] 212602/4194304 ( 5.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 6194
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.bsp
4 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_orangefort_v00_test.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_orangefort_v00_test.bsp"