False alarm

Still haveing the same problem, Here is my compile
Also I have a custom sound in there, and used pakrat to add it to the map file, would that be doing it?
** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.vmf"
Valve Software - vbsp.exe (Oct 25 2013)
4 threads
materialPath: Z:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_invert_new_f/nature/blendgroundtograss008_nodetail_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 442 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_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 (0) (229143 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2329 texinfos to 1186
Reduced 50 texdatas to 44 (1279 bytes to 1149)
Writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.bsp
1 second elapsed
** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F"
Valve Software - vvis.exe (Oct 30 2013)
fastvis = true
4 threads
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.prt
357 portalclusters
1526 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 426 visible clusters (0.34%)
Total clusters visible: 125185
Average clusters visible: 350
Building PAS...
Average clusters audible: 357
visdatasize:34972 compressed from 34272
writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
0 seconds elapsed
** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F"
Valve Software - vrad.exe SSE (Oct 30 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
Setting up ray-trace acceleration structure... Done (0.57 seconds)
2172 faces
2 degenerate faces
356005 square feet [51264820.00 square inches]
39 Displacements
201274 Square Feet [28983460.00 Square Inches]
2170 patches before subdivision
31620 patches after subdivision
sun extent from map=0.258819
sun extent from map=0.258819
61 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 3360081, max 502
transfer lists: 25.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(123550, 89880, 69719)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(19378, 11774, 9458)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3375, 1860, 1676)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(694, 346, 338)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(153, 69, 73)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(37, 15, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0096 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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 79/1024 3792/49152 ( 7.7%)
brushes 617/8192 7404/98304 ( 7.5%)
brushsides 4887/65536 39096/524288 ( 7.5%)
planes 3646/65536 72920/1310720 ( 5.6%)
vertexes 3552/65536 42624/786432 ( 5.4%)
nodes 1383/65536 44256/2097152 ( 2.1%)
texinfos 1186/12288 85392/884736 ( 9.7%)
texdata 44/2048 1408/65536 ( 2.1%)
dispinfos 39/0 6864/0 ( 0.0%)
disp_verts 2151/0 43020/0 ( 0.0%)
disp_tris 3264/0 6528/0 ( 0.0%)
disp_lmsamples 272400/0 272400/0 ( 0.0%)
faces 2172/65536 121632/3670016 ( 3.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1849/65536 103544/3670016 ( 2.8%)
leaves 1463/65536 46816/2097152 ( 2.2%)
leaffaces 3113/65536 6226/131072 ( 4.8%)
leafbrushes 1352/65536 2704/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16555/512000 66220/2048000 ( 3.2%)
edges 9738/256000 38952/1024000 ( 3.8%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 182/32768 1820/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3750/65536 7500/131072 ( 5.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 15/512 5280/180224 ( 2.9%)
LDR lightdata [variable] 2141036/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 34972/16777216 ( 0.2%)
entdata [variable] 74136/393216 (18.9%)
LDR ambient table 1463/65536 5852/262144 ( 2.2%)
HDR ambient table 1463/65536 5852/262144 ( 2.2%)
LDR leaf ambient 7405/65536 207340/1835008 (11.3%)
HDR leaf ambient 1463/65536 40964/1835008 ( 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] 1/14018 ( 0.0%)
pakfile [variable] 2292/0 ( 0.0%)
physics [variable] 229143/4194304 ( 5.5%)
physics terrain [variable] 8985/1048576 ( 0.9%)
Level flags = 0
Total triangle count: 5128
Writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
9 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.bsp" "Z:\Steam\steamapps\common\Team Fortress 2\tf\maps\Trade_invert_New_F.bsp"