and here is the compile log...
materialPath: c:\program files\steam\steamapps\team fortress 2\tf\materials
Loading C:\Program Files\Steam\SteamApps\\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.vmf
Patching WVT material: maps/ctf_call2arms_250308_2109/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_call2arms_250308_2109/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/ctf_call2arms_250308_2109/nature/blendrockground005_wvt_patch
Patching WVT material: maps/ctf_call2arms_250308_2109/nature/blendrockgroundwall004_wvt_patch
Patching WVT material: maps/ctf_call2arms_250308_2109/nature/blendrockground007_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing 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 C:\Program Files\Steam\SteamApps\\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.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...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (10) (598004 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4219 texinfos to 1983
Reduced 192 texdatas to 153 (6431 bytes to 4867)
Writing C:\Program Files\Steam\SteamApps\\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.bsp
32 seconds elapsed
materialPath: c:\program files\steam\steamapps\\team fortress 2\tf\materials
Loading C:\Program Files\Steam\SteamApps\\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.vmf
Patching WVT material: maps/ctf_call2arms_250308_2109/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/ctf_call2arms_250308_2109/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/ctf_call2arms_250308_2109/nature/blendrockground005_wvt_patch
Patching WVT material: maps/ctf_call2arms_250308_2109/nature/blendrockgroundwall004_wvt_patch
Patching WVT material: maps/ctf_call2arms_250308_2109/nature/blendrockground007_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing 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 C:\Program Files\Steam\SteamApps\\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.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...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (10) (598004 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4217 texinfos to 1980
Reduced 192 texdatas to 153 (6431 bytes to 4867)
Writing C:\Program Files\Steam\SteamApps\\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.bsp
32 seconds elapsed
2 threads
reading c:\program files\steam\steamapps\\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.bsp
reading c:\program files\steam\steamapps\r\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.prt
2169 portalclusters
6133 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 2975 visible clusters (0.00%)
Total clusters visible: 384862
Average clusters visible: 177
Building PAS...
Average clusters audible: 666
visdatasize:468296 compressed from 1179936
writing c:\program files\steam\steamapps\\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.bsp
4 minutes, 27 seconds elapsed
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.bsp
7397 faces
5 degenerate faces
521970 square feet [75163808.00 square inches]
985 Displacements
287571 Square Feet [41410332.00 Square Inches]
7392 patches before subdivision
72164 patches after subdivision
260 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 4532204, max 429
transfer lists: 34.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(312159, 230634, 176547)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(68772, 43890, 29926)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(17853, 10087, 6095)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(5039, 2619, 1397)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1546, 746, 348)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(505, 227, 92)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(173, 72, 25)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(62, 24, 7)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(23, 8, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(9, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0524 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 48/1024 2304/49152 ( 4.7%)
brushes 1736/8192 20832/98304 (21.2%)
brushsides 11359/65536 90872/524288 (17.3%)
planes 5976/65536 119520/1310720 ( 9.1%)
vertexes 13488/65536 161856/786432 (20.6%)
nodes 5151/65536 164832/2097152 ( 7.9%)
texinfos 1980/12288 142560/884736 (16.1%)
texdata 153/2048 4896/65536 ( 7.5%)
dispinfos 985/0 173360/0 ( 0.0%)
disp_verts 235993/0 4719860/0 ( 0.0%)
disp_tris 414464/0 828928/0 ( 0.0%)
disp_lmsamples 914855/0 914855/0 ( 0.0%)
faces 7397/65536 414232/3670016 (11.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4353/65536 243768/3670016 ( 6.6%)
leaves 5200/65536 166400/2097152 ( 7.9%)
leaffaces 7310/65536 14620/131072 (11.2%)
leafbrushes 5131/65536 10262/131072 ( 7.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 51964/512000 207856/2048000 (10.1%)
edges 29739/256000 118956/1024000 (11.6%)
LDR worldlights 260/8192 22880/720896 ( 3.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 650/32768 6500/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10164/65536 20328/131072 (15.5%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 38/512 13376/180224 ( 7.4%)
LDR lightdata [variable] 5579884/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 468296/16777216 ( 2.8%)
entdata [variable] 168114/393216 (42.8%)
LDR ambient table 5200/65536 20800/262144 ( 7.9%)
HDR ambient table 5200/65536 20800/262144 ( 7.9%)
LDR leaf ambient 20678/65536 578984/1835008 (31.6%)
HDR leaf ambient 5200/65536 145600/1835008 ( 7.9%)
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] 1/72236 ( 0.0%)
pakfile [variable] 548333/0 ( 0.0%)
physics [variable] 598004/4194304 (14.3%)
physics terrain [variable] 507566/1048576 (48.4%)
Level flags = 0
Total triangle count: 19719
Writing c:\program files\steam\steamapps\\sourcesdk_content\tf\mapsrc\CTF_Call2Arms_250308_2109.bsp