In case if you guys need the Compile Log, then here it is:
** Executing...
** Command: "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\tf" "e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d"
Valve Software - vbsp.exe (Jun 21 2018)
4 threads
materialPath: E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\tf\materials
Loading e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/slender_solar_sect_v1_d/nature/blendrockgroundwallforest_viaduct_event_wvt_patch
Patching WVT material: maps/slender_solar_sect_v1_d/koth_viaduct_event/blendrockgroundwallforest_viaduct_event002_wvt_patch
Patching WVT material: maps/slender_solar_sect_v1_d/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/slender_solar_sect_v1_d/swamp/concrete/blendswampconcretetomud002_wvt_patch
Patching WVT material: maps/slender_solar_sect_v1_d//lavablend_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 862 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_yunye*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_yunye*.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 (1) (1519994 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4839 texinfos to 3654
Reduced 502 texdatas to 429 (26951 bytes to 23333)
Writing e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp
Wrote ZIP buffer, estimated size 14798152, actual size 14715394
44 seconds elapsed
** Executing...
** Command: "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\tf" "e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d"
Valve Software - vvis.exe (Jun 21 2018)
4 threads
reading e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp
reading e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.prt
1851 portalclusters
5025 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (6031)
Optimized: 724 visible clusters (0.17%)
Total clusters visible: 414203
Average clusters visible: 223
Building PAS...
Average clusters audible: 368
visdatasize:233808 compressed from 858864
writing e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp
1 hour, 40 minutes, 32 seconds elapsed
** Executing...
** Command: "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\tf" "e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d"
Valve Software - vrad.exe SSE (Jun 21 2018)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp
Setting up ray-trace acceleration structure... Done (12.14 seconds)
14850 faces
12 degenerate faces
5865426 square feet [844621440.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
14838 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
415714 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
247 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (46)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (72)
transfers 54733521, max 880
transfer lists: 417.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(477778, 299468, 267655)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(164238, 119907, 107685)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(67757, 55018, 49468)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(28005, 25235, 22273)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(12691, 12448, 10701)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(5669, 5983, 4985)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(2710, 3032, 2443)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1262, 1490, 1159)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(619, 763, 574)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(295, 380, 275)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(146, 195, 137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(71, 98, 66)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(35, 50, 33)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(17, 25, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(9, 13, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(4, 7, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(2, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(1, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.2068 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (24)
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 (25)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 360/1024 17280/49152 (35.2%)
brushes 3952/8192 47424/98304 (48.2%)
brushsides 29988/65536 239904/524288 (45.8%)
planes 20950/65536 419000/1310720 (32.0%)
vertexes 23922/65536 287064/786432 (36.5%)
nodes 6566/65536 210112/2097152 (10.0%)
texinfos 3654/12288 263088/884736 (29.7%)
texdata 429/2048 13728/65536 (20.9%)
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 14850/65536 831600/3670016 (22.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9363/65536 524328/3670016 (14.3%)
leaves 6927/65536 221664/2097152 (10.6%)
leaffaces 18147/65536 36294/131072 (27.7%)
leafbrushes 7485/65536 14970/131072 (11.4%)
areas 65/256 520/2048 (25.4%)
surfedges 110079/512000 440316/2048000 (21.5%)
edges 66757/256000 267028/1024000 (26.1%)
LDR worldlights 246/8192 21648/720896 ( 3.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 1803/32768 18030/327680 ( 5.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 33318/65536 66636/131072 (50.8%)
cubemapsamples 137/1024 2192/16384 (13.4%)
overlays 44/512 15488/180224 ( 8.6%)
LDR lightdata [variable] 24616176/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 233808/16777216 ( 1.4%)
entdata [variable] 460312/393216 (117.1%) VERY FULL!
LDR ambient table 6927/65536 27708/262144 (10.6%)
HDR ambient table 6927/65536 27708/262144 (10.6%)
LDR leaf ambient 14400/65536 403200/1835008 (22.0%)
HDR leaf ambient 6927/65536 193956/1835008 (10.6%)
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] 1/187230 ( 0.0%)
pakfile [variable] 14715394/0 ( 0.0%)
physics [variable] 1519994/4194304 (36.2%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 42138
Writing e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp
3 minutes, 21 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp" "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\tf\maps\slender_solar_sect_v1_d.bsp"
I honestly don't even see an error related to the sound bug in my map other than probably the zero area child patch and the use of buildcubemaps command in the console in-game
Again, thank you for taking your time to help me