So For Some Reason TF2 does not want to run my map... [FIXED]

The Hamburglur

L1: Registered
Jun 13, 2022
3
0
Ok, to get down to it. I run the map, it opens the game. And it just stays on the menu.
I open the console and search for the map name, but it's not there.

Is there something wrong with TF2 or my map?



Log:

** Executing...
** Command: "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_city.vmf"

Valve Software - vbsp.exe (Jul 7 2022)
8 threads
materialPath: C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_city.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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_city.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) (13780 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 25 texinfos to 16
Reduced 9 texdatas to 8 (201 bytes to 177)
Writing C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_city.bsp
Wrote ZIP buffer, estimated size 105873, actual size 105659
0 seconds elapsed

** Executing...
** Command: "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_city"

Valve Software - vvis.exe (Oct 2 2021)
8 threads
reading c:\users\MYNAME\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_city.bsp
reading c:\users\MYNAME\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_city.prt
56 portalclusters
117 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 (0)
Optimized: 2 visible clusters (0.10%)
Total clusters visible: 2068
Average clusters visible: 36
Building PAS...
Average clusters audible: 55
visdatasize:1250 compressed from 896
writing c:\users\MYNAME\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_city.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_city"

Valve Software - vrad.exe SSE (Oct 2 2021)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\MYNAME\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_city.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
312 faces
339965 square feet [48955092.00 square inches]
1 Displacements
7284 Square Feet [1048956.63 Square Inches]
312 patches before subdivision
22684 patches after subdivision
sun extent from map=0.008727
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 951121, max 333
transfer lists: 7.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(118315, 64889, 56796)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(12251, 3897, 2642)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1648, 310, 150)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(234, 26, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(37, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0043 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 37/8192 444/98304 ( 0.5%)
brushsides 225/65536 1800/524288 ( 0.3%)
planes 126/65536 2520/1310720 ( 0.2%)
vertexes 444/65536 5328/786432 ( 0.7%)
nodes 164/65536 5248/2097152 ( 0.3%)
texinfos 16/12288 1152/884736 ( 0.1%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 17424/0 17424/0 ( 0.0%)
faces 312/65536 17472/3670016 ( 0.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 105/65536 5880/3670016 ( 0.2%)
leaves 166/65536 5312/2097152 ( 0.3%)
leaffaces 338/65536 676/131072 ( 0.5%)
leafbrushes 131/65536 262/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1903/512000 7612/2048000 ( 0.4%)
edges 1055/256000 4220/1024000 ( 0.4%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 36/32768 360/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 492/65536 984/131072 ( 0.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1410664/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1250/16777216 ( 0.0%)
entdata [variable] 992/393216 ( 0.3%)
LDR ambient table 166/65536 664/262144 ( 0.3%)
HDR ambient table 166/65536 664/262144 ( 0.3%)
LDR leaf ambient 779/65536 21812/1835008 ( 1.2%)
HDR leaf ambient 166/65536 4648/1835008 ( 0.3%)
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] 1/218 ( 0.5%)
pakfile [variable] 105659/0 ( 0.0%)
physics [variable] 13780/4194304 ( 0.3%)
physics terrain [variable] 321/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 858
Writing c:\users\MYNAME\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_city.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_city.bsp" "C:\Users\MYNAME\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_city.bsp"