Good news and bad news, opening compile pal through winrar compiled correctly, bad news, although a fast compile produced lighting, a publish compile ended in full bright, and I can't use mat_Fulbright to remove it. Here is the compile log
Starting a 'Publish' compile.
Starting compilation of C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\mvm_chase_a4.vmf
Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\mvm_chase_a4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mvm_chase_a4/winter/blendrocktorock001_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 38 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\mvm_chase_a4.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 (1) (110305 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 688 texinfos to 437
Reduced 33 texdatas to 30 (823 bytes to 753)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp
Wrote ZIP buffer, estimated size 319351, actual size 318199
2 seconds elapsed
Valve Software - vvis.exe (Jun 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\mvm_chase_a4.prt
224 portalclusters
792 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 (11)
Optimized: 118 visible clusters (0.37%)
Total clusters visible: 32012
Average clusters visible: 142
Building PAS...
Average clusters audible: 222
visdatasize:14491 compressed from 14336
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp
11 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp
Setting up ray-trace acceleration structure... Done (7.89 seconds)
1607 faces
3674086 square feet [529068416.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1607 patches before subdivision
51511 patches after subdivision
sun extent from map=0.008727
10 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (151)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2009891, max 345
transfer lists: 15.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(228494, 171018, 141671)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(12595, 8333, 5966)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2955, 1778, 1098)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(830, 436, 229)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(238, 107, 48)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(71, 27, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(21, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(6, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0328 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (6)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (9)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 54/1024 2592/49152 ( 5.3%)
brushes 282/8192 3384/98304 ( 3.4%)
brushsides 1911/65536 15288/524288 ( 2.9%)
planes 1688/65536 33760/1310720 ( 2.6%)
vertexes 2520/65536 30240/786432 ( 3.8%)
nodes 1130/65536 36160/2097152 ( 1.7%)
texinfos 437/12288 31464/884736 ( 3.6%)
texdata 30/2048 960/65536 ( 1.5%)
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 1607/65536 89992/3670016 ( 2.5%)
hdr faces 1607/65536 89992/3670016 ( 2.5%)
origfaces 975/65536 54600/3670016 ( 1.5%)
leaves 1185/65536 37920/2097152 ( 1.8%)
leaffaces 1805/65536 3610/131072 ( 2.8%)
leafbrushes 725/65536 1450/131072 ( 1.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 11305/512000 45220/2048000 ( 2.2%)
edges 6220/256000 24880/1024000 ( 2.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 10/8192 880/720896 ( 0.1%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 127/32768 1270/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1890/65536 3780/131072 ( 2.9%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 2799108/0 ( 0.0%)
visdata [variable] 14491/16777216 ( 0.1%)
entdata [variable] 62190/393216 (15.8%)
LDR ambient table 1185/65536 4740/262144 ( 1.8%)
HDR ambient table 1185/65536 4740/262144 ( 1.8%)
LDR leaf ambient 1185/65536 33180/1835008 ( 1.8%)
HDR leaf ambient 7171/65536 200788/1835008 (10.9%)
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] 1/10276 ( 0.0%)
pakfile [variable] 1464517/0 ( 0.0%)
physics [variable] 110305/4194304 ( 2.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 2
Total triangle count: 4182
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp
3 minutes, 0 seconds elapsed
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc\mvm_chase_a4.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_chase_a4.bsp
1 File(s) copied
CompilePal - Nav Generator
Generating...
nav file complete!
CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires one set of cubemaps
Compiling cubemaps...
Cubemaps compiled
CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished!
---------------------
7 materials found
8 models found
0 particle files found
0 sounds found
additional files:
-nav file
---------------------
'Publish' compile finished in 00:08:53