After I compile my map and it launches TF2, the game hangs around on the main screen for a few seconds as it tries to load my map then it crashes with the message 'HL2.exe has stopped responding'. I have no idea what is wrong because the compile seems fine to me but here it is anyway:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.vmf"
Valve Software - vbsp.exe (Jul 2 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.vmf
Patching WVT material: maps/pl_coaltown2/coalmines/blendgroundtograss_coalmines_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (46102 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 240 texinfos to 130
Reduced 13 texdatas to 12 (349 bytes to 310)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2"
Valve Software - vvis.exe (Jul 2 2015)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.prt
574 portalclusters
1956 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 (158)
Optimized: 2236 visible clusters (1.46%)
Total clusters visible: 153016
Average clusters visible: 266
Building PAS...
Average clusters audible: 563
visdatasize:84418 compressed from 82656
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
2 minutes, 38 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2"
Valve Software - vrad.exe SSE (Jul 2 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
1149 faces
690926 square feet [99493400.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1149 patches before subdivision
21085 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 1440858, max 482
transfer lists: 11.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0110 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 115/8192 1380/98304 ( 1.4%)
brushsides 776/65536 6208/524288 ( 1.2%)
planes 1028/65536 20560/1310720 ( 1.6%)
vertexes 2376/65536 28512/786432 ( 3.6%)
nodes 1222/65536 39104/2097152 ( 1.9%)
texinfos 130/12288 9360/884736 ( 1.1%)
texdata 12/2048 384/65536 ( 0.6%)
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 1149/65536 64344/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 336/65536 18816/3670016 ( 0.5%)
leaves 1228/65536 39296/2097152 ( 1.9%)
leaffaces 1392/65536 2784/131072 ( 2.1%)
leafbrushes 849/65536 1698/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6795/512000 27180/2048000 ( 1.3%)
edges 3960/256000 15840/1024000 ( 1.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 139/32768 1390/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1965/65536 3930/131072 ( 3.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1751392/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 84418/16777216 ( 0.5%)
entdata [variable] 7233/393216 ( 1.8%)
LDR ambient table 1228/65536 4912/262144 ( 1.9%)
HDR ambient table 1228/65536 4912/262144 ( 1.9%)
LDR leaf ambient 599/65536 16772/1835008 ( 0.9%)
HDR leaf ambient 1228/65536 34384/1835008 ( 1.9%)
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] 1/1148 ( 0.1%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/586 ( 0.2%)
pakfile [variable] 106161/0 ( 0.0%)
physics [variable] 46102/4194304 ( 1.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3141
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
23 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_coaltown2.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "pl_coaltown2" -steam
Please help because I do not know what is wrong.
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.vmf"
Valve Software - vbsp.exe (Jul 2 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.vmf
Patching WVT material: maps/pl_coaltown2/coalmines/blendgroundtograss_coalmines_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (46102 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 240 texinfos to 130
Reduced 13 texdatas to 12 (349 bytes to 310)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2"
Valve Software - vvis.exe (Jul 2 2015)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.prt
574 portalclusters
1956 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 (158)
Optimized: 2236 visible clusters (1.46%)
Total clusters visible: 153016
Average clusters visible: 266
Building PAS...
Average clusters audible: 563
visdatasize:84418 compressed from 82656
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
2 minutes, 38 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2"
Valve Software - vrad.exe SSE (Jul 2 2015)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[39 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
Setting up ray-trace acceleration structure... Done (0.14 seconds)
1149 faces
690926 square feet [99493400.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1149 patches before subdivision
21085 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 1440858, max 482
transfer lists: 11.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0110 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 115/8192 1380/98304 ( 1.4%)
brushsides 776/65536 6208/524288 ( 1.2%)
planes 1028/65536 20560/1310720 ( 1.6%)
vertexes 2376/65536 28512/786432 ( 3.6%)
nodes 1222/65536 39104/2097152 ( 1.9%)
texinfos 130/12288 9360/884736 ( 1.1%)
texdata 12/2048 384/65536 ( 0.6%)
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 1149/65536 64344/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 336/65536 18816/3670016 ( 0.5%)
leaves 1228/65536 39296/2097152 ( 1.9%)
leaffaces 1392/65536 2784/131072 ( 2.1%)
leafbrushes 849/65536 1698/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6795/512000 27180/2048000 ( 1.3%)
edges 3960/256000 15840/1024000 ( 1.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 139/32768 1390/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1965/65536 3930/131072 ( 3.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1751392/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 84418/16777216 ( 0.5%)
entdata [variable] 7233/393216 ( 1.8%)
LDR ambient table 1228/65536 4912/262144 ( 1.9%)
HDR ambient table 1228/65536 4912/262144 ( 1.9%)
LDR leaf ambient 599/65536 16772/1835008 ( 0.9%)
HDR leaf ambient 1228/65536 34384/1835008 ( 1.9%)
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] 1/1148 ( 0.1%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/586 ( 0.2%)
pakfile [variable] 106161/0 ( 0.0%)
physics [variable] 46102/4194304 ( 1.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3141
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp
23 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\pl_coaltown2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_coaltown2.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "pl_coaltown2" -steam