hl2.exe crashes when I load map

I think it could be this:
Could not locate ‘GameData’ key in c:\program files\steam\steamapps*\counter-strike source\cstrike\gameinfo.txt



** Executing...
** Command: "c:\program files\steam\steamapps\*\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\*\counter-strike source\cstrike" "C:\Users\Max\Desktop\SDK\de_dekcor_beta.vmf"

Valve Software - vbsp.exe (Jun  8 2010)
2 threads
materialPath: c:\program files\steam\steamapps\*\counter-strike source\cstrike\materials
Loading C:\Users\Max\Desktop\SDK\de_dekcor_beta.vmf
Could not locate 'GameData' key in c:\program files\steam\steamapps\*\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/de_dekcor_beta/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/de_dekcor_beta/nature/blendgrassgrass001a_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:\Users\Max\Desktop\SDK\de_dekcor_beta.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) (102141 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 438 texinfos to 232
Reduced 64 texdatas to 51 (2154 bytes to 1657)
Writing C:\Users\Max\Desktop\SDK\de_dekcor_beta.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\*\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\*\counter-strike source\cstrike" -fast "C:\Users\Max\Desktop\SDK\de_dekcor_beta"

Valve Software - vvis.exe (Jun  8 2010)
fastvis = true
2 threads
reading c:\users\max\desktop\sdk\de_dekcor_beta.bsp
reading c:\users\max\desktop\sdk\de_dekcor_beta.prt
 456 portalclusters
1479 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 14213 visible clusters (0.00%)
Total clusters visible: 124561
Average clusters visible: 273
Building PAS...
Average clusters audible: 456
visdatasize:55390  compressed from 58368
writing c:\users\max\desktop\sdk\de_dekcor_beta.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\*\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\*\counter-strike source\cstrike" "C:\Users\Max\Desktop\SDK\de_dekcor_beta"

Valve Software - vrad.exe SSE (Jun  8 2010)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\max\desktop\sdk\de_dekcor_beta.bsp
Setting up ray-trace acceleration structure... Done (0.42 seconds)
1315 faces
349001 square feet [50256284.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1315 patches before subdivision
9187 patches after subdivision
9 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 649737, max 368
transfer lists:   5.0 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(22429, 24811, 24040)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(2288, 2349, 1842)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(217, 216, 143)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(23, 22, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(2, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0055 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   3/1024          144/49152    ( 0.3%) 
brushes                282/8192         3384/98304    ( 3.4%) 
brushsides            2101/65536       16808/524288   ( 3.2%) 
planes                1170/65536       23400/1310720  ( 1.8%) 
vertexes              2244/65536       26928/786432   ( 3.4%) 
nodes                  914/65536       29248/2097152  ( 1.4%) 
texinfos               232/12288       16704/884736   ( 1.9%) 
texdata                 51/2048         1632/65536    ( 2.5%) 
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                 1315/65536       73640/3670016  ( 2.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              618/65536       34608/3670016  ( 0.9%) 
leaves                 918/65536       29376/2097152  ( 1.4%) 
leaffaces             1538/65536        3076/131072   ( 2.3%) 
leafbrushes            854/65536        1708/131072   ( 1.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             8673/512000      34692/2048000  ( 1.7%) 
edges                 5091/256000      20364/1024000  ( 2.0%) 
LDR worldlights          9/8192          792/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips            109/32768        1090/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1707/65536        3414/131072   ( 2.6%) 
cubemapsamples           7/1024          112/16384    ( 0.7%) 
overlays                14/512          4928/180224   ( 2.7%) 
LDR lightdata         [variable]      482456/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       55390/16777216 ( 0.3%) 
entdata               [variable]        8776/393216   ( 2.2%) 
LDR ambient table      918/65536        3672/262144   ( 1.4%) 
HDR ambient table      918/65536        3672/262144   ( 1.4%) 
LDR leaf ambient      4334/65536      121352/1835008  ( 6.6%) 
HDR leaf ambient       918/65536       25704/1835008  ( 1.4%) 
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]           1/2466     ( 0.0%) 
pakfile               [variable]      850793/0        ( 0.0%) 
physics               [variable]      102141/4194304  ( 2.4%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3568
Writing c:\users\max\desktop\sdk\de_dekcor_beta.bsp
19 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Max\Desktop\SDK\de_dekcor_beta.bsp" "c:\program files\steam\steamapps\*\counter-strike source\cstrike\maps\de_dekcor_beta.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 240 -game "c:\program files\steam\steamapps\*\counter-strike source\cstrike"  +map "de_dekcor_beta"



I googled this, and most of the errors occur because of a leak. I have a block skybox around my map. There is no optimization either.

Use this in the future: http://www.interlopers.net/errors/
It’ll tell you what’s wrong and what needs to be fixed.

Doesn’t look it has any errors that it can find. Says Search Results 0.

You copy the entire compile log into the box and click on “Check log”.
This came up:

fastvis = true

Description:
You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause:

  • Strange compile errors, like ‘cluster saw into cluster’ errors
  • Strange errors ingame (including unexpected crashes)
  • Hitting limits ingame, by skipping essential optimization processses
  • Lower performance ingame

Solution:
If you experience any of these problems, and don’t have any specific clues for the cause, please try to compile without the -fast option, see if that helps. If compiling without -fast is taking too long /seems to crash vvis, you may need to optimize your map using func_detail

I ran as normal and when I reposted the compile log nothing came up. Still crashed.

Use the cordon tool to only compile certain parts of the your map until you get a part where it crashes. Then try to narrow it down until you find what causes the crash.