Host_EndGame: Map coordinate extents are too large!! and User stats request failed!

I am compiling for L4D and i can not actual test my map, case i get the said errors, the map its self is is fairly small. and here is the compile log



** Executing...
** Command: "d:\valve\steam\steamapps\common\left 4 dead\bin\vbsp.exe"
** Parameters: -game "d:\valve\steam\steamapps\common\left 4 dead\left4dead" "d:\valve\steam\steamapps\common\left 4 dead\left4dead\maps\building"

Valve Software - vbsp.exe (Jun 22 2009)
1 threads
materialPath: d:\valve\steam\steamapps\common\left 4 dead\left4dead\materials
Loading d:\valve\steam\steamapps\common\left 4 dead\left4dead\maps\building.vmf
material "concrete/concretefloor028c" not found.
Material not found!: CONCRETE/CONCRETEFLOOR028C
material "concrete/concretefloor033a" not found.
Material not found!: CONCRETE/CONCRETEFLOOR033A
material "concrete/concretefloor033k" not found.
Material not found!: CONCRETE/CONCRETEFLOOR033K
material "metal/forest_metal_02b" not found.
Material not found!: METAL/FOREST_METAL_02B
material "metal/forest_metal_04b" not found.
Material not found!: METAL/FOREST_METAL_04B
material "wood/wooddoor019a" not found.
Material not found!: WOOD/WOODDOOR019A
Brush 24175: bounds out of range
Patching WVT material: maps/building/dev/dev_blendmeasure_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 126 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing d:\valve\steam\steamapps\common\left 4 dead\left4dead\maps\building.prt...Building visibility clusters...
done (0)
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) (120134 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 477 texinfos to 278
Reduced 42 texdatas to 33 (1208 bytes to 904)
Writing d:\valve\steam\steamapps\common\left 4 dead\left4dead\maps\building.bsp
7 seconds elapsed

** Executing...
** Command: "d:\valve\steam\steamapps\common\left 4 dead\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "d:\valve\steam\steamapps\common\left 4 dead\left4dead" "d:\valve\steam\steamapps\common\left 4 dead\left4dead\maps\building"

Valve Software - vrad.exe SSE (Jun 22 2009)

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

Loading d:\valve\steam\steamapps\common\left 4 dead\left4dead\maps\building.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.72 seconds)
3634 faces
1 degenerate faces
131511 square feet [18937608.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (129)
Build Patch/Sample Hash Table(s).....Done<0.2795 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (15)
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 (13)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                329/8192         3948/98304    ( 4.0%) 
brushsides            2008/65536       16064/524288   ( 3.1%) 
planes                 654/65536       13080/1310720  ( 1.0%) 
vertexes              5415/65536       64980/786432   ( 8.3%) 
nodes                  172/65536        5504/2097152  ( 0.3%) 
texinfos               278/12288       20016/884736   ( 2.3%) 
texdata                 33/2048         1056/65536    ( 1.6%) 
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                 3634/65536      203504/3670016  ( 5.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1150/65536       64400/3670016  ( 1.8%) 
leaves                 174/65536        5568/2097152  ( 0.3%) 
leaffaces             3953/65536        7906/131072   ( 6.0%) 
leafbrushes            526/65536        1052/131072   ( 0.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            21184/512000      84736/2048000  ( 4.1%) 
edges                12273/256000      49092/1024000  ( 4.8%) 
LDR worldlights          3/8192          300/819200   ( 0.0%) 
HDR worldlights          0/8192            0/819200   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            196/32768        1960/327680   ( 0.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2877/65536        5754/131072   ( 4.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    18178852/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        1798/393216   ( 0.5%) 
LDR ambient table      174/65536         696/262144   ( 0.3%) 
HDR ambient table      174/65536         696/262144   ( 0.3%) 
LDR leaf ambient       719/65536       20132/1835008  ( 1.1%) 
HDR leaf ambient       174/65536        4872/1835008  ( 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]           1/3300     ( 0.0%) 
pakfile               [variable]      174724/0        ( 0.0%) 
physics               [variable]      120134/4194304  ( 2.9%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 9313
Writing d:\valve\steam\steamapps\common\left 4 dead\left4dead\maps\building.bsp
2 minutes, 37 seconds elapsed
***VPK: FastFindFile Attempting to use full path with VPK file!
	File: d:\valve\steam\steamapps\common\left 4 dead\left4dead\maps\building.rad

** Executing...
** Command: Copy File
** Parameters: "d:\valve\steam\steamapps\common\left 4 dead\left4dead\maps\building.bsp" "d:\valve\steam\steamapps\common\left 4 dead\left4dead\maps\building.bsp"


** Executing...
** Command: "d:\valve\steam\steamapps\common\left 4 dead\left4dead.exe"
** Parameters: -sv_lan 1 -allowdebug -game "d:\valve\steam\steamapps\common\left 4 dead\left4dead" +map "building"



Oh, and "user stats request failed floods the console.

Your map goes off the grid. Move it towards the center of the grid. And try not to let vertices get off grid either. :v:

http://img403.imageshack.us/img403/7858/grid.png

yes it goes way off the grid

Try to go to map -> properties.
that way everything in hammer is selected. Then you can see if something else is off grid.

still nothing.

[editline]04:37AM[/editline]

well i am trying some thing right now, the problem started when i changed what it was compiling for, was compiling for Ep2, but i changed engines, so what i am doing is i am coping the map, and pasting it in a new blank map, to see if i get the same error.

Does any point entity have it’s origen (the white circle) outside the grid?

hmm still getting it. and I just selected what was in the middle in case i did have any thing out side the grid.

[editline]04:53AM[/editline]

and no on the origin question

Copy and paste it into a new blank map and then try that.

still get it.

can you send the map to me? Maybe I can find whats wrong with it?

what file host do you want?

Any you want to use
Like Filefront or something

ok sent via PM it is the the copied and pasted map, as HiddenMyst suggested.

It works for me.
Compiling just fine.

it fine untill you go to run the map, in L4D

Right, I think I got what’s wrong.
Take the .vmf that you send me.
Go to View -> Go to brush number. And write 422 and press OK.
then delete the selected brush.

nice! How did you isolate the problem?

Look at the compile log
Brush 24175: bounds out of range

But that brush wasn’t there, so I just compiled it again to see if another brush was causing problems.

You could just go into Check for errors, that usually works for me, shows as an invalid brush or something, can’t remember the exact line now.