L4D2 map not running

Heya,

I thought like posting this in GMod -> Mapping, since I couldn’t find any other mapping sub-forums, and posting this in the L4D sub’s would give me no real good advice.
So, on the point. My problem is the following:
I’ve been working on a L4D2 map for quite some time, and up to a few days ago everything worked fine.
I added a lot of neat things that looked great, but when I compiled and ran the map, it threw me a big error in the console and refused to run.

Compile Log can be found in my second post.

Parent cvar in server.dll not allowed (spit_scaling_min_scale)
CSoundEmitterSystem: Registered 16942 sounds
CResponseSystem: scripts alker\response_rules.txt (0 rules, 57 criteria, and 1 responses)
[INTROS] Team is frozen
Game supporting (2) split screen players
maxplayers set to 18
Loading Mission Data
Loaded 9 game modes.
Mission L4D2C1 ver 1 loading…
loaded 4 coop chapters.
loaded 1 survival chapters.
loaded 4 versus chapters.
loaded 1 scavenge chapters.
Mission L4D2C1 ver 1 loaded 4 game modes.
Mission L4D2C2 ver 1 loading…
loaded 5 coop chapters.
loaded 3 survival chapters.
loaded 5 versus chapters.
loaded 1 scavenge chapters.
Mission L4D2C2 ver 1 loaded 4 game modes.
Mission L4D2C3 ver 1 loading…
loaded 4 coop chapters.
loaded 2 survival chapters.
loaded 4 versus chapters.
loaded 1 scavenge chapters.
Mission L4D2C3 ver 1 loaded 4 game modes.
Mission L4D2C4 ver 1 loading…
loaded 5 coop chapters.
loaded 2 survival chapters.
loaded 5 versus chapters.
loaded 2 scavenge chapters.
Mission L4D2C4 ver 1 loaded 4 game modes.
Mission L4D2C5 ver 1 loading…
loaded 5 coop chapters.
loaded 2 survival chapters.
loaded 5 versus chapters.
loaded 1 scavenge chapters.
Mission L4D2C5 ver 1 loaded 4 game modes.
Mission L4D2C6 ver 1 loading…
loaded 3 coop chapters.
loaded 3 survival chapters.
loaded 3 versus chapters.
loaded 3 scavenge chapters.
Mission L4D2C6 ver 1 loaded 4 game modes.
Mission credits ver 1 loading…
loaded 1 coop chapters.
Mission credits ver 1 loaded 1 game modes.
MissionManager: Only alphanumeric characters allowed in mission name: “L4D2S_P” in “missions/pollute.txt”
Loading Mission Data Finished
Steam config directory: c:\program files\steam\steamapps\common\left 4 dead 2\platform\config
debugfov: CSplitScreenLetterBox::Init
debugfov: splitscreen type 0
debugfov: m_flAspectRatio: 2.666667
debugfov: m_bInsetHud: false
debugfov: m_flFOV: 80.000000
debugfov: m_flViewModelFOVSurvivor: 46.000000
debugfov: m_flViewModelFOVHunter: 38.000000
debugfov: m_flViewModelFOVTank: 40.000000
debugfov: m_flViewModelFOVBoomer: 46.000000
debugfov: m_flViewModelFOVSmoker: 46.000000
debugfov: splitscreen type 1
debugfov: m_flAspectRatio: 3.555556
debugfov: m_bInsetHud: false
debugfov: m_flFOV: 75.000000
debugfov: m_flViewModelFOVSurvivor: 35.000000
debugfov: m_flViewModelFOVHunter: 30.000000
debugfov: m_flViewModelFOVTank: 35.000000
debugfov: m_flViewModelFOVBoomer: 45.000000
debugfov: m_flViewModelFOVSmoker: 50.000000
debugfov: splitscreen type 2
debugfov: m_flAspectRatio: 0.888889
debugfov: m_bInsetHud: false
debugfov: m_flFOV: 110.000000
debugfov: m_flViewModelFOVSurvivor: 58.000000
debugfov: m_flViewModelFOVHunter: 75.000000
debugfov: m_flViewModelFOVTank: 75.000000
debugfov: m_flViewModelFOVBoomer: 50.000000
debugfov: m_flViewModelFOVSmoker: 62.000000
debugfov: using non-splitscreen defaults: m_bValid: true m_nSplitScreenPlayers: 1
debugfov: Changing cl_viewmodelfovsurvivor from 51.000000 to 50.000000
cc_lang =
Unknown command “chet_debug_idle”
Sound Initialization: Start
DS:stereo speaker configuration detected
Set primary sound buffer format: yes
Using secondary sound buffer
2 channel(s)
16 bits/sample
44100 samples/sec
DirectSound initialized
Stopping All Sounds…
Trying cache : ‘c:/program files/steam/steamapps/common/left 4 dead 2/left4dead2_dlc1/sound/sound.cache’
Trying cache : ‘c:/program files/steam/steamapps/common/left 4 dead 2/left4dead2/sound/sound.cache’
Sound Initialization: Finish, Sampling Rate: 44100
Stopping All Sounds…
NET_GetBindAddresses found 192.168.2.5: ‘802.11 n/g/b Wireless LAN USB Adapter’
Trying to open server socket on port 27015
Opened Steam Socket NS_SERVER ( virtual port 27015 ) : listen socket handle( 5 )
Trying to open client socket on port 27005 or any
Opened Steam Socket NS_CLIENT ( virtual port 27005 ) : listen socket handle( 65542 )
Network: IP 192.168.2.5, mode MP, dedicated No, ports 27015 SV / 27005 CL
Binding uncached material “__fontpage”, artificially incrementing refcount
Stopping All Sounds…
Adjusting game mode coop, 4 slots.
game mode = coop
Binding uncached material “vgui_white”, artificially incrementing refcount
Binding uncached material “__fontpage”, artificially incrementing refcount
Binding uncached material “__fontpage”, artificially incrementing refcount
Binding uncached material “__fontpage”, artificially incrementing refcount
Binding uncached material “vgui/hud/800corner1”, artificially incrementing refcount
Binding uncached material “vgui/hud/800corner2”, artificially incrementing refcount
Binding uncached material “vgui/hud/800corner3”, artificially incrementing refcount
Binding uncached material “vgui/hud/800corner4”, artificially incrementing refcount
Binding uncached material “__fontpage”, artificially incrementing refcount
[INTROS] Team is frozen
---- Host_NewGame ----
Adjusting game mode coop, 4 slots.
game mode = coop
#######################################
Map l4d2_pollute missing stringtable dictionary, don’t ship this way!!!
#######################################
Host_EndGame: Map coordinate extents are too large!!
Check for errors!

Stopping All Sounds…
Loading: 12.38 seconds
Host_AbortServer: aborting on main thread
Datacenter::RequestStart, time 12.38
GetBlogConfigVersion: blog version 20100521
BinkOpen( c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\media\l4d2_background02.bik )
Binding uncached material “vgui/left4dead2logo”, artificially incrementing refcount
Binding uncached material “vgui/menu_mode_campaign”, artificially incrementing refcount
Binding uncached material “vgui/menu_mode_border”, artificially incrementing refcount
Binding uncached material “vgui/menu_mode_mutation”, artificially incrementing refcount
Binding uncached material “vgui_white”, artificially incrementing refcount
Binding uncached material “__fontpage”, artificially incrementing refcount
Binding uncached material “vgui/menu_mode_realism”, artificially incrementing refcount
Binding uncached material “vgui/menu_mode_versus”, artificially incrementing refcount
Binding uncached material “vgui/arrow_left”, artificially incrementing refcount
Binding uncached material “vgui/arrow_right”, artificially incrementing refcount
Binding uncached material “__fontpage”, artificially incrementing refcount
Binding uncached material “__fontpage”, artificially incrementing refcount
Binding uncached material “vgui/hud/800corner1”, artificially incrementing refcount
Binding uncached material “vgui/hud/800corner2”, artificially incrementing refcount
Binding uncached material “vgui/hud/800corner3”, artificially incrementing refcount
Binding uncached material “vgui/hud/800corner4”, artificially incrementing refcount
Binding uncached material “vgui/menu_backgroud_top”, artificially incrementing refcount
Binding uncached material “vgui/menu_backgroud_bottom”, artificially incrementing refcount
Datacenter::RequestStop, time 39.11, state 1
Datacenter::RequestUpdate failed

I hope you can help me with this, big, big problem. D:

Thanks in advance,

Knaapje


Host_EndGame: Map coordinate extents are too large!!

Something is on the edge or beyond Hammer’s grid boundary.

Post the compile log.

materialPath: c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\materials
Loading C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_pollute.vmf
Can’t find surfaceprop stone for material STONE/STONE_EXT_06, using default
Brush 321387: bounds out of range
Patching WVT material: maps/l4d2_pollute/concrete/blend_milltowngrass03wet_wvt_patch
fixing up env_cubemap materials on brush sides…
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10Processing areas…done (0)
Building Faces…error: material LIQUIDS/WATER_C2M1_BENEATH doesn’t have a $bottommaterial
error: material NATURE/WATER_SWAMP_BENEATH doesn’t have a $bottommaterial
done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 826 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_pollute.prt…Building visibility clusters…
done (0)
Finding displacement neighbors…
Found a displacement edge abutting multiple other edges.
Warning: overflowed 16 displacement corner-neighbor lists.Warning: invalid neighbor connection on displacement near (2076.00 541.00 203.33)
Warning: invalid neighbor connection on displacement near (2044.00 561.00 214.86)
Warning: invalid neighbor connection on displacement near (2076.00 561.00 213.00)
Warning: invalid neighbor connection on displacement near (2044.00 561.00 217.07)
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Building Physics collision data…
done (1) (375506 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Error! prop_static using model “models/props_junk/garbage_plasticbottle001a_fullsheet.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/garbage_plasticbottle001a_fullsheet.mdl”!
Error! prop_static using model “models/props_junk/garbage_plasticbottle002a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/garbage_plasticbottle002a.mdl”!
Error! prop_static using model “models/props_lab/desklamp01.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_lab/desklamp01.mdl”!
Error! prop_static using model “models/props_junk/garbage_sodacan01a_fullsheet.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_junk/garbage_sodacan01a_fullsheet.mdl”!
Error! prop_static using model “models/props_c17/furnituretable001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_c17/furnituretable001a.mdl”!
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 3191 texinfos to 1472
Reduced 242 texdatas to 210 (7442 bytes to 6331)
Writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_pollute.bsp
20 seconds elapsed

2 threads
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_pollute.bsp
max farz in all env_fog_controller entities: 2000.000000 (used for radial vis)
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_pollute.prt
1047 portalclusters
3865 numportals
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10Optimized: 1735 visible clusters (0.00%)
Total clusters visible: 292776
Average clusters visible: 279
Building PAS…
Average clusters audible: 970
visdatasize:226764 compressed from 284784
writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_pollute.bsp
23 minutes, 23 seconds elapsed

[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_pollute.bsp
4196 faces
2805589 square feet [404004928.00 square inches]
178 Displacements
449992 Square Feet [64798968.00 Square Inches]
4196 patches before subdivision
107618 patches after subdivision
26 direct lights
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10transfers 7153783, max 888
transfer lists: 54.6 megs
0…1…2…3…4…5…6…7…8…9…10 Bounce #1 added RGB(7769, 7336, 6444)
0…1…2…3…4…5…6…7…8…9…10 Bounce #2 added RGB(2245, 2104, 1762)
0…1…2…3…4…5…6…7…8…9…10 Bounce #3 added RGB(723, 667, 520)
0…1…2…3…4…5…6…7…8…9…10 Bounce #4 added RGB(239, 216, 156)
0…1…2…3…4…5…6…7…8…9…10 Bounce #5 added RGB(80, 70, 47)
0…1…2…3…4…5…6…7…8…9…10 Bounce #6 added RGB(27, 23, 14)
0…1…2…3…4…5…6…7…8…9…10 Bounce #7 added RGB(9, 7, 4)
0…1…2…3…4…5…6…7…8…9…10 Bounce #8 added RGB(3, 2, 1)
0…1…2…3…4…5…6…7…8…9…10 Bounce #9 added RGB(1, 1, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.1034 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace 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.
0…1…2…3…4…5…6…7…8…9…10Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 39/1024 1872/49152 ( 3.8%)
brushes 954/8192 11448/98304 (11.6%)
brushsides 7870/65536 62960/524288 (12.0%)
planes 8762/65536 175240/1310720 (13.4%)
vertexes 8181/65536 98172/786432 (12.5%)
nodes 2092/65536 66944/2097152 ( 3.2%)
texinfos 1472/12288 105984/884736 (12.0%)
texdata 210/2048 6720/65536 (10.3%)
dispinfos 178/0 31328/0 ( 0.0%)
disp_verts 4618/0 92360/0 ( 0.0%)
disp_tris 5984/0 11968/0 ( 0.0%)
disp_lmsamples 614532/0 614532/0 ( 0.0%)
faces 4196/65536 234976/3670016 ( 6.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2495/65536 139720/3670016 ( 3.8%)
leaves 2132/65536 68224/2097152 ( 3.3%)
leaffaces 5867/65536 11734/131072 ( 9.0%)
leafbrushes 3038/65536 6076/131072 ( 4.6%)
areas 4/256 32/2048 ( 1.6%)
surfedges 29585/512000 118340/2048000 ( 5.8%)
edges 18928/256000 75712/1024000 ( 7.4%)
LDR worldlights 26/8192 2600/819200 ( 0.3%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 373/32768 3730/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 7179/65536 14358/131072 (11.0%)
cubemapsamples 25/1024 400/16384 ( 2.4%)
overlays 257/512 90464/180224 (50.2%)
LDR lightdata [variable] 4763108/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 226764/16777216 ( 1.4%)
entdata [variable] 139061/393216 (35.4%)
LDR ambient table 2132/65536 8528/262144 ( 3.3%)
HDR ambient table 2132/65536 8528/262144 ( 3.3%)
LDR leaf ambient 3355/65536 93940/1835008 ( 5.1%)
HDR leaf ambient 2132/65536 59696/1835008 ( 3.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/1195344 ( 0.0%)
dtl prp lght [variable] 1/31224 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/64564 ( 0.0%)
pakfile [variable] 2276097/0 ( 0.0%)
physics [variable] 375506/4194304 ( 9.0%)
physics terrain [variable] 22946/1048576 ( 2.2%)

Level flags = 0

Total triangle count: 11190
Writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\l4d2_pollute.bsp
1 minute, 29 seconds elapsed

I have worked on this map for more than 9 months and I do not decide to stop on this, so I’ll just start with making a backup of my current version, and then just keep on deleting things and testing whether it works afterwards.
Furthermore: BUMP.