Map Compiles But Does Not Run

Whenever I compile my map, it works perfectly fine. But won’t open Counter Strike: Global Offensive once I run it. Even when I open CS:GO and type in:“map map_name” to load up my map, it loads for a few seconds but then goes back to the main menu. How do I fix this?

Here is the stuff that comes out on the cmd whenever I try to run it:


CDynamicFunction: Loading library ‘Kernel32.dll’ (74950000)
CDynamicFunction: Lookup of ‘TryEnterCriticalSection’ in ‘Kernel32.dll’: 76FFBEA
0
Valve Software - vbsp.exe (Dec 17 2015)
8 threads
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
butterfly/knife_butterfly.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
bayonet/knife_bayonet.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
ct/knife_ct.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
flip/knife_flip.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
gut/knife_gut.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
karam/karam.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
m9_bay/knife_m9_bay.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
t/knife_t.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
tactical/knife_tactical.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m
249para/m249.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_n
egev/mach_negev.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_2
23/pist_223.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_c
z_75/pist_cz_75.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_d
eagle/pist_deagle.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_e
lite/m9a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_f
iveseven/fiveseven.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_g
lock18/pist_glock18.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_h
kp2000/pist_hkp2000.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p
250/p250.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_t
ec9/pist_tec9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak
47/ak47.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_au
g/rif_aug.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_fa
mas/rif_famas.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ga
lilar/rif_galilar.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4
a1/rif_m4a1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4
a1_s/rif_m4a1_s.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg
556/rif_sg556.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_m
ag7/shot_mag7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_n
ova/shot_nova.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_s
awedoff/shot_sawedoff_01.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_x
m1014/shot_xm1014.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bi
zon/bizon.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ma
c10/smg_mac10_1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp
7/smg_mp7.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp
9/smg_mp9.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p9
0/smg_p90.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_um
p45/smg_ump45.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_a
wp/awp.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g
3sg1/snip_g3sg1.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
car20/snip_scar20.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
sg08/snip_ssg08.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s
sg08/snip_ssg08_scope.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_r
evolver/pist_revolver.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
falchion_advanced/knife_falchion_advanced.vmt.
CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_
push/knife_push.vmt.
materialPath: E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\mat
erials
Loading E:\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\ma
ps\cs_abdoun.vmf
Map revision 36
Brush 6003: bounds out of range
Patching WVT material: maps/cs_abdoun/nature/infblendgrassdirt001a_wvt_patch
Patching WVT material: maps/cs_abdoun/concrete/blend_blacktop_05_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)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing E:\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\ma
ps\cs_abdoun.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) (42729 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 193 texinfos to 144
Reduced 11 texdatas to 9 (312 bytes to 256)
Writing E:\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\ma
ps\cs_abdoun.bsp
0 seconds elapsed
CDynamicFunction: Closing library ‘Kernel32.dll’ (74950000)


Running command: cd “E:\Steam\steamapps\common\Counter-Strike Global Offensive\b
in”


Running command: “E:\Steam\steamapps\common\Counter-Strike Global Offensive\bin
vvis.exe” -game “E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo”
“E:\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\cs_
abdoun”

CDynamicFunction: Loading library ‘Kernel32.dll’ (74950000)
CDynamicFunction: Lookup of ‘TryEnterCriticalSection’ in ‘Kernel32.dll’: 76FFBEA
0
Valve Software - vvis.exe (Dec 17 2015)
8 threads
reading e:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma
ps\cs_abdoun.bsp
reading e:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma
ps\cs_abdoun.prt
396 portalclusters
1235 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 (4)
Optimized: 399 visible clusters (0.00%)
Total clusters visible: 54833
Average clusters visible: 138
Building PAS…
Average clusters audible: 383
visdatasize:39226 compressed from 44352
writing e:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma
ps\cs_abdoun.bsp
4 seconds elapsed
CDynamicFunction: Closing library ‘Kernel32.dll’ (74950000)


Running command: cd “E:\Steam\steamapps\common\Counter-Strike Global Offensive\b
in”


Running command: “E:\Steam\steamapps\common\Counter-Strike Global Offensive\bin
vrad.exe” -game "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo
" “E:\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\cs
_abdoun”

CDynamicFunction: Loading library ‘Kernel32.dll’ (74950000)
CDynamicFunction: Lookup of ‘TryEnterCriticalSection’ in ‘Kernel32.dll’: 76FFBEA
0
Valve Software - vrad.exe SSE (Dec 17 2015)

  Valve Radiosity Simulator

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

Loading e:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma
ps\cs_abdoun.bsp
Setting up ray-trace acceleration structure… Done (0.03 seconds)
1180 faces
199401 square feet [28713830.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1180 patches before subdivision
12420 patches after subdivision
sun extent from map=0.087156
7 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (6)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (1)
transfers 621869, max 328
transfer lists: 4.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(30016, 28472, 25000)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(7267, 6660, 5348)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(1829, 1607, 1169)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(482, 401, 262)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(131, 101, 58)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(38, 26, 13)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(12, 7, 3)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(4, 2, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(2, 1, 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<0.0023 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (1)
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 (1)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 115/8192 1380/98304 ( 1.4%)
brushsides 692/65536 5536/524288 ( 1.1%)
planes 566/65536 11320/1310720 ( 0.9%)
vertexes 1926/65536 23112/786432 ( 2.9%)
nodes 813/65536 26016/2097152 ( 1.2%)
texinfos 144/12288 10368/884736 ( 1.2%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1180/65536 66080/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 484/65536 27104/3670016 ( 0.7%)
facebrushes 82/0 164/0 ( 0.0%)
facebrushlists 1180/0 4720/0 ( 0.0%)
leaves 815/65536 26080/2097152 ( 1.2%)
leaffaces 1372/65536 2744/131072 ( 2.1%)
leafbrushes 537/65536 1074/131072 ( 0.8%)
areas 2/1024 16/8192 ( 0.2%)
surfedges 7715/512000 30860/2048000 ( 1.5%)
edges 4166/256000 16664/1024000 ( 1.6%)
LDR worldlights 6/8192 600/819200 ( 0.1%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 103/32768 1030/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1644/65536 3288/131072 ( 2.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/1024 0/360448 ( 0.0%)
LDR lightdata [variable] 1042954/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 39226/16777216 ( 0.2%)
entdata [variable] 3152/393216 ( 0.8%)
LDR ambient table 815/65536 3260/262144 ( 1.2%)
HDR ambient table 815/65536 3260/262144 ( 1.2%)
LDR leaf ambient 2768/65536 77504/1835008 ( 4.2%)
HDR leaf ambient 815/65536 22820/1835008 ( 1.2%)
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] 1/12 ( 8.3%)
pakfile [variable] 75278/0 ( 0.0%)
physics [variable] 42729/4194304 ( 1.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 4

Total triangle count: 3419
Writing e:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma
ps\cs_abdoun.bsp
9 seconds elapsed
CDynamicFunction: Closing library ‘Kernel32.dll’ (74950000)


Running command: copy “E:\Steam\steamapps\common\Counter-Strike Global Offensive
\sdk_content\maps\cs_abdoun.bsp” “E:\Steam\steamapps\common\Counter-Strike Globa
l Offensive\csgo\maps\cs_abdoun.bsp”

Finished. Press a key to close.

Can someone please help me and see what the problem is? Thank you.

EDIT:

I noticed that once I run the map in CS:GO, this comes out on the console:“Host_EndGame: Map coordinate extents are too large!! Check for errors!”. I don’t know what this means and don’t know how to fix it. I looked it up and said that there is something far across the borders but I double-checked and there is nothing outside, everything is in the middle. I can send you the map files if you want further investigation.

How big is your map?

At the top bar, go into Map > Load Pointfile, It’ll show you a red line pointing somewhere if you have any leaks, for example something outside the map borders in the void

I tried that before, I went to Map > Load Pointfile as you said but then this thing pops up that wants a “.lin” file. Here is a screenshot of what pops up: http://imgur.com/5KfCwJt

I don’t know what “.lin/.pts” files are or what does the Pointfile thing does, but I am 100% sure there is nothing outside the map borders.

Also, by something outside the map borders in the void, do you mean outside the square lines? Or entities/blocks outside the skybox? Sorry, I really don’t know much about Hammer World Editor, thanks for helping though. :slight_smile:

If it asks for a file then you should be fine from leaks.

By outside the map borders I mean just outside the skybox or outside any walls that “touch” the empty void. You can’t have entities outside.

How big is your entire map in units though?

I really don’t know exactly to find how big my entire map in units but the sky box is 3778x1145 units. I hope I am being helpful, but if you can tell me exactly how to find the entire map in units then it would answer your question. Thanks.

Just drag a selection box over your entire map in one of the 2D views and select everything
If your skybox is that size that doesn’t sound like the rest of your map would cover the entire grid though. So It doesn’t sound like that’s the problem then…

What messages are you getting in the in-game console when you try to load your map?

When I hit run on Hammer World Editor, it opens CS:GO and in the console displays this:
---- Host_NewGame ----
#######################################
Map cs_abdoun missing stringtable dictionary, don’t ship this way!!!
Run with -stringtables on the command line or convar
stringtable_alwaysrebuilddictionaries enabled to build the string table
#######################################
Host_EndGame: Map coordinate extents are too large!!
Check for errors!

I don’t how to enable the “stringtable_alwaysrebuilddictionaries” command since the map won’t even open.

I’m not sure why it’s doing this to you then - The error “map coordinate extents are too large” is usually given when you have a map that’s, well, too large.
Or when entities and things of various assortments exist outside the skybox veeeery far away from the actual playable map

Do you have any invalid solids (brush faces)?

Check this out either way: https://developer.valvesoftware.com/wiki/Hammer_Check_For_Problems_Dialog

Now, I am a very new map maker, but I heard of brushes and brush faces but don’t know what they mean or the invalid solids you are talking about. And I really don’t know if there are any solids that is not convex. Also, I made sure that there is nothing outside the skybox, entities in the void or anything outside the border. All I know is that after I placed some poorly made stairs, the map would not run anymore. It would be amazing if you helped me to find any invalid solids (brush faces) or any other error. Thanks!

[editline]4th January 2016[/editline]

I also opened the link and I did try the “Check For Problems” and it says “No errors were found.” I really don’t know what is the problem but I am very certain that it has something to do with the stairs I built because I really don’t know how to properly build in a tidy manner so I just make every step with different sizes but they look normal from the inside.

Brushes = the blocks that you build with
Brush faces = each surface of a brush

Could you provide an in-hammer screenshot of the stairs you made, and maybe the problem will be more clear if something somehow went horribly wrong with them

I tried to take a good screenshot from all sides of the stairs, I hope it might help: http://imgur.com/LwhQCbS

If this does not help, I suggest me sending you the maps files and you look at the whole map for yourself to check for any errors. Thanks!

Also, thanks for helping me know what Brushes and Brush Faces are, I was confused for weeks!

No problem, upload the .vmf of the map somewhere and I could have a look at it if you want. Your stairs are quite a mess :v:

Heres a good video tutorial on stairs (and some other fancy things) from another Facepuncher - he also mentions to turn them into a func_detail which is very important for optimizing your map and making it lag-proof.

Here’s also a helpful link to Valve’s own hub of wiki articles, with plenty of tutorials or links to tutorials

Map is too large. Decrease the scale and make sure you have maybe a ~512 unit buffer between the extents of the grid.

Sorry for not replying, I went on a trip with my family. Anyways, thanks for all the help, here is the link to my map files:http://ge.tt/78ijy1W2/v/0

I really hope you can help out with the issue. Thanks and again, sorry for the hold up.