Map compiling issue

Whenever I compile my Counter-Strike:Source maps and it runs after compile the game crashes immediately. I have checked over the compile log there is nothing wrong; I have also tried several other maps all with the same issue. I have even tried the Compile log checker from Interloper and had friends try to compile my .vmfs all encountering the same issues. I have uninstalled and reinstalled Source SDK getting the same results.
Does anyone else have this issue, thanks in advance.


This has been resolved.

go to www.interlopers.net/errors see if it tells you different.

Maybe CSS is the problem. Ask your friends to try and play it.

did you add spawn points?

Yes, there is everything that is required to have a fully functioning map; just for some odd reason it fails to compile correctly but without any compile errors.

Maybe reset game configurations? Verify CS:S game cache?

Just post your compile log here anyway. It won’t hurt.

I will try both of these, and retry.

Tried it, same results here is the compile log.



** Executing...
** Command: "d:\steam\steamapps	j_nator2\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps	j_nator2\counter-strike source\cstrike" "D:\Steam\SteamApps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: d:\steam\steamapps	j_nator2\counter-strike source\cstrike\materials
Loading D:\Steam\SteamApps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.vmf
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 116 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (44809 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 84 texinfos to 41
Reduced 10 texdatas to 8 (323 bytes to 209)
Writing D:\Steam\SteamApps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp
1 second elapsed

** Executing...
** Command: "d:\steam\steamapps	j_nator2\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps	j_nator2\counter-strike source\cstrike" "D:\Steam\SteamApps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3"

Valve Software - vvis.exe (Nov  8 2007)
4 threads
reading d:\steam\steamapps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp
reading d:\steam\steamapps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.prt
  97 portalclusters
 307 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 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 9409
Average clusters visible: 97
Building PAS...
Average clusters audible: 97
visdatasize:3302  compressed from 3104
writing d:\steam\steamapps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp
1 second elapsed

** Executing...
** Command: "d:\steam\steamapps	j_nator2\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "d:\steam\steamapps	j_nator2\counter-strike source\cstrike" "D:\Steam\SteamApps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp
640 faces
401728 square feet [57848952.00 square inches]
0 displacements
0 square feet [0.00 square inches]
640 patches before subdivision
19740 patches after subdivision
22 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (15)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1337209, max 291
transfer lists:  10.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(359239, 125416, 31155)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(159076, 20720, 1447)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(70157, 3064, 59)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(33150, 507, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(16266, 81, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(8438, 13, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(4563, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(2583, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(1511, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(911, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(561, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(351, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(223, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #14 added RGB(143, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(92, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #16 added RGB(60, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #17 added RGB(39, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #18 added RGB(26, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #19 added RGB(17, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #20 added RGB(11, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #21 added RGB(7, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #22 added RGB(5, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #23 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #24 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #25 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #26 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0163 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   3/1024          144/49152    ( 0.3%) 
brushes                127/8192         1524/98304    ( 1.6%) 
brushsides             776/65536        6208/524288   ( 1.2%) 
planes                 248/65536        4960/1310720  ( 0.4%) 
vertexes              1176/65536       14112/786432   ( 1.8%) 
nodes                  186/65536        5952/2097152  ( 0.3%) 
texinfos                41/12288        2952/884736   ( 0.3%) 
texdata                  8/2048          256/65536    ( 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_lmsamples           0/0               0/0        ( 0.0%) 
faces                  640/65536       35840/3670016  ( 1.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              392/65536       21952/3670016  ( 0.6%) 
leaves                 190/65536        6080/2097152  ( 0.3%) 
leaffaces             1003/65536        2006/131072   ( 1.5%) 
leafbrushes            324/65536         648/131072   ( 0.5%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             4988/512000      19952/2048000  ( 1.0%) 
edges                 3056/256000      12224/1024000  ( 1.2%) 
LDR worldlights         22/8192         1936/720896   ( 0.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips            162/32768        1620/327680   ( 0.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2871/65536        5742/131072   ( 4.4%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      404308/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        3302/16777216 ( 0.0%) 
entdata               [variable]       10717/393216   ( 2.7%) 
LDR leaf ambient       190/65536        4560/1572864  ( 0.3%) 
HDR leaf ambient         0/65536           0/1572864  ( 0.0%) 
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]      174253/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       44809/4194304  ( 1.1%) 
==== Total Win32 BSP file data space used: 786091 bytes ====

Total triangle count: 2144
Writing d:\steam\steamapps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp
28 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps	jnator_1\sourcesdk_content\cstrike\mapsrc\gg_z_quickmatch_v3.bsp" "d:\steam\steamapps	j_nator2\counter-strike source\cstrike\maps\gg_z_quickmatch_v3.bsp"


** Executing...
** Command: "d:\steam\steamapps	j_nator2\counter-strike source\hl2.exe"
** Parameters: -game "d:\steam\steamapps	j_nator2\counter-strike source\cstrike"  +map "gg_z_quickmatch_v3"



What if you start the map manually? Does it still crash?

Oh wait, I had a similar issue with a map of mine. Try cordoning off sections of your map to see if a specific area crashes the map. I remember I could not fix my issue, so I just loaded an old autosave and reworked it from there. Post your in-game console log too, you might have a bad entity or something.

only if you manually load the map, that is.

Whenever the map is run Counter-Strike:Source crashes completely, sometimes taking steam with it.

YOUR MAP IS NOT PERFECT.
You have 79 errors according to www.Interlopers.net/errors/ Many of them are critical errors most of them are fixed be fixing your leaking map.

No need for caps-lock, Interlopers says no errors are found.

Snip. I owe you an apology for some reason it brought up all possible compiler errors instead . Sorry.

even if you open up CS:S through Steam and type in map <mapname> into the console?

It should save a log of what the console window outputs somewhere in the computer (I think…)

I got it, first manually load CS:S, type in con_log, then map <mapname>

This is resolved, I checked into my Hammer options further and for some odd reason it was using Orangebox to compile my Counter-Strike:Source map. I had to reset it manually, because the reset configuration in the SDK menu wasn’t doing it.