Map crashes on startup. No idea why.

It was fine the last time I ran it, and now it has stopped working. :frown:
Compile Log:



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zeebie\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\zeebie\half-life 2 episode two\ep2" "C:\Users\Zeebie\Documents\Mapping+Modeling\Gm_Explore_a7"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\zeebie\half-life 2 episode two\ep2\materials
Loading C:\Users\Zeebie\Documents\Mapping+Modeling\Gm_Explore_a7.vmf
Patching WVT material: maps/gm_explore_a7/concrete/blendconcreterock001a_wvt_patch
Patching WVT material: maps/gm_explore_a7/nature/blendrockblack02a_wvt_patch
Patching WVT material: maps/gm_explore_a7/nature/blendashdirt01_wvt_patch
Patching WVT material: maps/gm_explore_a7/nature/blendrubbledirt001a_wvt_patch
Patching WVT material: maps/gm_explore_a7/nature/blendrockblack02a_dx8_wvt_patch
Patching WVT material: maps/gm_explore_a7/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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 20 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Zeebie\Documents\Mapping+Modeling\Gm_Explore_a7.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_09*.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_09*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (3) (307516 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 3901 texinfos to 1689
Reduced 116 texdatas to 84 (3705 bytes to 2713)
Writing C:\Users\Zeebie\Documents\Mapping+Modeling\Gm_Explore_a7.bsp
10 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zeebie\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\zeebie\half-life 2 episode two\ep2" -fast "C:\Users\Zeebie\Documents\Mapping+Modeling\Gm_Explore_a7"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\users\zeebie\documents\mapping+modeling\Gm_Explore_a7.bsp
reading c:\users\zeebie\documents\mapping+modeling\Gm_Explore_a7.prt
1477 portalclusters
4676 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 161633 visible clusters (0.00%)
Total clusters visible: 1457417
Average clusters visible: 986
Building PAS...
Average clusters audible: 1431
visdatasize:532481  compressed from 567168
writing c:\users\zeebie\documents\mapping+modeling\Gm_Explore_a7.bsp
3 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\zeebie\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\zeebie\half-life 2 episode two\ep2" -noextra "C:\Users\Zeebie\Documents\Mapping+Modeling\Gm_Explore_a7"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\users\zeebie\documents\mapping+modeling\Gm_Explore_a7.bsp
Setting up ray-trace acceleration structure... Done (1.17 seconds)
4289 faces
1307765 square feet [188318240.00 square inches]
14 Displacements
11219 Square Feet [1615576.50 Square Inches]
4289 patches before subdivision
59377 patches after subdivision
150 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (13)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 4728736, max 619
transfer lists:  36.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(287359, 171382, 144892)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(48298, 28946, 22399)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(9275, 5571, 4105)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(1914, 1219, 869)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(452, 301, 208)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(117, 81, 54)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(34, 24, 15)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(11, 8, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(4, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0606 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
33 of 33 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (26)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  84/1024         4032/49152    ( 8.2%) 
brushes                741/8192         8892/98304    ( 9.0%) 
brushsides            6706/65536       53648/524288   (10.2%) 
planes                6570/65536      131400/1310720  (10.0%) 
vertexes              7533/65536       90396/786432   (11.5%) 
nodes                 3737/65536      119584/2097152  ( 5.7%) 
texinfos              1689/12288      121608/884736   (13.7%) 
texdata                 84/2048         2688/65536    ( 4.1%) 
dispinfos               14/0            2464/0        ( 0.0%) 
disp_verts            3630/0           72600/0        ( 0.0%) 
disp_tris             6400/0           12800/0        ( 0.0%) 
disp_lmsamples       31910/0           31910/0        ( 0.0%) 
faces                 4289/65536      240184/3670016  ( 6.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2689/65536      150584/3670016  ( 4.1%) 
leaves                3822/65536      122304/2097152  ( 5.8%) 
leaffaces             4890/65536        9780/131072   ( 7.5%) 
leafbrushes           1589/65536        3178/131072   ( 2.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            31284/512000     125136/2048000  ( 6.1%) 
edges                17798/256000      71192/1024000  ( 7.0%) 
LDR worldlights        150/8192        13200/720896   ( 1.8%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            331/32768        3310/327680   ( 1.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          5304/65536       10608/131072   ( 8.1%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]     3953148/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      532481/16777216 ( 3.2%) 
entdata               [variable]       78188/393216   (19.9%) 
LDR ambient table     3822/65536       15288/262144   ( 5.8%) 
HDR ambient table     3822/65536       15288/262144   ( 5.8%) 
LDR leaf ambient     14292/65536      400176/1835008  (21.8%) 
HDR leaf ambient      3822/65536      107016/1835008  ( 5.8%) 
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]           1/3108     ( 0.0%) 
pakfile               [variable]      221471/0        ( 0.0%) 
physics               [variable]      307516/4194304  ( 7.3%) 
physics terrain       [variable]        3263/1048576  ( 0.3%) 

Level flags = 0

Total triangle count: 11630
Writing c:\users\zeebie\documents\mapping+modeling\Gm_Explore_a7.bsp
1 minute, 16 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Zeebie\Documents\Mapping+Modeling\Gm_Explore_a7.bsp" "c:\program files (x86)\steam\steamapps\zeebie\half-life 2 episode two\ep2\maps\Gm_Explore_a7.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\zeebie\half-life 2 episode two\ep2"  +map "Gm_Explore_a7"



Happened to me too, fixed it. But for the dear price of particles…

Make sure only the top face is selected when you make a displacement.

And turn vvis on normal. That is the only thing I can think of.