Map Crashing Game while "Loading Resources" [Gmod]

Hi, i’m making a TTT map for gmod, and silly me didn’t make a backup of the map file so here I am asking anyone else if there’s an issue with my map, I can supply the map vmf files etc on request if you don’t spot anything.
Thanks for your help



Starting a 'Normal' compile.
Starting compilation of C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1_a.vmf
Valve Software - vbsp.exe (May 14 2014)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1_a.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1_a.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.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_01*.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) (232406 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 463 texinfos to 260
Reduced 90 texdatas to 71 (4057 bytes to 3119)
Writing C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1_a.bsp
0 seconds elapsed
Valve Software - vvis.exe (May 14 2014)
8 threads
reading c:\users\owner\desktop	he pleasure palace map	tt_thepleasurepalace_v1_a.bsp
reading c:\users\owner\desktop	he pleasure palace map	tt_thepleasurepalace_v1_a.prt
 677 portalclusters
2005 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 (19)
Optimized: 600 visible clusters (0.33%)
Total clusters visible: 182824
Average clusters visible: 270
Building PAS...
Average clusters audible: 649
visdatasize:109893  compressed from 119152
writing c:\users\owner\desktop	he pleasure palace map	tt_thepleasurepalace_v1_a.bsp
19 seconds elapsed
Valve Software - vrad.exe SSE (May 14 2014)

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

Loading c:\users\owner\desktop	he pleasure palace map	tt_thepleasurepalace_v1_a.bsp
Setting up ray-trace acceleration structure... Done (0.47 seconds)
2596 faces
9 degenerate faces
814550 square feet [117295320.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2587 patches before subdivision
51671 patches after subdivision
sun extent from map=0.173648
75 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 4204270, max 744
transfer lists:  32.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(140283, 99153, 55827)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(28191, 17019, 7640)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(5701, 3078, 1239)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(1579, 815, 310)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(404, 199, 63)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(124, 60, 18)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(35, 16, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(11, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0129 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 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  20/1024          960/49152    ( 2.0%) 
brushes                644/8192         7728/98304    ( 7.9%) 
brushsides            5383/65536       43064/524288   ( 8.2%) 
planes                4288/65536       85760/1310720  ( 6.5%) 
vertexes              4127/65536       49524/786432   ( 6.3%) 
nodes                 1390/65536       44480/2097152  ( 2.1%) 
texinfos               260/12288       18720/884736   ( 2.1%) 
texdata                 71/2048         2272/65536    ( 3.5%) 
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                 2596/65536      145376/3670016  ( 4.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1331/65536       74536/3670016  ( 2.0%) 
leaves                1411/65536       45152/2097152  ( 2.2%) 
leaffaces             3086/65536        6172/131072   ( 4.7%) 
leafbrushes           1827/65536        3654/131072   ( 2.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            17743/512000      70972/2048000  ( 3.5%) 
edges                10292/256000      41168/1024000  ( 4.0%) 
LDR worldlights         75/8192         6600/720896   ( 0.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips            241/32768        2410/327680   ( 0.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3501/65536        7002/131072   ( 5.3%) 
cubemapsamples          19/1024          304/16384    ( 1.9%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1663392/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      109893/16777216 ( 0.7%) 
entdata               [variable]       90953/393216   (23.1%) 
LDR ambient table     1411/65536        5644/262144   ( 2.2%) 
HDR ambient table     1411/65536        5644/262144   ( 2.2%) 
LDR leaf ambient      6240/65536      174720/1835008  ( 9.5%) 
HDR leaf ambient      1411/65536       39508/1835008  ( 2.2%) 
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]           1/8696     ( 0.0%) 
pakfile               [variable]     2134783/0        ( 0.0%) 
physics               [variable]      232406/4194304  ( 5.5%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 7177
Writing c:\users\owner\desktop	he pleasure palace map	tt_thepleasurepalace_v1_a.bsp
10 seconds elapsed
File ttt_thepleasurepalace_v1_a.bsp copied to C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps
'Normal' compile finished in 00:00:31



I have a feeling it’s because there are spaces in your file path (C:\Users\Owner\Desktop*The Pleasure Palace Map*)Change that to The_Pleasure_Palace_Map since source tends to fuck itself up with spaces in file paths.