Map keeps crashing...

Well, it’s enclosed, has a spawn point, and that’s about it…




** Executing...
** Command: "c:\program files\steam\steamapps	aconinja1995\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2" "C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2\materials
Loading C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (63460 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 65 texinfos to 14
Reduced 1 texdatas to 1 (40 bytes to 40)
Writing C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps	aconinja1995\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2" "C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom"

Valve Software - vvis.exe (Nov  8 2007)
4 threads
reading c:\program files\steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom.bsp
reading c:\program files\steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom.prt
 118 portalclusters
 498 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 (9)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 2 visible clusters (0.00%)
Total clusters visible: 11036
Average clusters visible: 93
Building PAS...
Average clusters audible: 118
visdatasize:4507  compressed from 3776
writing c:\program files\steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom.bsp
9 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps	aconinja1995\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2" "C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom"

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

Loading c:\program files\steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom.bsp
1297 faces
21 degenerate faces
483163 square feet [69575528.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1276 patches before subdivision
1276 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 46463, max 93
transfer lists:   0.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0000 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                  27/1024         1296/49152    ( 2.6%) 
brushes                 96/8192         1152/98304    ( 1.2%) 
brushsides            2441/65536       19528/524288   ( 3.7%) 
planes                7918/65536      158360/1310720  (12.1%) 
vertexes              2113/65536       25356/786432   ( 3.2%) 
nodes                 1289/65536       41248/2097152  ( 2.0%) 
texinfos                14/12288        1008/884736   ( 0.1%) 
texdata                  1/2048           32/65536    ( 0.0%) 
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                 1297/65536       72632/3670016  ( 2.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              623/65536       34888/3670016  ( 1.0%) 
leaves                1317/65536       42144/2097152  ( 2.0%) 
leaffaces             1320/65536        2640/131072   ( 2.0%) 
leafbrushes            617/65536        1234/131072   ( 0.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             9511/512000      38044/2048000  ( 1.9%) 
edges                 5044/256000      20176/1024000  ( 2.0%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]           0/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        4507/16777216 ( 0.0%) 
entdata               [variable]       15756/393216   ( 4.0%) 
LDR leaf ambient      1317/65536       31608/1572864  ( 2.0%) 
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]       10018/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]       63460/4194304  ( 1.5%) 
==== Total Win32 BSP file data space used: 585105 bytes ====

Total triangle count: 4049
Writing c:\program files\steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps	aconinja1995\sourcesdk_content\hl2\mapsrc\sphereofdoom.bsp" "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2\maps\sphereofdoom.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps	aconinja1995\half-life 2\hl2"  +map "sphereofdoom"


When does it crash…?

When it’s loading (not compiling) it does the valve man, and shows the source logo, goes to the HL2 loading screen, and dies…

Try opening Garrysmod or whatever on it’s own, and then launch your map and see if it crashes.

Its a new bug.