Map wont load.

god dammit, i wrote a long ass post on this and it security checked me and i lost it cause the page wont load. thanks obama.
anways, lets start with this. i made a big ass map and i think its too big for sources tiny little asshole. and also, i know most of what there is to know about mapping, so i will probably know what your talking about, besides response context. fuck that.

ok so like i said, the map might be too big. i got it to work when i compiled the entire map. so i then was like ok, lets add something and release it. nope. changed the 3d skybox a little bit, crashes now. i also added litterly 4 blocks, 4 doors, 4 triggers, and 4 point entities. outside of the skybox. so i was like ok, so lets cut the skybox out. nope. ok, so lets cut out a lot of the extra sky. nope. ok lets cut the map in half. yep.

VBCT compile log.





-------------- Start Compile BSP ----------------VBSP Started, Please Wait!




VBSP:  C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vbsp.exe  -game  "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK"




Valve Software - vbsp.exe (Oct 13 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\gameinfo.txt
Patching WVT material: maps/gm_urbanfuckboxkkk/nature/blendgrassgravel001b_wvt_patch
Patching WVT material: maps/gm_urbanfuckboxkkk/nature/blendsandsand008b_wvt_patch
Patching WVT material: maps/gm_urbanfuckboxkkk/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 (1)
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 584 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK.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 (12) (407644 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 992 texinfos to 548
Reduced 234 texdatas to 175 (10162 bytes to 7915)
Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp
Wrote ZIP buffer, estimated size 584447, actual size 569091
16 seconds elapsed




Compile Complete for this module.
VBSP Completed: Monday, September 05, 2016,  3:47:02 AM
VBSP:  Compile time: 16 seconds elapsed




-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!




VVIS:  C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe  -game  "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK"




Valve Software - vvis.exe (Oct 13 2015)
2 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gm_UrbanfuckboxKKK.prt
 317 portalclusters
 770 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: 66 visible clusters (0.24%)
Total clusters visible: 27636
Average clusters visible: 87
Building PAS...
Average clusters audible: 268
visdatasize:25062  compressed from 25360
writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp
1 second elapsed




Compile Complete for this module.
VVIS Completed: Monday, September 05, 2016,  3:47:04 AM
VVIS: Compile time: 1 second elapsed




-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!




VRAD:  C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe  -game  "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK"




Valve Software - vrad.exe SSE (Oct 13 2015)




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




Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp
Setting up ray-trace acceleration structure... Done (0.67 seconds)
10194 faces
139437232 square feet [20078960640.00 square inches]
54 Displacements
471652 Square Feet [67917952.00 Square Inches]
10194 patches before subdivision
406532 patches after subdivision
sun extent from map=0.000000
74 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (143)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (435)
transfers 83321199, max 3446
transfer lists: 635.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(1735142, 1485219, 801871)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(273858, 226745, 110275)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(48754, 39398, 17997)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(10838, 8490, 3596)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(2495, 1910, 761)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(656, 484, 184)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(181, 129, 47)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(55, 37, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(18, 11, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(6, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.4945 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (18)
FinalLightFace Done
0 of 2 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (132)
Writing leaf ambient...done
Ready to Finish




Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 139/1024         6672/49152    (13.6%) 
brushes               1082/8192        12984/98304    (13.2%) 
brushsides            7288/65536       58304/524288   (11.1%) 
planes                3520/65536       70400/1310720  ( 5.4%) 
vertexes             15036/65536      180432/786432   (22.9%) 
nodes                 4704/65536      150528/2097152  ( 7.2%) 
texinfos               548/12288       39456/884736   ( 4.5%) 
texdata                175/2048         5600/65536    ( 8.5%) 
dispinfos               54/0            9504/0        ( 0.0%) 
disp_verts            1350/0           27000/0        ( 0.0%) 
disp_tris             1728/0            3456/0        ( 0.0%) 
disp_lmsamples      595764/0          595764/0        ( 0.0%) 
faces                10194/65536      570864/3670016  (15.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3206/65536      179536/3670016  ( 4.9%) 
leaves                4844/65536      155008/2097152  ( 7.4%) 
leaffaces            13084/65536       26168/131072   (20.0%) 
leafbrushes           4665/65536        9330/131072   ( 7.1%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            59408/512000     237632/2048000  (11.6%) 
edges                35919/256000     143676/1024000  (14.0%) 
LDR worldlights         74/8192         6512/720896   ( 0.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            8/32768          96/393216   ( 0.0%) 
waterstrips            828/32768        8280/327680   ( 2.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         12597/65536       25194/131072   (19.2%) 
cubemapsamples           4/1024           64/16384    ( 0.4%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]    19776672/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       25062/16777216 ( 0.1%) 
entdata               [variable]      155519/393216   (39.6%) 
LDR ambient table     4844/65536       19376/262144   ( 7.4%) 
HDR ambient table     4844/65536       19376/262144   ( 7.4%) 
LDR leaf ambient     19028/65536      532784/1835008  (29.0%) 
HDR leaf ambient      4844/65536      135632/1835008  ( 7.4%) 
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]           1/6398     ( 0.0%) 
pakfile               [variable]      569091/0        ( 0.0%) 
physics               [variable]      407644/4194304  ( 9.7%) 
physics terrain       [variable]        8100/1048576  ( 0.8%) 




Level flags = 0




Total triangle count: 26155
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp
12 minutes, 19 seconds elapsed




Compile Complete for this module.
VRAD Completed: Monday, September 05, 2016,  3:59:25 AM
VRAD: Compile time: 12 minutes, 19 seconds elapsed




One Line Summary: 9/5/2016 3:59:25 AM, gm_UrbanfuckboxKKK.vmf, Half-Life 2: Deathmatch, normal , normal, normal, 00:00:16, 00:00:02, 00:12:20, 00:12:39
History.csv was updated.




Compile Summary - job mode: FULL
Map Name: gm_UrbanfuckboxKKK.vmf
VBSP - mode:normal , 16 seconds, 00:00:16 elapsed
VVIS - mode:normal, 1 second, 00:00:02 elapsed
VRAD - mode:normal, 12 minutes, 19 seconds(LDR), n/a(HDR), 00:12:20 elapsed
Total Compile time: 00:12:39
                                                                  




NOTE: old BSP file deleted: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\gm_UrbanfuckboxKKK_old.bsp
NOTE: old BSP file renamed to : C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\gm_UrbanfuckboxKKK_old.bsp




File copied: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp to C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\gm_UrbanfuckboxKKK.bsp

[editline]5th September 2016[/editline]

heres the map: https://www.mediafire.com/?6h6922eu9aqv4rq

[editline]5th September 2016[/editline]

bruh who are the guest people who are on here

like are they bots or something? wot?

Well you covered most of the bases here but nothing about what happens when you try to load the map.

it crashes right before it loads. like when its 3 bars away. (at 2 bards, the game takes maybe 5 seconds and its done)

to get it to load dupiecate the trigger_soundscape and make it a func_viscluster after it compiles it will load
it seems your map needs more optimising :slight_smile:

i have enough optimizing, look how long vvis takes. its full of visclusters.

[editline]6th September 2016[/editline]

most recent log.


Valve Software - vbsp.exe (Oct 13 2015)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2 deathmatch\hl2mp\gameinfo.txt
Patching WVT material: maps/gm_urbanfuckboxkkk/nature/blendgrassgravel001b_wvt_patch
Patching WVT material: maps/gm_urbanfuckboxkkk/nature/blendsandsand008b_wvt_patch
Patching WVT material: maps/gm_urbanfuckboxkkk/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/gm_urbanfuckboxkkk/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/gm_urbanfuckboxkkk/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 606 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK.prt...Building visibility clusters...
done (1)
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 (16) (698373 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1523 texinfos to 900
Reduced 343 texdatas to 257 (15582 bytes to 12250)
Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp
Wrote ZIP buffer, estimated size 719217, actual size 696357
22 seconds elapsed

Compile Complete for this module.
VBSP Completed: Tuesday, September 06, 2016,  5:04:58 PM
VBSP:  Compile time: 22 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS:  C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vvis.exe  -game  "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK"

Valve Software - vvis.exe (Oct 13 2015)
2 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gm_UrbanfuckboxKKK.prt
 517 portalclusters
1594 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (47)
Optimized: 523 visible clusters (0.53%)
Total clusters visible: 98477
Average clusters visible: 190
Building PAS...
Average clusters audible: 405
visdatasize:61049  compressed from 74448
writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp
48 seconds elapsed

Compile Complete for this module.
VVIS Completed: Tuesday, September 06, 2016,  5:05:47 PM
VVIS: Compile time: 48 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD:  C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\vrad.exe  -game  "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK"

Valve Software - vrad.exe SSE (Oct 13 2015)

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

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp
Setting up ray-trace acceleration structure... Done (1.10 seconds)
20718 faces
6 degenerate faces
176993024 square feet [25486995456.00 square inches]
115 Displacements
1146358 Square Feet [165075552.00 Square Inches]
20712 patches before subdivision
838506 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
180 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (510)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1506)
transfers 250749751, max 5689
transfer lists: 1913.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #1 added RGB(3626134, 3408387, 2583637)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
	Bounce #2 added RGB(559860, 493830, 323082)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #3 added RGB(105055, 85500, 47818)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #4 added RGB(23910, 17887, 8574)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #5 added RGB(6180, 4180, 1701)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #6 added RGB(1832, 1083, 379)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #7 added RGB(589, 306, 93)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #8 added RGB(213, 92, 24)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #9 added RGB(79, 30, 7)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #10 added RGB(32, 10, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #11 added RGB(13, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #12 added RGB(6, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
	Bounce #13 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #14 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<1.5992 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (52)
FinalLightFace Done
72 of 74 (97% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (210)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 235/1024        11280/49152    (22.9%) 
brushes               1798/8192        21576/98304    (21.9%) 
brushsides           14249/65536      113992/524288   (21.7%) 
planes                9786/65536      195720/1310720  (14.9%) 
vertexes             28452/65536      341424/786432   (43.4%) 
nodes                 9611/65536      307552/2097152  (14.7%) 
texinfos               900/12288       64800/884736   ( 7.3%) 
texdata                257/2048         8224/65536    (12.5%) 
dispinfos              115/0           20240/0        ( 0.0%) 
disp_verts            3323/0           66460/0        ( 0.0%) 
disp_tris             4448/0            8896/0        ( 0.0%) 
disp_lmsamples     1354524/0         1354524/0        ( 0.0%) 
faces                20718/65536     1160208/3670016  (31.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5954/65536      333424/3670016  ( 9.1%) 
leaves                9847/65536      315104/2097152  (15.0%) 
leaffaces            27314/65536       54628/131072   (41.7%) 
leafbrushes           8073/65536       16146/131072   (12.3%) 
areas                    7/256            56/2048     ( 2.7%) 
surfedges           117847/512000     471388/2048000  (23.0%) 
edges                69141/256000     276564/1024000  (27.0%) 
LDR worldlights        179/8192        15752/720896   ( 2.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata           12/32768         144/393216   ( 0.0%) 
waterstrips           1818/32768       18180/327680   ( 5.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         25803/65536       51606/131072   (39.4%) 
cubemapsamples           5/1024           80/16384    ( 0.5%) 
overlays                 1/512           352/180224   ( 0.2%) 
LDR lightdata         [variable]    40445240/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       61049/16777216 ( 0.4%) 
entdata               [variable]      241554/393216   (61.4%) 
LDR ambient table     9847/65536       39388/262144   (15.0%) 
HDR ambient table     9847/65536       39388/262144   (15.0%) 
LDR leaf ambient     40584/65536     1136352/1835008  (61.9%) 
HDR leaf ambient      9847/65536      275716/1835008  (15.0%) 
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]           1/11172    ( 0.0%) 
pakfile               [variable]      696357/0        ( 0.0%) 
physics               [variable]      698373/4194304  (16.7%) 
physics terrain       [variable]       16779/1048576  ( 1.6%) 

Level flags = 0

Total triangle count: 52446
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp
38 minutes, 53 seconds elapsed

Compile Complete for this module.
VRAD Completed: Tuesday, September 06, 2016,  5:44:44 PM
VRAD: Compile time: 38 minutes, 53 seconds elapsed

One Line Summary: 9/6/2016 5:44:45 PM, gm_UrbanfuckboxKKK.vmf, Half-Life 2: Deathmatch, normal , normal, normal, 00:00:24, 00:00:49, 00:38:56, 00:40:11
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: gm_UrbanfuckboxKKK.vmf
VBSP - mode:normal , 22 seconds, 00:00:24 elapsed
VVIS - mode:normal, 48 seconds, 00:00:49 elapsed
VRAD - mode:normal, 38 minutes, 53 seconds(LDR), n/a(HDR), 00:38:56 elapsed
Total Compile time: 00:40:11
                                                                  

NOTE: old BSP file deleted: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\gm_UrbanfuckboxKKK_old.bsp
NOTE: old BSP file renamed to : C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\gm_UrbanfuckboxKKK_old.bsp

File copied: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_UrbanfuckboxKKK.bsp to C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp\maps\gm_UrbanfuckboxKKK.bsp


[editline]6th September 2016[/editline]

VVIS: Compile time: 48 seconds elapsed

[editline]6th September 2016[/editline]

and my map takes up the entire grid

Imgur