:( My map wont load.

Well, I made a map, compiled it, and it wont load in gmod. It loads maybe the first 10%, then just takes me back to the main menu. Here’s the compile log:

"
** Executing…
** Command: “c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2” “C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing”

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing.vmf
Brush 1153: no visible sides on brush
Brush 1153: no visible sides on brush
Brush 1153: no visible sides on brush
Patching WVT material: maps/big map place thing/concrete/blendbunk_conc01_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 (0)
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing.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) (17390 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 86 texinfos to 59
Reduced 14 texdatas to 11 (397 bytes to 294)
Writing C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing.bsp
3 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2” “C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing”

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing.bsp
reading c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing.prt
861 portalclusters
1995 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 (757)
Optimized: 649 visible clusters (0.00%)
Total clusters visible: 618946
Average clusters visible: 718
Building PAS…
Average clusters audible: 856
visdatasize:190695 compressed from 192864
writing c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing.bsp
12 minutes, 37 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2” “C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing”

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:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing.bsp
Setting up ray-trace acceleration structure… Done (0.80 seconds)
3834 faces
14721077 square feet [2119835136.00 square inches]
13 Displacements
577837 Square Feet [83208624.00 Square Inches]
3834 patches before subdivision
165226 patches after subdivision
10 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (61)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (111)
transfers 23811417, max 1107
transfer lists: 181.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (3)
Bounce #1 added RGB(489443, 445465, 293868)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #2 added RGB(62995, 57005, 38538)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(10652, 9237, 5573)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #4 added RGB(2099, 1810, 1108)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(433, 361, 199)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (2)
Bounce #6 added RGB(104, 87, 48)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #7 added RGB(25, 20, 10)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #8 added RGB(7, 5, 3)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #9 added RGB(2, 1, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.3247 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (20)
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 (72)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 47/8192 564/98304 ( 0.6%)
brushsides 289/65536 2312/524288 ( 0.4%)
planes 348/65536 6960/1310720 ( 0.5%)
vertexes 4320/65536 51840/786432 ( 6.6%)
nodes 2261/65536 72352/2097152 ( 3.5%)
texinfos 59/12288 4248/884736 ( 0.5%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 13/0 2288/0 ( 0.0%)
disp_verts 3757/0 75140/0 ( 0.0%)
disp_tris 6656/0 13312/0 ( 0.0%)
disp_lmsamples 199451/0 199451/0 ( 0.0%)
faces 3834/65536 214704/3670016 ( 5.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 191/65536 10696/3670016 ( 0.3%)
leaves 2263/65536 72416/2097152 ( 3.5%)
leaffaces 4080/65536 8160/131072 ( 6.2%)
leafbrushes 1399/65536 2798/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 17138/512000 68552/2048000 ( 3.3%)
edges 8691/256000 34764/1024000 ( 3.4%)
LDR worldlights 10/8192 880/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 169/32768 1690/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2103/65536 4206/131072 ( 3.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 7430656/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 190695/16777216 ( 1.1%)
entdata [variable] 3755/393216 ( 1.0%)
LDR ambient table 2263/65536 9052/262144 ( 3.5%)
HDR ambient table 2263/65536 9052/262144 ( 3.5%)
LDR leaf ambient 9040/65536 253120/1835008 (13.8%)
HDR leaf ambient 2263/65536 63364/1835008 ( 3.5%)
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] 106396/0 ( 0.0%)
physics [variable] 17390/4194304 ( 0.4%)
physics terrain [variable] 2431/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 8708
Writing c:\program files\steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing.bsp
4 minutes, 40 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files\Steam\steamapps\laharlsblade\sourcesdk\bin\orangebox\bin\Big map place thing.bsp” “c:\program files\steam\steamapps\laharlsblade\half-life 2 episode two\ep2\maps\Big map place thing.bsp”
"

Any help would be appreciated.

[editline]03:59PM[/editline]

wait, I just noticed something myself; it says:
“Brush 1153: no visible sides on brush”
3 times. Is that bad?

Yes…

[editline]01:01PM[/editline]

Hit Alt + P to fix in hammer.

oh ty sorry I was caught up in another tab.

is the name of your map “Big map place thing”? cause thats probably the problem replace the spaces with underscores (ex. Big_map_place_thing)

you’ve… got… to be kidding me. I made a little almost-pyramid like thing with vortex manipulation to be a vehicle ramp that would work from all sides and apparently the game didnt like that

[editline]04:20PM[/editline]

oh and yes it is but I change it to gm_test in the actual gmod maps folder

[editline]04:58PM[/editline]

thank you it’s working fine now. I mean the map sucks but it works.