Need help, my map crashes every time I load it in game

Hello, I am making a roleplay map and everything was going well until I did a few edits. When I went to try out the map, the game crashes with the error “hl2.exe has stopped working” and then the game closes.

Here is the compile log (note I have tried to do a fast compile, full compile and a compile without lighting with all of them didn’t work)
(also I used http://www.interlopers.net/errors/ but everything I fix from it didn’t fix this problem I am having)




** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\copsc_000\Documents\map\rp_northwitch.vmf"

Valve Software - vbsp.exe (May 15 2014)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Users\copsc_000\Documents\map\rp_northwitch.vmf
Can't find surfaceprop sheetrock for material PLASTER/OFFWLLB, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/rp_northwitch/nature/blendgrassdirt02_noprop_wvt_patch
Patching WVT material: maps/rp_northwitch/concrete/blendconcreterock001a_wvt_patch
Patching WVT material: maps/rp_northwitch/nature/blendrocksgrass006a_wvt_patch
Patching WVT material: maps/rp_northwitch/nature/blendmilground012_conwall004a_wvt_patch
Patching WVT material: maps/rp_northwitch/nature/blendsandgrass008a_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 12 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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done (1)
writing C:\Users\copsc_000\Documents\map\rp_northwitch.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...
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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
Degenerate Triangle
(2175.00, 2189.50, 86.96), (2175.00, 2531.25, 237.71), (2175.00, 2531.25, 237.71)
Degenerate Triangle
(2175.00, 2531.25, 237.71), (2175.00, 2873.00, 100.38), (2175.00, 2531.25, 237.71)
Degenerate Triangle
(2175.00, 3556.50, 221.94), (2175.00, 3556.50, 221.94), (2175.00, 3214.75, 75.75)
Degenerate Triangle
(2175.00, 3556.50, 221.94), (2175.00, 3556.50, 221.94), (2175.00, 3214.75, 75.75)
Degenerate Triangle
(2175.00, 3556.50, 221.94), (2175.00, 3556.50, 221.94), (2175.00, 3898.25, 36.00)
Degenerate Triangle
(2175.00, 3556.50, 221.94), (2175.00, 3556.50, 221.94), (2175.00, 3898.25, 36.00)
Degenerate Triangle
(2175.00, 3556.50, 221.94), (2175.00, 3556.50, 221.94), (2175.00, 3898.25, 28.00)
Degenerate Triangle
(2175.00, 3556.50, 221.94), (2175.00, 3556.50, 221.94), (2175.00, 3214.75, 75.67)
Degenerate Triangle
(-1925.00, 2880.00, 94.96), (-1925.00, 2623.31, 543.61), (-1925.00, 2623.31, 543.61)
Degenerate Triangle
(-1925.00, 2623.31, 543.61), (-1925.00, 2366.63, 538.24), (-1925.00, 2623.31, 543.61)
Degenerate Triangle
(-1925.00, 1853.25, 454.32), (-1925.00, 1853.25, 454.32), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 1853.25, 454.32), (-1925.00, 2109.94, 553.08), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 2109.94, 553.08), (-1925.00, 2366.63, 537.72), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 2366.63, 538.24), (-1925.00, 2109.94, 553.08), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 2109.94, 553.08), (-1925.00, 1853.25, 454.32), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 1853.25, 454.32), (-1925.00, 1853.25, 454.32), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 2366.63, 129.41), (-1925.00, 2623.31, 543.61), (-1925.00, 2623.31, 543.61)
Degenerate Triangle
(-1925.00, 2623.31, 543.61), (-1925.00, 2880.00, 52.08), (-1925.00, 2623.31, 543.61)
Degenerate Triangle
(-1925.00, 2880.00, 82.89), (-1925.00, 2623.31, 543.61), (-1925.00, 2623.31, 543.61)
Degenerate Triangle
(-1925.00, 2623.31, 543.61), (-1925.00, 2366.63, 537.72), (-1925.00, 2623.31, 543.61)
Degenerate Triangle
(-1925.00, 1853.25, 454.32), (-1925.00, 2109.94, 553.08), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 2109.94, 553.08), (-1925.00, 2366.63, 129.41), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1596.56, 119.88)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1596.56, 119.88)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1083.19, 36.29)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1083.19, 62.71)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1596.56, 271.90)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1596.56, 271.90), (-1925.00, 1596.56, 271.90)
Degenerate Triangle
(-1925.00, 1596.56, 271.90), (-1925.00, 1853.25, 454.32), (-1925.00, 1596.56, 271.90)
Degenerate Triangle
(-1925.00, 1853.25, 454.32), (-1925.00, 1853.25, 454.32), (-1925.00, 1596.56, 271.90)
Degenerate Triangle
(-1925.00, 1853.25, 454.34), (-1925.00, 1596.56, 271.90), (-1925.00, 1596.56, 271.90)
Degenerate Triangle
(-1925.00, 1596.56, 271.90), (-1925.00, 1339.88, 115.91), (-1925.00, 1596.56, 271.90)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1596.56, 271.90)
Degenerate Triangle
(-1925.00, 1853.25, 454.32), (-1925.00, 1853.25, 454.32), (-1925.00, 1596.56, 271.90)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1083.19, 76.98)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1083.19, 79.56)
Degenerate Triangle
(-1925.00, 2366.63, 59.65), (-1925.00, 2109.94, 553.08), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 2109.94, 553.08), (-1925.00, 1853.25, 7.26), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 1853.25, 7.26), (-1925.00, 2109.94, 553.08), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 2109.94, 553.08), (-1925.00, 2366.63, 59.65), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 2366.63, 60.26), (-1925.00, 2109.94, 553.08), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 2109.94, 553.08), (-1925.00, 1853.25, 454.32), (-1925.00, 2109.94, 553.08)
Degenerate Triangle
(-1925.00, 1853.25, 454.32), (-1925.00, 1596.56, 119.91), (-1925.00, 1596.56, 119.91)
Degenerate Triangle
(-1925.00, 1596.56, 119.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1596.56, 119.91)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1596.56, 119.88)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1596.56, 119.88)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1596.56, 119.91)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1083.19, 20.00)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1083.19, 28.00)
Degenerate Triangle
(-1925.00, 1339.88, 115.91), (-1925.00, 1339.88, 115.91), (-1925.00, 1083.19, 28.00)
done (2) (8279043 bytes)
Error! prop_static using model "models/props_c17/hospital_shelf01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/hospital_shelf01.mdl"!
Error! To use model "models/props_unique/hospital/gurney.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_unique/hospital/gurney.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4388 texinfos to 1657
Reduced 199 texdatas to 154 (8070 bytes to 6474)
Writing C:\Users\copsc_000\Documents\map\rp_northwitch.bsp
7 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\copsc_000\Documents\map\rp_northwitch"

Valve Software - vvis.exe (May 15 2014)
2 threads
reading c:\users\copsc_000\documents\map\rp_northwitch.bsp
reading c:\users\copsc_000\documents\map\rp_northwitch.prt
2035 portalclusters
5719 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (254)
Optimized: 7725 visible clusters (1.34%)
Total clusters visible: 574431
Average clusters visible: 282
Building PAS...
Average clusters audible: 874
visdatasize:460941  compressed from 1041920
writing c:\users\copsc_000\documents\map\rp_northwitch.bsp
4 minutes, 18 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\copsc_000\Documents\map\rp_northwitch"

Valve Software - vrad.exe SSE (May 15 2014)

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

Loading c:\users\copsc_000\documents\map\rp_northwitch.bsp
Setting up ray-trace acceleration structure... Done (7.77 seconds)
6132 faces
8182150 square feet [1178229632.00 square inches]
332 Displacements
1235901 Square Feet [177969872.00 Square Inches]
6132 patches before subdivision
121950 patches after subdivision
sun extent from map=0.000000
51 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (46)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (31)
transfers 8086623, max 928
transfer lists:  61.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(451086, 384426, 218322)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(55706, 47194, 26944)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(14279, 12980, 7659)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(3948, 3759, 2348)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(1438, 1387, 860)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(536, 509, 317)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(223, 206, 125)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(98, 87, 51)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(47, 39, 22)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(23, 18, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(12, 9, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(7, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(4, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #14 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0907 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
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 (57)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  69/1024         3312/49152    ( 6.7%) 
brushes                963/8192        11556/98304    (11.8%) 
brushsides            6762/65536       54096/524288   (10.3%) 
planes                5300/65536      106000/1310720  ( 8.1%) 
vertexes             11318/65536      135816/786432   (17.3%) 
nodes                 5307/65536      169824/2097152  ( 8.1%) 
texinfos              1657/12288      119304/884736   (13.5%) 
texdata                154/2048         4928/65536    ( 7.5%) 
dispinfos              332/0           58432/0        ( 0.0%) 
disp_verts           41868/0          837360/0        ( 0.0%) 
disp_tris            70144/0          140288/0        ( 0.0%) 
disp_lmsamples     1242328/0         1242328/0        ( 0.0%) 
faces                 6132/65536      343392/3670016  ( 9.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2785/65536      155960/3670016  ( 4.2%) 
leaves                5377/65536      172064/2097152  ( 8.2%) 
leaffaces             6722/65536       13444/131072   (10.3%) 
leafbrushes           3445/65536        6890/131072   ( 5.3%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            39240/512000     156960/2048000  ( 7.7%) 
edges                24075/256000      96300/1024000  ( 9.4%) 
LDR worldlights         51/8192         4488/720896   ( 0.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            512/32768        5120/327680   ( 1.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          8178/65536       16356/131072   (12.5%) 
cubemapsamples           8/1024          128/16384    ( 0.8%) 
overlays                45/512         15840/180224   ( 8.8%) 
LDR lightdata         [variable]     7932052/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      460941/16777216 ( 2.7%) 
entdata               [variable]      155130/393216   (39.5%) 
LDR ambient table     5377/65536       21508/262144   ( 8.2%) 
HDR ambient table     5377/65536       21508/262144   ( 8.2%) 
LDR leaf ambient     27007/65536      756196/1835008  (41.2%) 
HDR leaf ambient      5377/65536      150556/1835008  ( 8.2%) 
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]           1/27330    ( 0.0%) 
pakfile               [variable]      985291/0        ( 0.0%) 
physics               [variable]     8279043/4194304  (197.4%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 15794
Writing c:\users\copsc_000\documents\map\rp_northwitch.bsp
2 minutes, 40 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\copsc_000\Documents\map\rp_northwitch.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\rp_northwitch.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2"  +map "rp_northwitch" -steam



There’s a displacement that has a NODRAW texture on it, find the displacement and delete it/re texture it.

I don’t think that would cause it to crash, I compiled before with that and it worked fine but I should fix that anyways

Fixed a few things but it still crashes

Compile Log:



 

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\copsc_000\Documents\map\rp_northwitch.vmf"

Valve Software - vbsp.exe (May 15 2014)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Users\copsc_000\Documents\map\rp_northwitch.vmf
Can't find surfaceprop sheetrock for material PLASTER/OFFWLLB, using default
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/rp_northwitch/nature/blendrocksgrass006a_wvt_patch
Patching WVT material: maps/rp_northwitch/nature/blendgrassdirt02_noprop_wvt_patch
Patching WVT material: maps/rp_northwitch/concrete/blendconcreterock001a_wvt_patch
Patching WVT material: maps/rp_northwitch/nature/blendmilground012_conwall004a_wvt_patch
Patching WVT material: maps/rp_northwitch/nature/blendsandgrass008a_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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 12 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\copsc_000\Documents\map\rp_northwitch.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 (1) (373066 bytes)
Error! prop_static using model "models/props_c17/hospital_shelf01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/hospital_shelf01.mdl"!
Error! To use model "models/props_unique/hospital/gurney.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_unique/hospital/gurney.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
.9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 4294 texinfos to 1563
Reduced 199 texdatas to 154 (8070 bytes to 6474)
Writing C:\Users\copsc_000\Documents\map\rp_northwitch.bsp
4 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\copsc_000\Documents\map\rp_northwitch"

Valve Software - vvis.exe (May 15 2014)
2 threads
reading c:\users\copsc_000\documents\map\rp_northwitch.bsp
reading c:\users\copsc_000\documents\map\rp_northwitch.prt
2026 portalclusters
5668 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (3)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (282)
Optimized: 7717 visible clusters (1.36%)
Total clusters visible: 566958
Average clusters visible: 279
Building PAS...
Average clusters audible: 866
visdatasize:456128  compressed from 1037312
writing c:\users\copsc_000\documents\map\rp_northwitch.bsp
4 minutes, 45 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "C:\Users\copsc_000\Documents\map\rp_northwitch"

Valve Software - vrad.exe SSE (May 15 2014)

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

Loading c:\users\copsc_000\documents\map\rp_northwitch.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (3.78 seconds)
6033 faces
8197892 square feet [1180496512.00 square inches]
145 Displacements
923851 Square Feet [133034552.00 Square Inches]
6033 patches before subdivision
118073 patches after subdivision
sun extent from map=0.000000
51 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (32)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (30)
transfers 7885288, max 924
transfer lists:  60.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(419850, 358885, 204377)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(52380, 44798, 25987)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(14030, 12824, 7610)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(3923, 3746, 2345)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(1436, 1387, 860)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(536, 509, 317)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(224, 206, 125)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(99, 87, 51)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(47, 39, 22)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(24, 18, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(12, 9, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(7, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(4, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1044 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (12)
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 (46)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  69/1024         3312/49152    ( 6.7%) 
brushes                964/8192        11568/98304    (11.8%) 
brushsides            6776/65536       54208/524288   (10.3%) 
planes                5310/65536      106200/1310720  ( 8.1%) 
vertexes             11246/65536      134952/786432   (17.2%) 
nodes                 5304/65536      169728/2097152  ( 8.1%) 
texinfos              1563/12288      112536/884736   (12.7%) 
texdata                154/2048         4928/65536    ( 7.5%) 
dispinfos              145/0           25520/0        ( 0.0%) 
disp_verts           11745/0          234900/0        ( 0.0%) 
disp_tris            18560/0           37120/0        ( 0.0%) 
disp_lmsamples      621756/0          621756/0        ( 0.0%) 
faces                 6033/65536      337848/3670016  ( 9.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2598/65536      145488/3670016  ( 4.0%) 
leaves                5374/65536      171968/2097152  ( 8.2%) 
leaffaces             6796/65536       13592/131072   (10.4%) 
leafbrushes           3455/65536        6910/131072   ( 5.3%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            38137/512000     152548/2048000  ( 7.4%) 
edges                23616/256000      94464/1024000  ( 9.2%) 
LDR worldlights         51/8192         4488/720896   ( 0.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            510/32768        5100/327680   ( 1.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          8154/65536       16308/131072   (12.4%) 
cubemapsamples           8/1024          128/16384    ( 0.8%) 
overlays                45/512         15840/180224   ( 8.8%) 
LDR lightdata         [variable]     7624824/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      456128/16777216 ( 2.7%) 
entdata               [variable]      155130/393216   (39.5%) 
LDR ambient table     5374/65536       21496/262144   ( 8.2%) 
HDR ambient table     5374/65536       21496/262144   ( 8.2%) 
LDR leaf ambient     27115/65536      759220/1835008  (41.4%) 
HDR leaf ambient      5374/65536      150472/1835008  ( 8.2%) 
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]           1/27324    ( 0.0%) 
pakfile               [variable]      985291/0        ( 0.0%) 
physics               [variable]      373066/4194304  ( 8.9%) 
physics terrain       [variable]       12839/1048576  ( 1.2%) 

Level flags = 0

Total triangle count: 15637
Writing c:\users\copsc_000\documents\map\rp_northwitch.bsp
2 minutes, 8 seconds elapsed
Valve Software - vrad.exe SSE (May 15 2014)

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

Loading c:\users\copsc_000\documents\map\rp_northwitch.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (3.46 seconds)
6033 faces
8197892 square feet [1180496512.00 square inches]
145 Displacements
923851 Square Feet [133034552.00 Square Inches]
6033 patches before subdivision
118073 patches after subdivision
sun extent from map=0.000000
51 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (37)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (31)
transfers 7885288, max 924
transfer lists:  60.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(235511, 202582, 119303)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(33239, 28250, 16810)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(9145, 7994, 4785)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(2724, 2407, 1494)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(988, 868, 534)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(374, 319, 197)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(152, 126, 76)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(65, 52, 31)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(30, 23, 13)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #10 added RGB(14, 10, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(7, 5, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(4, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(2, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2597 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (17)
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 (56)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  69/1024         3312/49152    ( 6.7%) 
brushes                964/8192        11568/98304    (11.8%) 
brushsides            6776/65536       54208/524288   (10.3%) 
planes                5310/65536      106200/1310720  ( 8.1%) 
vertexes             11246/65536      134952/786432   (17.2%) 
nodes                 5304/65536      169728/2097152  ( 8.1%) 
texinfos              1563/12288      112536/884736   (12.7%) 
texdata                154/2048         4928/65536    ( 7.5%) 
dispinfos              145/0           25520/0        ( 0.0%) 
disp_verts           11745/0          234900/0        ( 0.0%) 
disp_tris            18560/0           37120/0        ( 0.0%) 
disp_lmsamples      621756/0          621756/0        ( 0.0%) 
faces                 6033/65536      337848/3670016  ( 9.2%) 
hdr faces             6033/65536      337848/3670016  ( 9.2%) 
origfaces             2598/65536      145488/3670016  ( 4.0%) 
leaves                5374/65536      171968/2097152  ( 8.2%) 
leaffaces             6796/65536       13592/131072   (10.4%) 
leafbrushes           3455/65536        6910/131072   ( 5.3%) 
areas                    5/256            40/2048     ( 2.0%) 
surfedges            38137/512000     152548/2048000  ( 7.4%) 
edges                23616/256000      94464/1024000  ( 9.2%) 
LDR worldlights         51/8192         4488/720896   ( 0.6%) 
HDR worldlights         51/8192         4488/720896   ( 0.6%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            510/32768        5100/327680   ( 1.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          8154/65536       16308/131072   (12.4%) 
cubemapsamples           8/1024          128/16384    ( 0.8%) 
overlays                45/512         15840/180224   ( 8.8%) 
LDR lightdata         [variable]     7624824/0        ( 0.0%) 
HDR lightdata         [variable]     7624824/0        ( 0.0%) 
visdata               [variable]      456128/16777216 ( 2.7%) 
entdata               [variable]      155130/393216   (39.5%) 
LDR ambient table     5374/65536       21496/262144   ( 8.2%) 
HDR ambient table     5374/65536       21496/262144   ( 8.2%) 
LDR leaf ambient     27115/65536      759220/1835008  (41.4%) 
HDR leaf ambient     26152/65536      732256/1835008  (39.9%) 
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]           1/27324    ( 0.0%) 
pakfile               [variable]      985291/0        ( 0.0%) 
physics               [variable]      373066/4194304  ( 8.9%) 
physics terrain       [variable]       12839/1048576  ( 1.2%) 

Level flags = 0

Total triangle count: 15637
Writing c:\users\copsc_000\documents\map\rp_northwitch.bsp
2 minutes, 30 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\copsc_000\Documents\map\rp_northwitch.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\rp_northwitch.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2"  +map "rp_northwitch" -steam




-snip- dumb is dumb sorry i replied :confused:

Have you checked for leaks with the displacement?

This should always be your first stop when checking compile logs.