Need help with map being completely black

After running the map, the map becomes completely black.
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\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/gm_vj_test/nature/blendashdirt01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity info_node (-4109.65 -4302.89 -2167.00) leaked!
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)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep01_04*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep01_04*.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
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Building Physics collision data...
done (0) (50992 bytes)
Static prop models/props_combine/combine_intwallunit.mdl outside the map (-3129.00, -3409.00, -2350.00)
Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2783.00)
Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2655.00)
Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2527.00)
Static prop models/props_c17/metalladder002.mdl outside the map (-1823.97, -1726.00, -2863.00)
Static prop models/props_silo/ladderrung.mdl outside the map (-4068.00, -3839.00, -2238.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 567 texinfos to 317
Reduced 124 texdatas to 107 (3677 bytes to 3202)
Writing C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test.bsp
0 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\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp
reading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.prt
LoadPortals: couldn't read c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.prt


** 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\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test"

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

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

Loading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.28 seconds)
1667 faces
4893410 square feet [704651008.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
40 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0254 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 (4)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   6/1024          288/49152    ( 0.6%) 
brushes                144/8192         1728/98304    ( 1.8%) 
brushsides            1045/65536        8360/524288   ( 1.6%) 
planes                 986/65536       19720/1310720  ( 1.5%) 
vertexes              2542/65536       30504/786432   ( 3.9%) 
nodes                  969/65536       31008/2097152  ( 1.5%) 
texinfos               317/12288       22824/884736   ( 2.6%) 
texdata                107/2048         3424/65536    ( 5.2%) 
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                 1667/65536       93352/3670016  ( 2.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              392/65536       21952/3670016  ( 0.6%) 
leaves                 976/65536       31232/2097152  ( 1.5%) 
leaffaces             2021/65536        4042/131072   ( 3.1%) 
leafbrushes            563/65536        1126/131072   ( 0.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             9133/512000      36532/2048000  ( 1.8%) 
edges                 5025/256000      20100/1024000  ( 2.0%) 
LDR worldlights         40/8192         3520/720896   ( 0.5%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            124/32768        1240/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1761/65536        3522/131072   ( 2.7%) 
cubemapsamples           9/1024          144/16384    ( 0.9%) 
overlays                82/512         28864/180224   (16.0%) 
LDR lightdata         [variable]     6570668/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      108112/393216   (27.5%) 
LDR ambient table      976/65536        3904/262144   ( 1.5%) 
HDR ambient table      976/65536        3904/262144   ( 1.5%) 
LDR leaf ambient      1715/65536       48020/1835008  ( 2.6%) 
HDR leaf ambient       976/65536       27328/1835008  ( 1.5%) 
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]           1/5756     ( 0.0%) 
pakfile               [variable]     1064648/0        ( 0.0%) 
physics               [variable]       50992/4194304  ( 1.2%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 4292
Writing c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp
6 seconds elapsed
Valve Software - vrad.exe SSE (May 15 2014)

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

Loading c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.27 seconds)
1667 faces
4893410 square feet [704651008.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
40 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0271 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 (4)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   6/1024          288/49152    ( 0.6%) 
brushes                144/8192         1728/98304    ( 1.8%) 
brushsides            1045/65536        8360/524288   ( 1.6%) 
planes                 986/65536       19720/1310720  ( 1.5%) 
vertexes              2542/65536       30504/786432   ( 3.9%) 
nodes                  969/65536       31008/2097152  ( 1.5%) 
texinfos               317/12288       22824/884736   ( 2.6%) 
texdata                107/2048         3424/65536    ( 5.2%) 
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                 1667/65536       93352/3670016  ( 2.5%) 
hdr faces             1667/65536       93352/3670016  ( 2.5%) 
origfaces              392/65536       21952/3670016  ( 0.6%) 
leaves                 976/65536       31232/2097152  ( 1.5%) 
leaffaces             2021/65536        4042/131072   ( 3.1%) 
leafbrushes            563/65536        1126/131072   ( 0.9%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             9133/512000      36532/2048000  ( 1.8%) 
edges                 5025/256000      20100/1024000  ( 2.0%) 
LDR worldlights         40/8192         3520/720896   ( 0.5%) 
HDR worldlights         40/8192         3520/720896   ( 0.5%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            124/32768        1240/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1761/65536        3522/131072   ( 2.7%) 
cubemapsamples           9/1024          144/16384    ( 0.9%) 
overlays                82/512         28864/180224   (16.0%) 
LDR lightdata         [variable]     6570668/0        ( 0.0%) 
HDR lightdata         [variable]     6570668/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      108112/393216   (27.5%) 
LDR ambient table      976/65536        3904/262144   ( 1.5%) 
HDR ambient table      976/65536        3904/262144   ( 1.5%) 
LDR leaf ambient      1715/65536       48020/1835008  ( 2.6%) 
HDR leaf ambient      1715/65536       48020/1835008  ( 2.6%) 
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]           1/5756     ( 0.0%) 
pakfile               [variable]     1064648/0        ( 0.0%) 
physics               [variable]       50992/4194304  ( 1.2%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 4292
Writing c:\users\vrej\desktop\lua code\my maps\gm_vj_test\gm_vj_test.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Vrej\Desktop\LUA Code\My Maps\gm_vj_test\gm_vj_test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\gm_vj_test.bsp"


Thanks!

You have a leak. This’ll help when checking for issues in a map http://www.interlopers.net/errors/

Found the problem myself 20 minutes after posting this thread, but thanks!