Problem when I test my map

When i turn my flashlight on in a map that im making it makes my map invisible.

Here are two screenshots, one without my flashlight on:

http://cloud-4.steampowered.com/ugc/579020000692252193/F096246C35FF57CB038FA48E9D2D71037024B0A4/

And one with it on:

http://cloud-2.steampowered.com/ugc/579020000692249673/C2816242B3ADB2A0487D64B7963039ABF363EED8/

If it helps i also have the compile window


** Executing...
** Command: "D:\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike" "D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\TERRORhug.vmf"

Valve Software - vbsp.exe (Aug 30 2013)
8 threads
materialPath: D:\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\TERRORhug.vmf
Could not locate 'GameData' key in d:\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/terrorhug/de_train/blendgrassdirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\TERRORhug.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/italy*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/italy*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (212815 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 678 texinfos to 369
Reduced 119 texdatas to 93 (4300 bytes to 3472)
Writing D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\TERRORhug.bsp
2 seconds elapsed
  -0.975553 -1.268733 0.000000
  0.000000 -1.246832 0.000000
  -0.975553 -1.246832 0.000000
  -0.975553 -1.290635 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.975553 -1.268733 0.000000
  0.000000 -1.246832 0.000000
  -0.975553 -1.246832 0.000000
  -0.975553 -1.290635 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "D:\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike" "D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\TERRORhug"

Valve Software - vvis.exe (Aug 27 2013)
8 threads
reading d:\steam\steamapps\common\garrysmod\garrysmod\maps\TERRORhug.bsp
reading d:\steam\steamapps\common\garrysmod\garrysmod\maps\TERRORhug.prt
 611 portalclusters
1997 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 (74)
Optimized: 649 visible clusters (0.32%)
Total clusters visible: 202430
Average clusters visible: 331
Building PAS...
Average clusters audible: 610
visdatasize:95528  compressed from 97760
writing d:\steam\steamapps\common\garrysmod\garrysmod\maps\TERRORhug.bsp
1 minute, 14 seconds elapsed

** Executing...
** Command: "D:\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters:  -game "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike" "D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\TERRORhug"

Valve Software - vrad.exe SSE (Sep 16 2013)

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

Loading d:\steam\steamapps\common\garrysmod\garrysmod\maps\TERRORhug.bsp
Setting up ray-trace acceleration structure... Done (0.35 seconds)
1786 faces
557703 square feet [80309312.00 square inches]
2 Displacements
14073 Square Feet [2026605.88 Square Inches]
1786 patches before subdivision
18826 patches after subdivision
sun extent from map=0.000000
9 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1525052, max 545
transfer lists:  11.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(57912, 52254, 39485)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(8475, 7193, 4567)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(1612, 1379, 748)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(399, 344, 151)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(115, 100, 35)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(36, 32, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(12, 10, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(4, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0040 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  16/1024          768/49152    ( 1.6%) 
brushes                254/8192         3048/98304    ( 3.1%) 
brushsides            1604/65536       12832/524288   ( 2.4%) 
planes                 916/65536       18320/1310720  ( 1.4%) 
vertexes              3227/65536       38724/786432   ( 4.9%) 
nodes                 1282/65536       41024/2097152  ( 2.0%) 
texinfos               369/12288       26568/884736   ( 3.0%) 
texdata                 93/2048         2976/65536    ( 4.5%) 
dispinfos                2/0             352/0        ( 0.0%) 
disp_verts             578/0           11560/0        ( 0.0%) 
disp_tris             1024/0            2048/0        ( 0.0%) 
disp_lmsamples       29758/0           29758/0        ( 0.0%) 
faces                 1786/65536      100016/3670016  ( 2.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              828/65536       46368/3670016  ( 1.3%) 
leaves                1299/65536       41568/2097152  ( 2.0%) 
leaffaces             2184/65536        4368/131072   ( 3.3%) 
leafbrushes            742/65536        1484/131072   ( 1.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            11968/512000      47872/2048000  ( 2.3%) 
edges                 7049/256000      28196/1024000  ( 2.8%) 
LDR worldlights          9/8192          792/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            228/32768        2280/327680   ( 0.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3525/65536        7050/131072   ( 5.4%) 
cubemapsamples           2/1024           32/16384    ( 0.2%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      799796/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       95528/16777216 ( 0.6%) 
entdata               [variable]       31884/393216   ( 8.1%) 
LDR ambient table     1299/65536        5196/262144   ( 2.0%) 
HDR ambient table     1299/65536        5196/262144   ( 2.0%) 
LDR leaf ambient      6470/65536      181160/1835008  ( 9.9%) 
HDR leaf ambient      1299/65536       36372/1835008  ( 2.0%) 
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]           1/8802     ( 0.0%) 
pakfile               [variable]      272896/0        ( 0.0%) 
physics               [variable]      212815/4194304  ( 5.1%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 5062
Writing d:\steam\steamapps\common\garrysmod\garrysmod\maps\TERRORhug.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Steam\SteamApps\common\GarrysMod\garrysmod\maps\TERRORhug.bsp" "D:\Steam\SteamApps\common\Counter-Strike Source\cstrike\maps\TERRORhug.bsp"


I have no idea what is causing this, so if anyone can help that would be greatly appreciated!

Try running the map in CSS, i suspect a mod in Gmod may be causing this.
Or not, either way, it’s worth trying.