Source Mod Crash after load own map

Hi, i made my own little map in hammer.
I placed it in the maps folder from my mod and then ingame in the console i type map lv1.
Then it waits a second and then closes.
After that i see hl2ep2 synching for less than a second.
Can someone help?

post your compile log

Here:

** Executing…
** Command: “I:\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe”
** Parameters: -game “I:\Steam\SteamApps\common\Half-Life 2\ep2” “C:\Users\Berkers1\Desktop\MAPPING\MAPS\lv1.vmf”

Valve Software - vbsp.exe (May 15 2014)
6 threads
materialPath: I:\Steam\SteamApps\common\Half-Life 2\ep2\materials
Loading C:\Users\Berkers1\Desktop\MAPPING\MAPS\lv1.vmf
Could not locate ‘GameData’ key in i:\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/lv1/nature/blendgrassdirt02_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:\Users\Berkers1\Desktop\MAPPING\MAPS\lv1.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) (2717 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 9 texinfos to 6
Reduced 6 texdatas to 5 (145 bytes to 121)
Writing C:\Users\Berkers1\Desktop\MAPPING\MAPS\lv1.bsp
0 seconds elapsed

** Executing…
** Command: “I:\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe”
** Parameters: -game “I:\Steam\SteamApps\common\Half-Life 2\ep2” “C:\Users\Berkers1\Desktop\MAPPING\MAPS\lv1”

Valve Software - vvis.exe (May 15 2014)
6 threads
reading c:\users\berkers1\desktop\mapping\maps\lv1.bsp
reading c:\users\berkers1\desktop\mapping\maps\lv1.prt
12 portalclusters
17 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 144
Average clusters visible: 12
Building PAS…
Average clusters audible: 12
visdatasize:148 compressed from 192
writing c:\users\berkers1\desktop\mapping\maps\lv1.bsp
0 seconds elapsed

** Executing…
** Command: “I:\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe”
** Parameters: -both -game “I:\Steam\SteamApps\common\Half-Life 2\ep2” “C:\Users\Berkers1\Desktop\MAPPING\MAPS\lv1”

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

  Valve Radiosity Simulator     

6 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\users\berkers1\desktop\mapping\maps\lv1.bsp
Setting up ray-trace acceleration structure… Done (0.00 seconds)
67 faces
34293 square feet [4938240.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
67 patches before subdivision
2397 patches after subdivision
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (0)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (0)
transfers 147587, max 241
transfer lists: 1.1 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0009 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (0)
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 (0)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 48/65536 960/1310720 ( 0.1%)
vertexes 111/65536 1332/786432 ( 0.2%)
nodes 46/65536 1472/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 5/2048 160/65536 ( 0.2%)
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 67/65536 3752/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7/65536 392/3670016 ( 0.0%)
leaves 48/65536 1536/2097152 ( 0.1%)
leaffaces 74/65536 148/131072 ( 0.1%)
leafbrushes 27/65536 54/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 342/512000 1368/2048000 ( 0.1%)
edges 194/256000 776/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 7/32768 70/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 120/65536 240/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 57416/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 148/16777216 ( 0.0%)
entdata [variable] 536/393216 ( 0.1%)
LDR ambient table 48/65536 192/262144 ( 0.1%)
HDR ambient table 48/65536 192/262144 ( 0.1%)
LDR leaf ambient 12/65536 336/1835008 ( 0.0%)
HDR leaf ambient 48/65536 1344/1835008 ( 0.1%)
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] 105962/0 ( 0.0%)
physics [variable] 2717/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 180
Writing c:\users\berkers1\desktop\mapping\maps\lv1.bsp
0 seconds elapsed
Valve Software - vrad.exe SSE (May 15 2014)

  Valve Radiosity Simulator     

6 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\users\berkers1\desktop\mapping\maps\lv1.bsp
Setting up ray-trace acceleration structure… Done (0.00 seconds)
67 faces
34293 square feet [4938240.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
67 patches before subdivision
2397 patches after subdivision
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (0)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (0)
transfers 147587, max 241
transfer lists: 1.1 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0012 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 (0)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 48/65536 960/1310720 ( 0.1%)
vertexes 111/65536 1332/786432 ( 0.2%)
nodes 46/65536 1472/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 5/2048 160/65536 ( 0.2%)
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 67/65536 3752/3670016 ( 0.1%)
hdr faces 67/65536 3752/3670016 ( 0.1%)
origfaces 7/65536 392/3670016 ( 0.0%)
leaves 48/65536 1536/2097152 ( 0.1%)
leaffaces 74/65536 148/131072 ( 0.1%)
leafbrushes 27/65536 54/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 342/512000 1368/2048000 ( 0.1%)
edges 194/256000 776/1024000 ( 0.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 7/32768 70/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 120/65536 240/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 57416/0 ( 0.0%)
HDR lightdata [variable] 57416/0 ( 0.0%)
visdata [variable] 148/16777216 ( 0.0%)
entdata [variable] 536/393216 ( 0.1%)
LDR ambient table 48/65536 192/262144 ( 0.1%)
HDR ambient table 48/65536 192/262144 ( 0.1%)
LDR leaf ambient 12/65536 336/1835008 ( 0.0%)
HDR leaf ambient 12/65536 336/1835008 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 105962/0 ( 0.0%)
physics [variable] 2717/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 180
Writing c:\users\berkers1\desktop\mapping\maps\lv1.bsp
0 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Berkers1\Desktop\MAPPING\MAPS\lv1.bsp” “I:\Steam\SteamApps\common\Half-Life 2\ep2\maps\lv1.bsp”

Can you open other maps the same way? Verify your cache.

What do you mean by other maps?
And i already verified the cache of all the half life games.
EDIT: A other map from Ep2 worked just fine.

Is the spawn at least one unit above ground?

Yes it is

I could take a look at your vmf if you want.

Yes, i would be happy. But how do i send it?
Can it with pm? I cant find a option.

Click my username and send a sendspace.com link through there.

[editline]17th February 2015[/editline]

But first check if the map will run in EP2.

EP2 Crashes/Closes too

Sent you a PM

I have sent you the link and deletion link.