This map won't run - what's wrong?

Basically Half-Life 2 loads up, but the map won’t start. Here’s the compile process window code:


** Executing...
** Command: "d:\program files\steam\steamapps\luthman_d\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2" "D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\materials
Loading D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.vmf
Patching WVT material: maps/worms_v3/concrete/blendconcdirt004a_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 D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.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 (2) (586024 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 403 texinfos to 157
Reduced 4 texdatas to 3 (114 bytes to 87)
Writing D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp
28 seconds elapsed

** Executing...
** Command: "d:\program files\steam\steamapps\luthman_d\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2" "D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp
reading d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.prt
  55 portalclusters
 185 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: 2583
Average clusters visible: 46
Building PAS...
Average clusters audible: 55
visdatasize:1215  compressed from 880
writing d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp
0 seconds elapsed

** Executing...
** Command: "d:\program files\steam\steamapps\luthman_d\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2" "D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
6383 faces
95081 square feet [13691776.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6383 patches before subdivision
14647 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 (1)
transfers 174462, max 164
transfer lists:   1.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 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 (18)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 998/1024        47904/49152    (97.5%) VERY FULL!
brushes               1112/8192        13344/98304    (13.6%) 
brushsides            6672/65536       53376/524288   (10.2%) 
planes                 506/65536       10120/1310720  ( 0.8%) 
vertexes              8453/65536      101436/786432   (12.9%) 
nodes                 6119/65536      195808/2097152  ( 9.3%) 
texinfos               157/12288       11304/884736   ( 1.3%) 
texdata                  3/2048           96/65536    ( 0.1%) 
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                 6383/65536      357448/3670016  ( 9.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             6340/65536      355040/3670016  ( 9.7%) 
leaves                7118/65536      227776/2097152  (10.9%) 
leaffaces             6434/65536       12868/131072   ( 9.8%) 
leafbrushes           1154/65536        2308/131072   ( 1.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            50938/512000     203752/2048000  ( 9.9%) 
edges                25485/256000     101940/1024000  (10.0%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      225848/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        1215/16777216 ( 0.0%) 
entdata               [variable]      497184/393216   (126.4%) VERY FULL!
LDR ambient table     7118/65536       28472/262144   (10.9%) 
HDR ambient table     7118/65536       28472/262144   (10.9%) 
LDR leaf ambient      6037/65536      169036/1835008  ( 9.2%) 
HDR leaf ambient      7118/65536      199304/1835008  (10.9%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]      106008/0        ( 0.0%) 
physics               [variable]      586024/4194304  (14.0%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 12812
Writing d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp
23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp" "d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp"


** Executing...
** Command: d:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game "d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2" -toconsole -dev -console +sv_lan 1 +map "worms_v3"

:v:

Almost hit the model limit. Remove some.

EDIT: oh and the entdata is 126% full

Well, that worked.
Thanks.

Just for future reference, put lengthy texts like compile logs between code tags [code ]text[ /code]

Like this:


** Executing...
** Command: "d:\program files\steam\steamapps\luthman_d\sourcesdk\bin\oran gebox\bin\vbsp.exe"
** Parameters: -game "d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2" "D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\materials
Loading D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.vmf
Patching WVT material: maps/worms_v3/concrete/blendconcdirt004a_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 D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.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 (2) (586024 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 403 texinfos to 157
Reduced 4 texdatas to 3 (114 bytes to 87)
Writing D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp
28 seconds elapsed

** Executing...
** Command: "d:\program files\steam\steamapps\luthman_d\sourcesdk\bin\oran gebox\bin\vvis.exe"
** Parameters: -game "d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2" "D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp
reading d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.prt
55 portalclusters
185 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: 2583
Average clusters visible: 46
Building PAS...
Average clusters audible: 55
visdatasize:1215 compressed from 880
writing d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp
0 seconds elapsed

** Executing...
** Command: "d:\program files\steam\steamapps\luthman_d\sourcesdk\bin\oran gebox\bin\vrad.exe"
** Parameters: -game "d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2" "D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
6383 faces
95081 square feet [13691776.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6383 patches before subdivision
14647 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 (1)
transfers 174462, max 164
transfer lists: 1.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 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 (18)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness 
------------ --------------- --------------- -------- 
models 998/1024 47904/49152 (97.5%) VERY FULL!
brushes 1112/8192 13344/98304 (13.6%) 
brushsides 6672/65536 53376/524288 (10.2%) 
planes 506/65536 10120/1310720 ( 0.8%) 
vertexes 8453/65536 101436/786432 (12.9%) 
nodes 6119/65536 195808/2097152 ( 9.3%) 
texinfos 157/12288 11304/884736 ( 1.3%) 
texdata 3/2048 96/65536 ( 0.1%) 
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 6383/65536 357448/3670016 ( 9.7%) 
hdr faces 0/65536 0/3670016 ( 0.0%) 
origfaces 6340/65536 355040/3670016 ( 9.7%) 
leaves 7118/65536 227776/2097152 (10.9%) 
leaffaces 6434/65536 12868/131072 ( 9.8%) 
leafbrushes 1154/65536 2308/131072 ( 1.8%) 
areas 2/256 16/2048 ( 0.8%) 
surfedges 50938/512000 203752/2048000 ( 9.9%) 
edges 25485/256000 101940/1024000 (10.0%) 
LDR worldlights 0/8192 0/720896 ( 0.0%) 
HDR worldlights 0/8192 0/720896 ( 0.0%) 
leafwaterdata 0/32768 0/393216 ( 0.0%) 
waterstrips 0/32768 0/327680 ( 0.0%) 
waterverts 0/65536 0/786432 ( 0.0%) 
waterindices 0/65536 0/131072 ( 0.0%) 
cubemapsamples 0/1024 0/16384 ( 0.0%) 
overlays 0/512 0/180224 ( 0.0%) 
LDR lightdata [variable] 225848/0 ( 0.0%) 
HDR lightdata [variable] 0/0 ( 0.0%) 
visdata [variable] 1215/16777216 ( 0.0%) 
entdata [variable] 497184/393216 (126.4%) VERY FULL!
LDR ambient table 7118/65536 28472/262144 (10.9%) 
HDR ambient table 7118/65536 28472/262144 (10.9%) 
LDR leaf ambient 6037/65536 169036/1835008 ( 9.2%) 
HDR leaf ambient 7118/65536 199304/1835008 (10.9%) 
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] 1/12 ( 8.3%) 
pakfile [variable] 106008/0 ( 0.0%) 
physics [variable] 586024/4194304 (14.0%) 
physics terrain [variable] 2/1048576 ( 0.0%) 

Level flags = 0

Total triangle count: 12812
Writing d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp
23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp" "d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2\maps\worms_v3.bsp"


** Executing...
** Command: d:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game "d:\program files\steam\steamapps\luthman_d\half-life 2 episode two\ep2" -toconsole -dev -console +sv_lan 1 +map "worms_v3"

Speadin the word. :v:

I know, I know. I thought I did too, but I must have hit the wrong button on the greasemonkey display thing. :v: