Seems good to me (added regen and triggerhurt). PM'd you the compiled version if you want to run cubemaps (and you need to pack textures)
Full Compile Selected!
Compile Start Time: Sunday, March 5, 2017, 9:22:04 PM
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: d:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\TF2 Maps\tests\jump_when_b2"
Valve Software - vbsp.exe (Feb 13 2017)
8 threads
materialPath: D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\TF2 Maps\tests\jump_when_b2.vmf
Patching WVT material: maps/jump_when_b2/cp_mountainlab/nature/blendrocktograss002_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2662 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\TF2 Maps\tests\jump_when_b2.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
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 (25) (3188179 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8719 texinfos to 5593
Reduced 62 texdatas to 56 (2068 bytes to 1761)
Writing D:\TF2 Maps\tests\jump_when_b2.bsp
Wrote ZIP buffer, estimated size 2648, actual size 2032
31 seconds elapsed
Compile Complete for this module.
VBSP Completed: Sunday, March 5, 2017, 9:22:37 PM
VBSP: Compile time: 31 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: d:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -game "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\TF2 Maps\tests\jump_when_b2"
Valve Software - vvis.exe (Feb 13 2017)
8 threads
reading d:\tf2 maps\tests\jump_when_b2.bsp
reading d:\tf2 maps\tests\jump_when_b2.prt
1438 portalclusters
2375 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: 28908
Average clusters visible: 20
Building PAS...
Average clusters audible: 21
visdatasize:47846 compressed from 529184
writing d:\tf2 maps\tests\jump_when_b2.bsp
0 seconds elapsed
Compile Complete for this module.
VVIS Completed: Sunday, March 5, 2017, 9:22:41 PM
VVIS: Compile time: 0 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: d:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -game "D:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "D:\TF2 Maps\tests\jump_when_b2"
Valve Software - vrad.exe SSE (Feb 13 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\tf2 maps\tests\jump_when_b2.bsp
Setting up ray-trace acceleration structure... Done (1.79 seconds)
28596 faces
95101816 square feet [13694661632.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
28596 patches before subdivision
220338 patches after subdivision
sun extent from map=0.087156
475 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (39)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 10975162, max 341
transfer lists: 83.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1435305, 1135816, 358675)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(220499, 142278, 37695)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(41049, 22804, 5255)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(9090, 4440, 908)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2369, 1040, 192)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(714, 286, 47)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(240, 89, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(87, 30, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(33, 11, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(13, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(5, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2166 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
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 (185)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 633/1024 30384/49152 (61.8%)
brushes 8089/8192 97068/98304 (98.7%) VERY FULL!
brushsides 52839/65536 422712/524288 (80.6%) VERY FULL!
planes 12606/65536 252120/1310720 (19.2%)
vertexes 46692/65536 560304/786432 (71.2%)
nodes 16553/65536 529696/2097152 (25.3%)
texinfos 5593/12288 402696/884736 (45.5%)
texdata 56/2048 1792/65536 ( 2.7%)
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 28596/65536 1601376/3670016 (43.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 23144/65536 1296064/3670016 (35.3%)
leaves 17187/65536 549984/2097152 (26.2%)
leaffaces 35851/65536 71702/131072 (54.7%)
leafbrushes 16165/65536 32330/131072 (24.7%)
areas 112/256 896/2048 (43.8%)
surfedges 223596/512000 894384/2048000 (43.7%)
edges 136903/256000 547612/1024000 (53.5%)
LDR worldlights 475/8192 41800/720896 ( 5.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1362/32768 13620/327680 ( 4.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 28587/65536 57174/131072 (43.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 12186488/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 47846/16777216 ( 0.3%)
entdata [variable] 311796/393216 (79.3%)
LDR ambient table 17187/65536 68748/262144 (26.2%)
HDR ambient table 17187/65536 68748/262144 (26.2%)
LDR leaf ambient 120203/65536 3365684/1835008 (183.4%) VERY FULL!
HDR leaf ambient 17187/65536 481236/1835008 (26.2%)
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] 1/12 ( 8.3%)
pakfile [variable] 2032/0 ( 0.0%)
physics [variable] 3188179/4194304 (76.0%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 74229
Writing d:\tf2 maps\tests\jump_when_b2.bsp
4 minutes, 11 seconds elapsed
Compile Complete for this module.
VRAD Completed: Sunday, March 5, 2017, 9:26:54 PM
VRAD: brushes 8089/8192 97068/98304 (98.7%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: brushsides 52839/65536 422712/524288 (80.6%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: LDR leaf ambient 120203/65536 3365684/1835008 (183.4%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 4 minutes, 11 seconds elapsed
One Line Summary: 3/5/2017 9:26:55 PM, jump_when_b2.vmf, Team Fortress 2, normal , normal, normal, 00:00:32, 00:00:04, 00:04:13, 00:04:50
History.csv was updated.
Compile Summary - job mode: FULL
Map Name: jump_when_b2.vmf
VBSP - mode:normal , 31 seconds, 00:00:32 elapsed
VVIS - mode:normal, 0 seconds, 00:00:04 elapsed
VRAD - mode:normal, 4 minutes, 11 seconds(LDR), n/a(HDR), 00:04:13 elapsed
Total Compile time: 00:04:50