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Please read this extract from the Valve Developer Community.
If you compile with VVIS, and the lighting problem doesn't go away, you have a leak inside your map.
Since Valve f***ed up the lighting calculation in the Wildcard update, some people saved the responsible vrad.exe before the update.
Sadly the original post at interlopers has been deleted, but I uploaded it again here:
https://www.sendspace.com/file/evi7f6
Just extract the archive to
...\common\Counter-Strike Global Offensive\bin\
so that the vrad.exe and its dll-files are located at
common\Counter-Strike Global Offensive\bin\vrad_old\bin
Then you just need to change the vrad.exe path in hammer editor.
Note that you don't need "-StaticPropSampleScale", vrad.exe will even crash when using this compile option.
I hope this could fix your problems and if you have some questions, feel free to add me :)
Your issue is may be related to improper usage of lighting entities.
Else, pitch black maps are often caused by cascade lighting which you would need to kill with ent_kill env_cascade_light or the compile process did not finish.
Thats why I am using the old vrad, it works for me.
If you have CSGO and its SDK updated, it shouldn't be causing you any problems whatsoever.