Oh the map is not ready for release just yet!

Where exactelly is the main menu -> create a server option? Can't find it in hammer.
Here's a new log without the leak error.
Thanks a lot!
** Executing...
** Command: "c:\program files\steam\steamapps\gropwel\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\gropwel\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50"
Valve Software - vbsp.exe (Mar 11 2008)
4 threads
materialPath: c:\program files\steam\steamapps\gropwel\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50.vmf
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:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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) (179502 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 981 texinfos to 797
Reduced 26 texdatas to 25 (605 bytes to 561)
Writing C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50.bsp
1 second elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\gropwel\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\gropwel\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50"
Valve Software - vvis.exe (Mar 11 2008)
4 threads
reading c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill50.bsp
reading c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill50.prt
1081 portalclusters
3213 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 (523)
Optimized: 2955 visible clusters (0.00%)
Total clusters visible: 410926
Average clusters visible: 380
Building PAS...
Average clusters audible: 973
visdatasize:272154 compressed from 294032
writing c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill50.bsp
8 minutes, 43 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\gropwel\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\gropwel\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\CP_theMill\Proping\cp_theMill50"
Valve Software - vrad.exe SSE (Mar 11 2008)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\gropwel\sourcesdk_content\tf\mapsrc\cp_themill\proping\cp_theMill50.bsp
Setting up ray-trace acceleration structure... Done (0.40 seconds)
3770 faces
2432707 square feet [350309856.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3770 patches before subdivision
103394 patches after subdivision
21 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 8261527, max 738
transfer lists: 63.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added #a67b143aeb1b91c
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added #43337a9401b61
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added #2167a1c99246
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added #1220a50e34
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added #aabff106
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added #68d32e01
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added #42850900
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added #2b2b0200
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added #1c8f0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added #132e0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added #d0e0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added #8fb0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added #63d0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added #45e0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added #3130000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added #22e0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added #18d0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added #11b0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added #cb0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #20 added #920000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added #690000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added #4c0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added #370000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added #280000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #25 added #1d0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added #150000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #27 added #0f0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added #0b0000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #29 added #080000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #30 added #060000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added #040000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added #030000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #33 added #020000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added #020000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #35 added #010000
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added #010000
Build Patch/Sample Hash Table(s).....Done<0.0633 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
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 (13)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 17/1024 816/49152 ( 1.7%)
brushes 496/8192 5952/98304 ( 6.1%)
brushsides 3137/65536 25096/524288 ( 4.8%)
planes 1246/65536 24920/1310720 ( 1.9%)
vertexes 5259/65536 63108/786432 ( 8.0%)
nodes 2303/65536 73696/2097152 ( 3.5%)
texinfos 797/12288 57384/884736 ( 6.5%)
texdata 25/2048 800/65536 ( 1.2%)
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