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However, if a map uses its own VMF that the mod doesn't overwrite, but uses a VTF that it does, it won't have the same $basetexturetransform. Your VTFs will not be scaled down inside that custom VMT and will appear too large.
I'm afraid that the textures from your mod will appear so large on any custom map that uses it's own materials and L4D2's grass textures while staying true to the base game texture's original resolutions - which is probably most of them. Best I can do is to just copy&paste base game's grass texture into map's own assets folder, and force it to use that - but as a result, your mod will have no effect on the map.
If you're starting the map through console, then don't forget to add "survival" at the end, like this: map l4d2_trainstation survival
It's an issue with the game, and trying to load any survival-only map through the console without explicitly telling L4D2 to load it in Survival, not Campaign, will hang the game permanently.