First, explain what you mean by that "glossy" look you were supposed to get from packing the map. This doesn't make sense as all your doing is packing the extracted map into a compressed refactor file so the game engine can run it. Packing adds no effect at all to the map.
I found the tutorial you posted very poor and seemed condescending at best, besides being totally lacking in actual helpful content. If your going to write a tutorial do so in a complete and detailed manner with the intent of helping, or don't do it at all .. to hard? I CAN help is much more productive. Nuff said on this.
Second, do not use GmakeRFA, but instead GUI_RfaPack which comes with the latest MDT along with WinRFA as it is the new and preferred tool. I have tutorials for use of this tool and WinRFA
HERE. Read them and see if you can see for sure you packed the map in the proper way. Personally, I don't think this is the problem because by this time I am sure you checked this, but to be sure just check again. Have you run it in the debugger and what were the results? This should tell you what the problem is. If it is killing BF totally, nine times out of ten this is a FUBAR map archive, but the debugger will tell you.
Besides the proper packing of a map the most common cause of your problem is packing a map with it open in Battlecraft at the same time. The only solution to this is to start over with the last good copy, if you had the forethought to keep a backup. The only other recourse is to create a new blank map of the same size and ad the height and material maps from the FUBAR map to it. Now go back and ad a few things at a time, save, pack and test as you go maintaining a backup at each stage. This is how you find your bugger and if you get in a hurry, adding to much at a time all you do is once again muddy the waters. This takes patience above all other virtues my friend, and I should know as I have been mapping and modding BF since it came out and have crashed many of maps in this time. If the map was worth it I always fixed them and this is where you really start to learn how Battlefield works, as we only really learn from our mistakes.
The only other possibilities would be messing up something in the internal structure of the map or removing a dependent object like a spawner or effect, though as mentioned by Sensai above the game is pretty forgiving. By the way Sensai, GUI_RfaPack uses the game engine to pack and you get full production compression along with many kewl additional features included in the tool, but I digress. I have a feeling that if indeed the map is packed correctly that during all the deletes, copy - paste, and additions you perhaps wrecked something unintentionally in the process. Either follow my advice above or strip your present copy until you get it to load, once again a little bit at a time until you find the problem.
GoodDayToDie you do lack detail in your description of the actual problem and the details leading up to the map crashing BF. If you re post in a detailed and orderly way perhaps some of older veterans might see the problem in your procedure. Did it actually start to load the map and crash or did it Battlefield it's self not start would be my first inquiry as it is not really clear. You also might want to post a duplicate on my site,
Battlefieldsingleplayer, as between these two sites you have perhaps the greatest repository of BF modders and mappers that are still active at your disposal. Detail is so very important because something you might not think significant will give us a clue and therefore not only is your issue solved, but all who participate in the discussion learn many new things as a result. The same applies to those who respond to your query as a short response is no solution where a polite, detailed request is more productive and doesn't put off the person asking the question in the first place. One of the greatest and most helpful posters in BF history has too be Dweller_Benthos. He influenced me many years ago with his style and tireless patience in answering mapping and modding questions in the official BF forums. He never belittled anyone and had a way of answering even what seemed the most stupid questions in a productive and educational manner. He was a really great friend and got me started as many others, and is the reason I not only maintain Battlefieldsingleplayer, but am answering this post in a very detailed manner. I watched many of new mappers and modders he helped over time produce some of the best maps, mods, tools, and effects we have today. I guess what I am saying here is that properly used, these forums are a fantastic tool for spreading knowledge in a collaborative way.
You mention tutorials and There are many mapping tutorials out there and I am going to be bold here and say that none of them are really correct in that they follow the idea that there is a strict order in which you should create your map. This line of thought comes I think from the Battlecraft tutorial that seems, on the surface, to promote this idea. This is totally wrong and I have been working on a mapping tutorial for some time now, but it is a daunting task to say the least. I use Battlecraft and ED42 both at different times while crafting a map, and I might surface, texture, pathmap, move crap around, and test many aspects prior to completion. First and foremost I build a map from the very start with AI in mind, not only in the placement of statics but the general layout of the map it's self. By this I mean I create pathmaps and edit them as I build the map, testing frequently. Using a "sacrificial" or "sandbox" copy of the map I will often shadow and lightmap to see how my ideas, placement of objects, skybox and lighting, and terrain are going to look in the final copy. I use Battlecraft to surface map and get an idea of how I want the textures to look but this is basically making the material map because you paint textures in Battlecraft afterwards. I do all my texture work in ED42 and I begin doing this early on, adjusting it as I go creating a texture file for the map so the final job is but a click on "Texture All". ED42 is a very "manual" map editor and takes skill and knowledge of battlefield mapping to use, but it is an extremely powerful editor and a must have if your serious about making really good maps. Creating the initial map with Battlecraft is the best way to go and it is the best for placing objects. It also sets up the map properly and in contrast ED42 produces only the very basic elements of the map and you have to code in everything else. ED42 has a slight advantage at terrain work, but there are features of Battlecraft that used along with ED42 can create awesome landscapes. All this being said I think if all of us got together, looking at all the different techniques and procedures, a pretty comprehensive set of mapping tutorials could be created. I for one would like to see this happen because I am working as hard as I can to collect all the Battlefield knowledge still out there before anymore of it is lost due to the attrition cause by older mappers and modders who are disappearing at an alarming rate.
I do hope this has been of some help and try what I mentioned, then let us know what happens. Sooner or later the problem will show up.
L8trz,
Cajunwolf