game crashes when opening map

my game crashes when opening map i tried look for solution anyone know how to fix this?

** Executing…
** Command: “E:\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe”
** Parameters: -game “E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” “E:\rp_seaportv5.vmf”

Valve Software - vbsp.exe (Mar 14 2016)
8 threads
materialPath: E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
Loading E:\rp_seaportv5.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in e:\steamlibrary\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_seaportv5/nature/blendrockdirt002a_wvt_patch
Patching WVT material: maps/rp_seaportv5/nature/blendgrassdirt001a_wvt_patch
Patching WVT material: maps/rp_seaportv5/nature/blendsandrock004c_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity func_door_rotating (-2502.00 -3328.00 582.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (3072.0 7680.0 674.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2560.0 8192.0 674.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (1536.0 8192.0 674.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2333.5 6144.0 1436.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2620.5 6144.0 1436.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2847.0 6144.0 1436.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2335.0 6144.0 2569.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (2847.0 6144.0 2569.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (1)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 34 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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) (443355 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables…
Reduced 2264 texinfos to 1380
Reduced 142 texdatas to 124 (3576 bytes to 2881)
Writing E:\rp_seaportv5.bsp
2 seconds elapsed
1.049162 -3.207047 0.000000
-1.049033 -3.207047 0.000000
-1.049033 3.206336 0.000000
1.015345 -3.207047 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing…
** Command: “E:\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe”
** Parameters: -game “E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” -fast “E:\rp_seaportv5”

Valve Software - vvis.exe (Dec 9 2014)
fastvis = true
8 threads
reading e:\rp_seaportv5.bsp
reading e:\rp_seaportv5.prt
LoadPortals: couldn’t read e:\rp_seaportv5.prt

** Executing…
** Command: “E:\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe”
** Parameters: -game “E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” “E:\rp_seaportv5”

Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading e:\rp_seaportv5.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.78 seconds)
9536 faces
4 degenerate faces
4035060 square feet [581048640.00 square inches]
1 Displacements
13460 Square Feet [1938379.25 Square Inches]
117 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (52)
Build Patch/Sample Hash Table(s)…Done<0.0887 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (3)
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 (20)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 99/1024 4752/49152 ( 9.7%)
brushes 1171/8192 14052/98304 (14.3%)
brushsides 7416/65536 59328/524288 (11.3%)
planes 4088/65536 81760/1310720 ( 6.2%)
vertexes 15098/65536 181176/786432 (23.0%)
nodes 6209/65536 198688/2097152 ( 9.5%)
texinfos 1380/12288 99360/884736 (11.2%)
texdata 124/2048 3968/65536 ( 6.1%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 3024/0 3024/0 ( 0.0%)
faces 9536/65536 534016/3670016 (14.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3926/65536 219856/3670016 ( 6.0%)
leaves 6309/65536 201888/2097152 ( 9.6%)
leaffaces 11559/65536 23118/131072 (17.6%)
leafbrushes 3158/65536 6316/131072 ( 4.8%)
areas 4/256 32/2048 ( 1.6%)
surfedges 60710/512000 242840/2048000 (11.9%)
edges 34933/256000 139732/1024000 (13.6%)
LDR worldlights 117/8192 10296/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 897/32768 8970/327680 ( 2.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14226/65536 28452/131072 (21.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 13957812/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 77055/393216 (19.6%)
LDR ambient table 6309/65536 25236/262144 ( 9.6%)
HDR ambient table 6309/65536 25236/262144 ( 9.6%)
LDR leaf ambient 32981/65536 923468/1835008 (50.3%)
HDR leaf ambient 6309/65536 176652/1835008 ( 9.6%)
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] 1/13436 ( 0.0%)
pakfile [variable] 216232/0 ( 0.0%)
physics [variable] 443355/4194304 (10.6%)
physics terrain [variable] 223/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 25887
Writing e:\rp_seaportv5.bsp
1 minute, 15 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “E:\rp_seaportv5.bsp” “E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\rp_seaportv5.bsp”

** Executing…
** Command: “E:\SteamLibrary\steamapps\common\GarrysMod\hl2.exe”
** Parameters: -game “E:\SteamLibrary\steamapps\common\GarrysMod\garrysmod” +map “rp_seaportv5” -steam

Yeah fix the leak.
Entity func_door_rotating (-2502.00 -3328.00 582.00) leaked!

Also you got some other errors in there too(right below where the leak is stated).

leak goes trought wall

Yeah, that’s what leaks do.
The door is either in workspace or its facing the world space. Remember entities do not seal.

The map crashing on load my cause this problem but I feel as if overly complexed brushwork and general sloppiness is causing the engine to crash.

func_details don’t seal a map

click the wall and on the right. click toWorld that will move it to world geometry