Map crashing after a minute or two in game

Hi, i’m currently making a gmod TTT map and i’ve run into a serious issue. The map crashes the client after a couple of minutes in-game. I’ve only tested on my rig over LAN so i’m not sure if the same issue would be had on a server. Or if one of my addons is fucking things up



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1.vmf"

Valve Software - vbsp.exe (May 14 2014)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1.prt...Building visibility clusters...
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) (150311 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 290 texinfos to 170
Reduced 40 texdatas to 31 (1423 bytes to 1086)
Writing C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" -fast "C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1"

Valve Software - vvis.exe (May 14 2014)
fastvis = true
8 threads
reading c:\users\owner\desktop	he pleasure palace map	tt_thepleasurepalace_v1.bsp
reading c:\users\owner\desktop	he pleasure palace map	tt_thepleasurepalace_v1.prt
 785 portalclusters
2358 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 31106 visible clusters (7.55%)
Total clusters visible: 411966
Average clusters visible: 524
Building PAS...
Average clusters audible: 779
visdatasize:155328  compressed from 163280
writing c:\users\owner\desktop	he pleasure palace map	tt_thepleasurepalace_v1.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" -noextra "C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1"

Valve Software - vrad.exe SSE (May 14 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\owner\desktop	he pleasure palace map	tt_thepleasurepalace_v1.bsp
Setting up ray-trace acceleration structure... Done (0.24 seconds)
2505 faces
11 degenerate faces
842995 square feet [121391416.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2494 patches before subdivision
52766 patches after subdivision
sun extent from map=0.000000
54 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 5081110, max 737
transfer lists:  38.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(198237, 166248, 37980)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(35737, 20971, 3777)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(8968, 4238, 676)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(2538, 874, 121)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(860, 248, 30)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(304, 64, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(118, 20, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(47, 6, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(19, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(8, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0129 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   4/1024          192/49152    ( 0.4%) 
brushes                419/8192         5028/98304    ( 5.1%) 
brushsides            3601/65536       28808/524288   ( 5.5%) 
planes                3216/65536       64320/1310720  ( 4.9%) 
vertexes              3726/65536       44712/786432   ( 5.7%) 
nodes                 1454/65536       46528/2097152  ( 2.2%) 
texinfos               170/12288       12240/884736   ( 1.4%) 
texdata                 31/2048          992/65536    ( 1.5%) 
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                 2505/65536      140280/3670016  ( 3.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              962/65536       53872/3670016  ( 1.5%) 
leaves                1459/65536       46688/2097152  ( 2.2%) 
leaffaces             2734/65536        5468/131072   ( 4.2%) 
leafbrushes           1476/65536        2952/131072   ( 2.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            15726/512000      62904/2048000  ( 3.1%) 
edges                 8852/256000      35408/1024000  ( 3.5%) 
LDR worldlights         54/8192         4752/720896   ( 0.7%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            203/32768        2030/327680   ( 0.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2961/65536        5922/131072   ( 4.5%) 
cubemapsamples           3/1024           48/16384    ( 0.3%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1411572/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      155328/16777216 ( 0.9%) 
entdata               [variable]       33170/393216   ( 8.4%) 
LDR ambient table     1459/65536        5836/262144   ( 2.2%) 
HDR ambient table     1459/65536        5836/262144   ( 2.2%) 
LDR leaf ambient      6564/65536      183792/1835008  (10.0%) 
HDR leaf ambient      1459/65536       40852/1835008  ( 2.2%) 
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]           1/3264     ( 0.0%) 
pakfile               [variable]      428822/0        ( 0.0%) 
physics               [variable]      150311/4194304  ( 3.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 6841
Writing c:\users\owner\desktop	he pleasure palace map	tt_thepleasurepalace_v1.bsp
7 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Owner\Desktop\The Pleasure Palace Map	tt_thepleasurepalace_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps	tt_thepleasurepalace_v1.bsp"


This was on the ‘fast’ compile.
Thanks for your help,
Lucky.