DM-WondersEgypt

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Ariel Dario
Posts: 5
Joined: Wed Feb 12, 2020 2:37 am
Location: Italy

DM-WondersEgypt

Post by Ariel Dario »

Here is my map of Egypt that I made at the end of 2025.

Could you add my map to your server?

Here's the link
https://www.mediafire.com/file/9h5iejqe ... t.rar/file

The pictures, i hope you like guys :)

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Last edited by Ariel Dario on Sat Jun 13, 2026 1:17 pm, edited 1 time in total.
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SC]-[WARTZ_{HoF}
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Re: DM-WondersEgypt

Post by SC]-[WARTZ_{HoF} »

I'm gonna assume this is a sniper map. We host 3 sniper servers. Which of those sniper servers do you play at. By the way nice layout.
Ariel Dario
Posts: 5
Joined: Wed Feb 12, 2020 2:37 am
Location: Italy

Re: DM-WondersEgypt

Post by Ariel Dario »

I usually play in Evil's Freestyle Sniper Deathmatch. Also i used to play in house of fools server, i don't remember the name very well to be honest. I've seen some people create all sorts of maps besides rat houses, so I was wondering if it would be suitable for that kind of server.
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SC]-[WARTZ_{HoF}
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Re: DM-WondersEgypt

Post by SC]-[WARTZ_{HoF} »

Will need to run it by Evil himself. He decides which maps are uploaded to the game server.
I however could put it on the {HoF} Blue's Sniper Deathmatch 66.85.80.155:8888 if ya want to give it a test run. I'll upload it there shortly.
Ariel Dario
Posts: 5
Joined: Wed Feb 12, 2020 2:37 am
Location: Italy

Re: DM-WondersEgypt

Post by Ariel Dario »

Okay 👍
Let me know
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SC]-[WARTZ_{HoF}
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Re: DM-WondersEgypt

Post by SC]-[WARTZ_{HoF} »

I did some local testing of your map and works fine under UTv469 but older versions of UT clients won't be able to play your map. I do alot of backwards compatibility with my servers so even older clients can join in. Here is the error log and I used AI to sum up the issue for you.

Log

Code: Select all

Critical: FLightManager::FinishSurf
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
AI response.
The FLightManager::FinishSurf and URender::DrawWorld anomaly crash is a classic, critical engine breakdown caused by a corrupted lightmap or sub-surface polygon overflow baked directly into that specific Deathmatch map.Because UT99 is an older engine, it allocates a very strict, hardcoded memory pool for surface light calculations. If a mapper placed too many overlapping lights, set a light radius too high over complex geometry, or if the map's lighting tables corrupted during its final build compile, the engine’s light manager overflows its buffer when you look in a specific direction.

Proposed fix.
If this is a custom map you are making or editing, the crash means your geometry has Bsp Holes that are leaking light calculations out into infinity. Open the map inside UnrealEd.Click Tools > Rebuild Geometry (use an optimal balance setting).Click Tools > Rebuild Lighting Only (ensure Define Light Paths is checked). Save the map under a new name and test it. This forces the editor to wipe the old corrupted FLightManager allocation tables and write a fresh, clean index.
For now I'll have to wait till you can fix the map.
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SC]-[WARTZ_{HoF}
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Re: DM-WondersEgypt

Post by SC]-[WARTZ_{HoF} »

You can also seek mapping advice at https://ut99.org/ they have a great knowledgeable group there.
Ariel Dario
Posts: 5
Joined: Wed Feb 12, 2020 2:37 am
Location: Italy

Re: DM-WondersEgypt

Post by Ariel Dario »

SC]-[WARTZ_{HoF} wrote: Fri Jun 12, 2026 8:44 pm I did some local testing of your map and works fine under UTv469 but older versions of UT clients won't be able to play your map. I do alot of backwards compatibility with my servers so even older clients can join in. Here is the error log and I used AI to sum up the issue for you.

Log

Code: Select all

Critical: FLightManager::FinishSurf
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
AI response.
The FLightManager::FinishSurf and URender::DrawWorld anomaly crash is a classic, critical engine breakdown caused by a corrupted lightmap or sub-surface polygon overflow baked directly into that specific Deathmatch map.Because UT99 is an older engine, it allocates a very strict, hardcoded memory pool for surface light calculations. If a mapper placed too many overlapping lights, set a light radius too high over complex geometry, or if the map's lighting tables corrupted during its final build compile, the engine’s light manager overflows its buffer when you look in a specific direction.

Proposed fix.
If this is a custom map you are making or editing, the crash means your geometry has Bsp Holes that are leaking light calculations out into infinity. Open the map inside UnrealEd.Click Tools > Rebuild Geometry (use an optimal balance setting).Click Tools > Rebuild Lighting Only (ensure Define Light Paths is checked). Save the map under a new name and test it. This forces the editor to wipe the old corrupted FLightManager allocation tables and write a fresh, clean index.
For now I'll have to wait till you can fix the map.
I don't know what's wrong, I tried selecting "rebuild all". I hope it works now. By the way i reupload the file.
Ariel Dario
Posts: 5
Joined: Wed Feb 12, 2020 2:37 am
Location: Italy

Re: DM-WondersEgypt

Post by Ariel Dario »

SC]-[WARTZ_{HoF} wrote: Sat Jun 13, 2026 1:46 am You can also seek mapping advice at https://ut99.org/ they have a great knowledgeable group there.
Yes, I'll try to find more advice later; I'm still a beginner. If the map still doesn't work, I'll try renaming it.
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