DM-WondersEgypt

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Ariel Dario
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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 :)

Image

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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: 6
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: 6
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: 6
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: 6
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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SC]-[WARTZ_{HoF}
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Re: DM-WondersEgypt

Post by SC]-[WARTZ_{HoF} »

Being a beginner at mapping can be tough and you'll have many failures. I've been there and done that many times. Don't let that discourage you from continuing your work it just comes with the territory. Like I said there are a lot of experienced mappers in that community at UT99.org and if ya get stuck on something they usually have the answers there.

EDIT: I'll test your map again when I get some free time.
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