nah, I believe you, still can't find anything glaringly wrong. I also did the selection box thing on your vmf that I was confusing you with, and it didn't select anything, so yet again, that was a swing a miss.
Ok - this is a real pain in the ass type thing to do - but sometimes you have to:
1. check all your game logic - make sure no bugs and that it's all coded correctly - this can be very tricky
2. do a vis compile - now what I men by this is:
In your vis panel on the side make sure the entire panel is open - uncheck everything, then check one item, compile map - did it crash?
yes - one of the items in that group is causing the issue
no - repeat the above moving onto the next item in the list
Oh - just remembered this one - caused me 8 hours of headaches once to find the source - make sure you don't have any entities inside a brush - I think I had a light or orphaned path track inside a brush - it was something really small and blended into my map when looking at the grids.
This might also be a cause - let's say you have a corner - then you put a roof into that corner using two pieces so that it touches the wall - then lets say you slope the two pieces to have a nice looking roof so that the edge of the roof is taller(against the wall) than the out edge (where it's open) - then if you select both pieces AND THEN make it into ONE func_detail and if you have any lights around it the item in question will cause a crash - these objects need to be made as individual pieces and the crash will stop.
I second the entity in a brush thing. One time I forgot to turn a trigger into an entity, and of course had light fixtures inside it. It took me forever to realize that was what was causing the problem.
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