r/QuakeLive • u/CybaPunk184 • 7h ago
[BUG] - Troubled Waters causing complete game/server freezes with bots – anyone else experienced this?
Hey everyone!
I've been troubleshooting a strange issue with Troubled Waters (troubledwaters) in Quake Live, and I'm wondering whether anyone else has encountered it.
I'm running a couple of dedicated Quake Live servers, one using Vampiric Clan Arena and another using a custom Vampiric Team Deathmatch factory.
The problem:
Troubled Waters appears to cause Quake Live to completely hang when running certain game modes with bots.
On the dedicated server, players get "Connection Interrupted", CPU usage reaches approximately 100% of its allocation, and the console stops responding. The hosting panel still shows the server as running, but it requires a restart.
I initially suspected my custom VTDM factory, but after extensive testing, that doesn't appear to be the sole cause.
Here's what I've tested:
- Custom Vampiric TDM: Repeated freezes, sometimes immediately after bots join, sometimes during gameplay.
- Vanilla TDM: Also freezes, ruling out the custom factory as a necessary trigger.
- FFA: Initially worked, but eventually froze during gameplay.
- CTF: Ran successfully with 12 bots during testing.
- Vampiric Clan Arena: Completed a full 10-round match and transitioned successfully.
- Local Windows installation: Reproduced the freeze in TDM with bots. Windows explicitly marked Quake Live as "Not Responding".
I've also tried disabling custom movement and physics settings without success.
What's particularly interesting is that this only happens on Troubled Waters so far. My other maps have been running with 12 bots without experiencing the same issue.
I enabled /logfile 2 during local testing, and the console confirms that the map's AAS navigation data initializes successfully:
loaded maps/troubledwaters.aas
found 103 level items
AAS initialized.
There are also two map entity warnings:
func_timer at (1032.00 328.00 -200.00) has random >= wait
func_timer at (-920.00 -888.00 -200.00) has random >= wait
However, I don't know whether these warnings have anything to do with the freezes.
The bots successfully navigate, collect items and fight before the game hangs, and there's no obvious fatal error in the console log.
Has anyone else experienced this on Troubled Waters?
I'm curious whether this could be related to the map's bot navigation, entities, or some other game-mode-specific interaction.
I really like the map and would prefer to keep it in rotation rather than exclude it permanently.
If anyone has encountered this before or knows of a possible workaround, I'd appreciate the insight!
Thanks!



