Need help - buggy map

Ok is there any way i can fix a buggy map? Recently when i try and host my RPG Map, after 5-15 min's the server crashes. Here is the relevant part of my server log:
Yesterday:
Say: €�¶€!{îllã€�¶€(2): nice
Say: ~MainMan~(0): ty
DevNet: NotifyAcceptingConnection: Server MyLevel accept
NetComeGo: Open MyLevel 01/02/06 23:17:19 82.3.165.88:4053
DevNet: NotifyAcceptingChannel Control 0 server Level MainMansRPG_SkylineTEST.MyLevel: Accepted
DevNet: Level server received: HELLO REVISION=0 MINVER=1100 VER=1100
DevNet: Level server received: NETSPEED 2600Log: Client netspeed is 2600
DevNet: Level server received: LOGIN RESPONSE=385319433 URL=Index.dx?Name=~HÿpñõtÃst~?Class=DeusEx.JCDentonMale?Team=128?Checksum=NoChecksum
DevNet: Login request: Index.dx?Name=~HÿpñõtÃst~?Class=DeusEx.JCDentonMale?Team=128?Checksum=NoChecksum
DevNet: NotifyAcceptingChannel File 1 server Level MainMansRPG_SkylineTEST.MyLevel: Accepted
DevNet: Client requested file: Allowed
DevNet: Sending '..\Maps\MainMansRPG_SkylineTEST.dx'
Say: €�¶€!{îllã€�¶€(2): lol
Say: ~MainMan~(0): lol
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: UObject::ProcessEvent
Critical: (CBPAugLight MainMansRPG_SkylineTEST.CBPAugLight3, Function DXMTL152b1.CBPAugLight.Active.Tick)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 01/02/06 23:18:27
and another day:
Say: ~Wasted~(3): u get me some fureniture and ill let u in
Say: ~MainMan~(0): me?
Say: ~MainMan~(0): nah im doing mision
Say: ~Wasted~(3): anyone
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: APawn::physWalking
Critical: APawn::performPhysics
Critical: UObject::ProcessEvent
Critical: (MTLJCDenton MainMansRPG_SkylineTEST.MTLJCDenton0, Function DXMTL152b1.MTLPlayer.)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor MTLJCDenton0)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/29/05 22:49:05
Seems to me that it's the map, some bugged up brushes. How can i fix this?
Yesterday:
Say: €�¶€!{îllã€�¶€(2): nice
Say: ~MainMan~(0): ty
DevNet: NotifyAcceptingConnection: Server MyLevel accept
NetComeGo: Open MyLevel 01/02/06 23:17:19 82.3.165.88:4053
DevNet: NotifyAcceptingChannel Control 0 server Level MainMansRPG_SkylineTEST.MyLevel: Accepted
DevNet: Level server received: HELLO REVISION=0 MINVER=1100 VER=1100
DevNet: Level server received: NETSPEED 2600Log: Client netspeed is 2600
DevNet: Level server received: LOGIN RESPONSE=385319433 URL=Index.dx?Name=~HÿpñõtÃst~?Class=DeusEx.JCDentonMale?Team=128?Checksum=NoChecksum
DevNet: Login request: Index.dx?Name=~HÿpñõtÃst~?Class=DeusEx.JCDentonMale?Team=128?Checksum=NoChecksum
DevNet: NotifyAcceptingChannel File 1 server Level MainMansRPG_SkylineTEST.MyLevel: Accepted
DevNet: Client requested file: Allowed
DevNet: Sending '..\Maps\MainMansRPG_SkylineTEST.dx'
Say: €�¶€!{îllã€�¶€(2): lol
Say: ~MainMan~(0): lol
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: UObject::ProcessEvent
Critical: (CBPAugLight MainMansRPG_SkylineTEST.CBPAugLight3, Function DXMTL152b1.CBPAugLight.Active.Tick)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 01/02/06 23:18:27
and another day:
Say: ~Wasted~(3): u get me some fureniture and ill let u in
Say: ~MainMan~(0): me?
Say: ~MainMan~(0): nah im doing mision
Say: ~Wasted~(3): anyone
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: APawn::physWalking
Critical: APawn::performPhysics
Critical: UObject::ProcessEvent
Critical: (MTLJCDenton MainMansRPG_SkylineTEST.MTLJCDenton0, Function DXMTL152b1.MTLPlayer.)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor MTLJCDenton0)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/29/05 22:49:05
Seems to me that it's the map, some bugged up brushes. How can i fix this?