Okay, let me tell you different.
I examined Textures over 256×256. I changed that "BC3" Texture called "Map" into "BC1" - like the rest of them. And then ? And then I played map 8-10 times without any issue.
Report wrote:
MyLevel.Walls.MetalPlate_Rust Mips = (0,1024,1024,2886154,23569800,281360712,180018,0,0,0,0) Length = 55 format = TEXF_BC1 CompMips = (55443492,1024,1024,2570,23569800,281360712,-1578298,55443492,524288)
MyLevel.Walls.KilnSign Mips = (0,1024,1024,2570,23569800,281360712,10730347,0,0,0,0) Length = 54 format = TEXF_BC1 CompMips = (58064932,1024,1024,2570,23569800,281360712,-12128627,58064932,524288)
MyLevel.Windows.ShopGlass Mips = (0,1024,1024,4393482,23569800,281360712,2302090,0,0,0,0) Length = 56 format = TEXF_BC1 CompMips = (57475108,1024,1024,198183434,23569800,281360712,-3700370,57475108,524288)
MyLevel.Trim.PaneledWindow Mips = (0,1024,1024,2570,23569800,281360712,8098462,0,0,0,0) Length = 53 format = TEXF_BC1 CompMips = (0,1024,1024,2570,23569800,281360712,9496742,0,0)
MyLevel.Trim.PaneledWindowAngled Mips = (0,1024,1024,2570,23569800,281360712,5994911,0,0,0,0) Length = 53 format = TEXF_BC1 CompMips = (0,1024,1024,2570,23569800,281360712,7393191,0,0)
MyLevel.Walls.ScorchedWall Mips = (0,512,512,4393225,23569800,281360712,5468681,0,0,0) Length = 52 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,5818367,0)
MyLevel.Screenshot3 Mips = (0,512,512,2313,23569800,281360712,14747996,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,15097682,0)
MyLevel.Screenshot2 Mips = (0,512,512,2313,23569800,281360712,14222325,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,14572011,0)
MyLevel.Door.MetalDoor_SF Mips = (0,512,512,2313,23569800,281360712,10201792,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,10551478,0)
MyLevel.Screenshot Mips = (0,512,512,2313,23569800,281360712,13696649,0,0,0) Length = 50 format = TEXF_BC1 CompMips = (0,512,512,2313,23569800,281360712,14046335,0)
MyLevel.deco.Map Mips = (0,512,512,5441801,23569800,281360712,4435860,0,0,0) Length = 52 format = TEXF_BC3 CompMips = (0,512,512,280365321,23569800,281360712,4785546,0)
" in 469 is different from prior versions - "it shouldn't be modified" but it was modified, adding new variables which weren't there, returning "benefits" for prior versions that won't know new data, exactly as UT doesn't deal with 227 assets, some of those 227 works were locking down UT clients. Personal thoughts: I think ALL 469 textures are now using some of those new variables, if not all of them... In recent days I saved a random map from 469 and the same map from 436. Map generated by 436 is smaller than map saved from 469. Why map saved by 469 is bigger, it's my question concerning that "backward-compatible" story.
After eliminating potential problems I went to play with some Bots (my Bots) - great flow. I lost matches, I won matches, to me it seems well defined. MBot will use Translocator even where plain Bot has no business with that and then... I find this map usable.