Valve just released an update to fix this issue.

Sent from my iPhone

On Jul 12, 2013, at 3:25 PM, Aerolite <ad...@aerolitegaming.co.uk> wrote:

> Well I'm glad to hear that it's probably a Valve issue, but I wouldn't expect 
> anything on it over the weekend.
> 
> I noticed that if a round ends or the map changes not too long after it 
> starts then the lag stops. A temporary solution would be faster map changes 
> although it isn't ideal.
> 
> I have the issue running both ctf_2fort and ctf_turbine.
> 
> On 12/07/2013 23:20, E. Olsen wrote:
>> I don;t think this has anything to do with Sourcemod, or I would be seeing 
>> the same crashing behavior across all of my servers, and as of right now I 
>> have several custom map servers that have not crashed since last night's 
>> update - yet my 2Fort, Badwater/Goldrush, and several other Valve payload 
>> maps/servers have all crashed several times today with the same error 
>> mentioned in my original post.
>> 
>> As mentioned previously, I also ran without sourcemod for almost a full day, 
>> and still saw the same crashes, so I think I've eliminated that as the cause 
>> (and I think if it WAS sourcemod, their forums would be alight with people 
>> posting the same issues).
>> 
>> This is either something to do with the changes Valve made to the maps, or 
>> all the new particle effects, or both - but the entities are building up the 
>> longer a server runs, sending it over the limit with a crash.
>> 
>> Help us Obi-Valve-Kenobi....you're our only hope ;-)
>> 
>> .valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> 
> 
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