🎁 Added
  • Added alleyways to the base of the map.
  • Added a jump ramp on top of the central square building shed providing a risky parkour jump for when the planks are destroyed.
🧼 Improved
  • Updated Construction site with experimental fencing for partial occlusion from surroundings.
  • Updated Water tower.
  • Extended the invisible skybox bounds surrounding the map by at least 512 units both horizontally and vertically.
  • Added 'no fall damage' volumes to the rims of the trampolines and base of the zipline.
  • Tweaked player spawns to be more deathmatch friendly.
  • Swapped out placeholder plank ledges with airducts and construction safety netting.
  • Refined skybox atmospherics.
  • Detail pass across various locations.
  • General map tweaks and improvements.
🪛 Fixed
  • Fixed the buggy zipline placement at the top of the twin towers.
  • Fixed the purple textures in the apartment killer axe bedroom.
🚯 Removed
  • Temporarily removed the new water until a more cross-compatible setup is implemented.
🎁 Added
  • Overhauled the sniper tower - all buildings are now implemented.
  • Added Ziplines to the top of the twin towers and classical building vantage points.
  • The killer axe returns and can now electrocute the pool.
  • Added a battery + battery pad mechanic that enables certain map features/dynamics (only the diving board for now which can be converted into Rooftops space program).
  • Added an A/B drawbridge to the classical building.
  • Added a placeholder hotel self-destruct interaction.
  • Added an initial pass of graffiti and decals to the map.
🧼 Improved
  • Reduced file-size.
  • Can now carry the classical radio around as a prop.
  • Refined lighting and atmospherics.
  • Made the zipline cable a game object so it can optionally be disabled by devs.
  • Made visual improvements to the central building with multiple sloped roofs.
  • Various minor gameplay and visual improvements.
  • Refined and optimised indirect lighting volumes and reflections across the map.
🪛 Fixed
  • Fixed TTT weapon asset bloat being referenced by the map.
  • Fixed the glitchy pool table ball physics.
  • Various minor visual fixes.
🚯 Removed
  • The accidental AC unit and crate overlap at the apartments.
⚠️ Known Issues
  • Performance reduction from the enabled shadows issue is still present but will be fixed in the next S&box update.
  • The diving board battery pad and killer axe pool electrocution volume need players in said volumes to activate/function on TTT servers.
  • Not all cubemap reflections load correctly on TTT servers.
🎁 Added
  • Implemented one destructible plank route as a WIP test.
  • Both chimneys on the sloped roof now lead to fireplaces in the apartments below.
  • Made experimental changes to the top of the sniper tower.
🧼 Improved
  • Decreased size of central tree and changed a garden rooftop tree to a dead variant for better cross-map visibility.
  • Replaced multiple placeholder props with air ducts.
  • Various tweaks to upgraded T-Shape Garden Building and its awnings.
  • Updated parts of the skybox and cloud texture.
  • Restored green tarp crates.
  • Increased height of volumetric fog volume.
  • Minor updates to apartment interior.
  • Minor visual improvements and fixes to multiple areas.
  • Fixed some soundscapes.
🪛 Fixed
  • Made various attempts to fix oil barrels exploding in a chain (seems to be a game bug).
  • Restored disabled cubemap reflections.
⚠️ Known Issues
  • Performance hiccup: Light shadows currently default to enabled after the most recent S&box update, disable shadows for all light_omni and light_spot entities to improve map performance.
  • Certain foliage has an ambient glow due to baseline shader.
  • Sniper tower still incomplete.
🎁 Added
  • The T-Shaped building has received an overhaul.
  • Re-implemented subtle volumetric fog to test stability/performance.
  • Added awning jump pads along the rim of the T building.
  • Added an alternate risky side route at the far corner of the T shaped building.
  • Redesigned the T building archway catwalk bridge and removed its railings.
  • Added jump sound effects to the trampolines and diving board.
  • Added a plywood jump ramp to the hole in the apartment wall and the top of the twin towers.
  • Added scrolling clouds to the skybox.
  • Added hedge cover to a few locations on the classical building.
🧼 Improved
  • Re-balanced weapon spawns to better accommodate the new TTT weapon spawning system.
  • Ladders leading to the highest vantage points now more exposed.
  • Improved the way map space and skybox integrate.
  • Performed a refinement pass on the alleyways at the base of the map.
  • Added a safety volume around trampoline rims that prevent fall damage upon landing (in most cases).
  • Added an arrow indicator to make the helipad trampoline jump direction more obvious.
  • Made visual improvements to the skybox foreground.
  • Improved lightmap quality of relevant gameplay areas.
  • Increased resolution and accuracy of multiple reflections.
  • Replaced all grass and ivy models.
  • Optimised map visibility calculations.
  • Decreased volume of soundscapes by 25%.
  • Refined the facade of the central square building.
  • Increased the volume of wind when you are at a high point of the map.
  • Minor visual improvements across the map.
🪛 Fixed
  • Fixed the missing oil barrel model.
  • Fixed the broken hotel door pivot.
  • Temporarily changed various crate models until the original model is fixed.
  • Temporarily replaced propane tanks with explosive barrels until TTT compatibility is sorted.
  • Fixed lighting/audio in the corner of the hotel games room.
  • Culled unnecessary skybox geometry.
  • Fixed various graphical glitches.
⚠️ Known Issues
  • Sniper Tower still incomplete.
  • Cubemaps not working on some servers.
  • Foliage currently has an ambient glow after Facepunch material changes.
🎁 Added
  • Added experimental trampoline jump pads to 2 locations on the map.
  • Added parkour plywood jump shortcuts across various parts of the apartments rooftop.
  • Added a narrow side path around the lower level of the construction tower.
  • Added a hole in the wall leading to an alternative ledge route around the apartments.
  • Re-enabled physics on appropriate crate types.
🧼 Improved
  • Updated lighting values for increased warmth and vividness.
  • Updated fog values for a balance between visibility and sense of depth.
  • Widened the space of a few locations to make them less cramped.
  • Refined various parts of the central apartments.
  • Minor detail pass on a few locations.
  • Tweaked the hotel games room interior.
🚯 Removed
  • Removed the ladder at the ledge behind the twin towers
⚠️ Known Issues
  • (As is routine at this point) - T shaped building and sniper tower still incomplete.
🧼 Improved
  • Updated lighting and atmospheric fog for improved visual clarity and contrast.
  • Further reductions to file-size.
  • Increased the size of the windows on the 4 orange rooves so they can better provide cover in all directions.
  • Refined the hotel pool area.
  • Updated apartment interior windows to make more architectural sense and provide better cover to outside.
  • Re-arranged spawns to direct players toward the center of the map.
  • Further tweaks to classical building main floor.
  • Updated cover across various locations.
  • Replaced the floor of the T building with a new placeholder.
⚠️ Known Issues
  • T shaped building and sniper tower still incomplete.
🎁 Added
  • Added a functional diving board to the hotel pool (be careful, it really gives you some bounce).
  • Re-added TTT based doors in an initially opened state (allowing non-TTT games to still traverse interiors).
  • Extended the main floor of the classical tower 128 units closer to the map center for improved spacing and flow.
🧼 Improved
  • Optimized TTT entities and weapon spawns (This should have positive effects on performance, especially in a populated TTT server).
  • Decreased brightness of direct sunlight by 17% for improved white balance and eye comfort.
  • Widened the ledges of the triplet/church tower making it safer to traverse around the edges.
  • Did a balance pass on weapon/grenade spawns, both are now less abundant and more intentionally placed.
  • Changed props around the hotel pool to be more setting appropriate.
  • Returned some physics props and culled excess for a better interactivity/performance balance.
  • Improved flow and reduced traversal friction of multiple locations.
  • Minor lighting changes.
  • Minor skybox changes.
  • Increased distance between player spawns for better compatibility with other games.
🪛 Fixed
  • Various Minor gameplay/graphical fixes.
⚠️ Known Issues
  • T building and Sniper tower are still incomplete.
🧼 Improved
  • This is only a small update to the skybox VPK fixing visual errors that were added last patch by accident.
  • The ocean now has a shoreline blend.
  • Other minor improvements to the skybox visuals.
🧼 Improved
  • Pushed a quick update temporarily disabling a large number of physics props to help fix performance issues after the latest S&box update - went from from 80 fps in the Far corner of the T building to 100 fps (ultra-wide resolution).
  • Slightly smaller file-size (again).
  • Improved cover provided by crates at hotel.
  • Minor skybox updates.
🪛 Fixed
  • Minor graphical/gameplay fixes.
🧼 Improved
  • Further significantly reduced map file-size.
  • Further increased performance, particularly in far corners of the map.
  • Increased brightness of ambient light to improve visibility of players in shadowed areas.
  • Widened multiple cramped areas/pathways and tweaked map flow in various locations.
  • Added more cover options in multiple locations.
  • Revisited the hotel interior lighting.
  • Minor improvements to the skybox and skybox materials.
🪛 Fixed
  • Fixed utility box with broken collision.
⚠️ Known Issues
  • Sniper tower and T building are still not fully completed.
🎁 Added
  • Python revolver has been added to some hidden locations.
🧼 Improved
  • Reduced total file-size.
  • Fixed purple doorway texture by replacing doorway model for now.
  • Improved performance - especially at round start?
  • Refined various regions and textures.
  • Improved reflections across many surfaces.
🪛 Fixed
  • Various small fixes too big to list.
🚯 Removed
  • Set all TTT weapons to start asleep in an effort to test improvement on performance, especially in reducing round start lag.
⚠️ Known Issues
  • Visibility calculations at T building is less optimized this version, performance in that specific corner may be reduced.
  • Purple error texture is still present on some doors handles (due to cloud asset confliction issues).
  • Sniper tower and T building are still not fully completed.
🧼 Improved
  • Improved overall cross-game compatibility.
  • Improved map visibility.
  • Improved sense of depth and scale of skybox.
  • Updated parts of construction site.
  • Made a number of refinements to areas of the map.
  • Improved reflections across many surfaces.
🪛 Fixed
  • Various small big fixes too big to list.
🚯 Removed
  • Removed TTT doors to improve cross-game compatibility until TTT officially supports the universal door game object.
  • Removed volumetric fog to improve cross-game compatibility and performance (occasional big looming fog cloud no longer present in center of map).