Revamped a majority of the skybox.
Added a preliminary crane to the construction site (will eventually be interactive).
Added a battery activated 2-way zipline connecting the top of the classical building to the sniper tower.
Added CCTV triggered church bell cues when a player first reaches the top of a highest vantage points.
Added Umbrellas to the hotel pool.
Added holes to the triplet tower walls allowing players to better observe and descend below.
Visual and gameplay refinements to multiple parts of the map.
Temporarily removed the skybox 3d oak trees until their materials are fixed.
The emergency fire-exit sign in the apartments does not illuminate correctly.
The debris at the 4 pillars disappears at mid-range.
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.
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 the buggy zipline placement at the top of the twin towers.
Fixed the purple textures in the apartment killer axe bedroom.
Temporarily removed the new water until a more cross-compatible setup is implemented.
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.
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 TTT weapon asset bloat being referenced by the map.
Fixed the glitchy pool table ball physics.
Various minor visual fixes.
The accidental AC unit and crate overlap at the apartments.
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.
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.
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.
Made various attempts to fix oil barrels exploding in a chain (seems to be a game bug).
Restored disabled cubemap reflections.
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.
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.
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 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.
Sniper Tower still incomplete.
Cubemaps not working on some servers.
Foliage currently has an ambient glow after Facepunch material changes.
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.
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 the ladder at the ledge behind the twin towers
(As is routine at this point) - T shaped building and sniper tower still incomplete.
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.
T shaped building and sniper tower still incomplete.
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.
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.
Various Minor gameplay/graphical fixes.
T building and Sniper tower are still incomplete.
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.
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.
Minor graphical/gameplay fixes.
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 utility box with broken collision.
Sniper tower and T building are still not fully completed.
Python revolver has been added to some hidden locations.
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.
Various small fixes too big to list.
Set all TTT weapons to start asleep in an effort to test improvement on performance, especially in reducing round start lag.
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 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.
Various small big fixes too big to list.
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).