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.
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.
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).