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.