Actually fixed packing.
  • For some reason, CompilePal does not like my map and managed to compile it to the wrong directory. I don't know how. This was fixed by packing everything by hand.
Again, sorry for the update spam.
Optimized the map in various ways.
  • This includes using hint brushes, increasing the luxel scale in a troublesome spot, and adding area portals.
Applied a more efficient form of compression.
  • This just means that the initial download is smaller, now not even crossing10MB.
  • No, I don't know why it was more before. Yes, everything should be packed. If anything, it's overpacked.
A few other non noteworthy changes:
  • Small lighting adjustments, texture realignments, ect.
Sorry for the double ping, this is the last one for this.
See title and previous patch.
Changes in this update:

Complete overhaul of lighting:
  • Inspired by the colored lighting of Gold Source, Snarkpit can get the lighting it deserves.
Closed up a majority of the walkoff next to the ammo room:
  • This was done to lessen the domination that the high ground could give.
  • This area has also been detailed as well.
  • There are also two walkoff hatches you can take to get down.
Redid the crate cover in the ammo room:
  • Now it is a multitude of small crates and not one huge crate.
Caved in the floor next to the fan-pad:
  • An ammo pack has been added as a consequence of this cave-in.
Added a unique teleport effect for when you use a slipgate:

Continued some alpha detailing:

Fixed an issue where the pickups with timers that aren't the default (Crit powerup and Rocket Launchers), would not have their lights and sounds be in-sync with their respawn times:

Added more lore to the map:

Rumor has it:
  • The map download is compressed, meaning that after you play it once, the map size will increase. (For those wondering, it goes from 15MB to 35MB. Main reason: custom assets.)
  • To push this update out, I had to reinstall Open Fortress and Hammer++ to fix a problem that had been in effect since a2 (Yes, really.)
Extended the newly added hallway:
  • This extension of the hallway also adds the Dynamite as a weapon.
Changed the map's lighting:
  • Adjusted the sun's angle.
  • Changed the ambient light color.
  • Changed the skybox.
Continued basic detailing:
  • Mainly just a few texture changes and making the dirt floor a displacement.
Fixed an issue where the custom assets were packed, but would end up in the wrong directory.

Continued some Alpha detailing.

Adjusted some clipping in the Snark Pit staircase.
  • Updated the intro music to loop more convincingly.

That's the only thing that's different in this release, something I caught only after the last update.
Added more health to the dirt level.

Replaced the brush base of the elevator with a model.

Made the map brighter in various areas.
  • For those interested, the places were right next to the jumppad and adding a window in the elevator shaft.
Added an extra hallway up from the dirt.
  • This hallway is one I'm iffy on, let me know if it needs changing.
Added very basic detailing.
  • This includes adding the Snark Dispenser (minus the Snarks), and making the vent look like it goes on and on.
Made your Geiger Counter go off when walking near the radioactive sludge.

Fixed an issue where slipgate triggers would cause you to lose all speed.

Added custom music when you're waiting for players and mid round.
  • The music is a mix of the beta and retail version of Diabolical Adrenaline Guitar from Half Life.
Added 2 new ways to get out of the bottom dirt.
  • One is a platform and the other is a jump pad.
Added more health spots on the bottom dirt.
  • Let me know if there should be more down below.
Updated the staircase down to the Lightning Gun room to be a simple U turn.

Updated the hallway leading towards the fan room to be a spiral staircase.
  • The fan room's entrance has been adjusted to account for this.
Fixed an issue where the fan would not properly fling players into the vent.

Added the AK.

Added a hallway leading to a room containing a second rocket.
  • Let me know if this helps alleviate congestion in the adjacent hallway.
Replaced the first rocket's original placement with a crit powerup
  • It takes 2 minutes to initially spawn in and 2 minutes 30 seconds to spawn after that.
  • The rocket has been moved down into the Snark Pit.
Removed a hilariously long sightline.

Many thanks to fossil for giving such extensive feedback, it was greatly appreciated.