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Some logic got disconnected somehow. So this is a quick hotfix for that
Changelog

  • Forgot to pack, oops
  • Took the time to fix some portal flow stuff too.
Changelog:

  • Fixed some lighting issues
  • Removed entities to stay within the limit. Was at 1930, brought it down to 1162, so it shouldn't crash servers now.
Changelog:
  • Replaced assets throughout to make crediting easier and to streamline the looks of the map.
  • Changed some Out of Bounds areas (C and D lobby) to fall more in line with the Offshore community project.
  • Seagulls.
  • Reworked Soundscapes to better match new aesthetic sensibilities.
Changelog:

  • Added some out-of-bounds areas
  • Fixed missing collisions on windows in the first area
  • Opened up a few areas for more room
  • Fixed broken spawn room visualizer
  • I think I fixed a potentially game-breaking bug on last that prevented BLU from capturing and ending the round. This will require further testing
  • Added no build right outside of all spawns, it was getting crowded there
  • Added a ramp to a defensive point on A to make traversing easier
  • Added a small ammo below C
Optimization update with some other stuff
Changelog:
  • Tweaked clipping all over the place
  • Minor geometry changes
  • Lighting overhaul
  • Fog overhaul
  • Fixed a particle that I haven't been able to make work for years, so this is pretty huge. Thank you Cipherlock for your help!
  • Some geometry changes to better optimize
  • Areaportal stuff

B-C:
Added a door blocking B and C. Players were getting lost wandering into C way too early, so I just blocked it off. The door opens once B is capped.
Changelog:

Just getting back to this project. Trying to make sure it works and that the performance issues are minimized. This is mostly an optimization update, with minor changes throughout.

  • Adjusted skyboxes, hints, areaportals, occluders throughout.
  • Changed some non-gameplay geometry for visibility purposes.
  • Tried fixing some prop fades to minimize pop-ins.

Overall, just trying to get the damn thing to work again.
Changelog:

Hopefully I've figured out the issue which caused crashes.

Also raised Red's forward cover on A

This is really just a version to make sure this whole thing works now
b7c_Changelog:

actual .bsp this time, oops

General:
-luxel lighting changes, plus some cool new shadows on C
-Removed all Bulletcrop assets except the Trawler for crediting reasons
-some detail changes
B:
-Reduced the full ammo to a medium
C:
-Red's respawn time once C is capped has been increased by a second, from 7.5 to 8.5, should make last easier to cap
D:
-Added small pickups in the drop down room leading to the yard before last
b7c_Changelog:

General:
-luxel lighting changes, plus some cool new shadows on C
-Removed all Bulletcrop assets except the Trawler for crediting reasons
-some detail changes

B:
-Reduced the full ammo to a medium

C:
-Red's respawn time once C is capped has been increased by a second, from 7.5 to 8.5, should make last easier to cap

D:
-Added small pickups in the drop down room leading to the yard before last