• Straightened corner
  • Removed some cubemaps
  • Improved visibility of certain materials
  • Fixed goal lenience
  • Raised skybox
  • Changed pillar pickups to health
  • Added large health pack to catwalk top
  • I know I'm forgetting something, but I'm tired and I'm writing this days after the map was actually released
Loooooong patch notes for this one:
  • Removed ceiling
  • Widened map in center
  • slanted walls to compensate
  • Added surfing pool
  • Shrank mid lightly
  • Added auto exposure
  • Added goal horns
  • Adjusted goal holes
  • Demolished pillars
  • Added fire extinguishers :)
  • Installed I-beams
  • Added small pack to lower
  • Remade goals
  • Created custom particle effects
  • Fixed pixelwalk on top
  • Added small ammo pack to mid ramp
  • Reassigned some cubemaps
  • Added some sand?

This was mainly focused on making the bubbles and the other goal particle effects tbh.
Had a chat with the fellas and came out knowing I needed to get my act together on this map.
  • Reworked mid
  • Gave easier access to the center sky zone
  • Allow the ball to go over the roof to other sky zones
  • Removed water pit
  • Reworked catapults
  • Crushed pillars
  • Added 3D skybox
  • Scrapped refract textures on DirectX8 entirely (hopefully I'll be able to solve the flickering one day, and we can have DX8 refractive water tanks in harmony and bliss)
  • Textured remaining dev brushes (let me know if I missed any!)
  • Added bubbles
  • Manifested particles
  • Increased side ramp visibility for people without cubemaps
  • Brightened spawn tubes
  • Added spectator cams
  • Hopefully fixed a minor wall visibility issue from inside of spawn
  • Reduced size of push triggers in front of spawn that were blocking throws into the catapult
Writing these patch notes as quickly as possible:
  • Added some lights to more important dark areas
  • Un-nerfed water canal
  • Shrunk center platforms more
  • Slightly lengthened map
  • Removed side pillars
  • Added more demo ramps
  • Added medic jump pads for mid
  • Fell into a spiral over trying to fix refracts in DX80 (didn't fix it tho)
  • Cut normal map size of custom goal texture in half, hopefully reducing map file size by megabytes
Wouldn't you know it, the past five goalfixes didn't work? When you keep trying the same thing, it doesn't solve much. Here are the updates this time around:

  • Took a new clipped approach to goalfix
  • Added octagons to goals
  • Added a water-filled tunnel under mid
  • Made side stairs more boring (and more consistent to ramp slide on)
  • Hopefully fixed most of the ramp bugs on the glass side ramps, might still be a WIP
  • Suspended mid platforms from the ceiling to free up mid a little more
  • Improved side pillars
  • Heightened the slope on mid platforms
  • Extended tile section under demo ramps for consistent pill bounce
  • Added decorative tanks to the center of the polyurethane segments
  • Areaportal'd the side tanks and spawn doors
  • Slowed down corner catapults for (hopefully) slightly more consistent trajectory
I focused on new gameplay elements in this update!

  • Expanded accessible area where sky would be to above the roof
  • Added walkway across the top of the ball spawners
    • Will inflict damage
    • Can be splashed through
  • Cleaved middle platforms in half
  • Split pillars to allow Medic to jump to new middle platforms
  • Enlightened a couple darker areas of the map
  • Lowered cubemap brightness for the millionth time on tile textures
  • Added ball trap to mid to make sure balls spawning from the top stay in mid if never touched
    • Enables on ball spawn and disables after a few seconds
    • Prevents ball from escaping the very middle area
    • Only prevents ball from passing through when not in your hands
This update fixes some major problems that persisted through earlier versions due to laziness or despite attempts to fix them. Some other minor changes were made as well.
  • Maybe finally got goalfix working, so no more standing on goals
  • Ball pushes around respawn doors function
  • Spawn tunnels enlarged
  • Applied nodraws to roughly 20% of the textures that actually need it :3
  • Added goalie zones
  • Moved polyurethane pillars outward and thickened slightly
  • Adjusted some lights
  • Spawning in no longer automatically opens the spawn doors
  • Wrote a blog post about it, because why not?
This is a smaller update! Just adds a couple things.
  • Signage pillars near mid
  • Possibly standable vents above goals
  • Refraction shaders to areas intended to have water behind glass
  • New tanks under the secondary ramps on either side
This update is the first round of playtesting response fixes! Pretty much every change here is a suggestion from one of the 4v4 PASS Time community members.

  • Removed collision on light models
  • Set respawn waves to 0
  • Limited extra bouncy carpet to edges of the map
  • Raised brightness in darker areas of the map
  • Connected main side ramp with secondary ramps for fluid surfs
  • Added new blue and red tile textures
  • Fixed goals sometimes not scoring
  • (Hopefully) fixed standing on goals (a true goalfix is unachievable)
  • Increased bottom ball catapult's launch height
  • Decreased top catapults' launch velocity
  • Added block bullets to stair clipping
  • Removed fog