As of now, this map is 100% playable, no crashes. There ARE some known bugs, like the revive bugs (see end post), but that is it.
This will be the last update until I fix the known bugs, a new bug arises, or some major is releasable. Can't keep releasing so many version like this.
Server owners are recommended to update to this version and remove older versions from their server(s).
Major Changes
Fixed bug where Ubered targets wouldn't die when relay "kill_blu" or "event_kill_blu" were used.
Fixed bug that prevented use of revive closet in Stage1 Spawn Area.
Added one more light source to the S1A3 (cemetery).
Remade nav mesh.
Mission: Corpse Cacophony (ADV) Changelog
Fixed bug where Shopkeeper Engineer is turned loose.
S1A1: Change some Scouts to Demoknights. Gave Engineer the Buff Banner.
S1A2: Changed Shotgun Pyros to Scorch Shot Pyros.
S1A3: Added Ghost Gallery's Invisible Natty Heavy (In two spots). Increased mob count. Moved mobs around.
S1Boss: HP up from 12k -> 16k. Changed form order. Increased reload time of healing form.
Mission: Ghost Gallery (INT) Changelog
Fixed Bug where Shopkeeper Engineer ran free.
Made the mission considerably easier.
S1A1_CP1: When captured, S1 Spawn Area is left open (it closes only in Corpse Cacophony).
S1A1: Removed Big Rapid-Fire Demoman. Updated respawn times (so it doesn't lag so bad). Removed Phlog Pyro.
S1A2: Changed Scorch Shot Pyros to Shotgun Pyros.
S1A3: Removed Invisible Natty Heavy. Moved some robots around. Increased mob count. Moved mobs around.
S1Boss: HP up from 12k -> 16k
Known Bugs
The bosses go into ref pose (or developer pose, T-pose, etc...) when they first enter the boss fight. It corrects itself when boss changes forms.
Boss' "Coffin" prop gets glitchy for unknown reasons. It disappears after a few seconds.
Reviving still sometimes doesn't teleport a player being revived, or teleports live players there were not dead... to the revive closet. However, they are always revived.
Boss in Corpse Cacophony doesn't have crits in the Rapid-Fire form, like it should.
Added two new missions: Ghost Gallery (intermediate) and Corpse Cacophony (advanced)
Player naming logic now supports up to 10 players and 26 bots.
Upon death, players will turn into GHOSTS and are able to float around. They can still be revived by opening closet doors.
New custom upgrades have been implemented onto the map.
Added logic to let a robot drop treasure upon destruction via pop file tag. (Tags are: drop_random, drop_random_chance)
Added logic to let a robot drop a key upon destruction via popfile tag. (Tag is: drop_key_basic)
Updated key and lock relation logic to support more than one key in the map.
Collecting money heals the player who collected it. (Works similar to when Scout collects money)
All players minus one (not including those dead) must step on the capture area to begin capturing the point. (Recalculates every time a player dies or is revived)
Stage 1 Changes
Intro tutorial should more clearly tell players about the revive closets by glowing, and now spawns a single chest with a dispenser in it for easy ammo replenishment.
Removed the arena area.
Added cemetery.
A 3rd revive closet can be found here.
Skeletons can be found here (enable via pop)
Ghosts can be found here (enable via pop)
New boss area.
Other minor changes
When stage 1 begins, the screen fades in, disables HUD and hides viewmodels. When the fade ends, it re-enables everything.
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