Map:
+ Accidentally left a small spot unclipped​
+ Removed Herobrine​
// Patch Notes //

Map:

+ Additional clipping.​
+ Minor visual updates in the form of detail and lighting changes.​
+ Added a warning light and sound to be triggered when the tank barrier is being threatened by robot or tank.​
+ Robots can now use a special tag to smash through the tank barrier shortcut themselves.​

Fixes:
+ Fixed sentry busters not being able to squeeze through the tank barrier.​
+ Added missing Engie-bot teleporter hints (thanks Sergeant Table!)​
+ Cut edicts to a reasonable amount: 1829 down to 1590 (thanks The Tragic Fool Bus & Skin King!)​
+ Fixed an issue that stopped bot spawns from pausing during gate capture.​
+ Robots now don't take fall damage from the dive spawn by the gate.​
Tank path branching is now controlled by relays, refer to the tank section in the documentation guide for more info.
Texture? I hardly know her! Gravel Pass has it's first update!

// Patch Notes //

Map:

+ A storm of texturing and detailing has struck Gravel Pass!
+ Added a new pathway from Gate A to spawn for tanks/robots (destructible barrier that lets robots through when broken)​
+ Fixed an exploit that allowed buildings to be constructed in the spawn room.​
+ Fixed an exploit that allowed players to jump to the roof of Gate A.​
+ Fixed an exploit that allowed players to build out of bounds in Gate A area.​
+ Adjusted collision on the stairway in the cargo elevator.​
+ Improved positioning of the ladder in the cave to avoid players getting stuck. (It's still a little wonky)​

Mission: Mannslaughter / EXP /
+ Fixed incorrect stats on the Giant Charged Soldiers in Wave 2.​
+ Fixed long pauses breaking mission pacing​
+ Minor changes to take advantage of the new tank/bot shortcut.​

Future Plans:
  • Add more robust tank branch support (triggerable relays to customize detailed pathing)
  • Add more misc. events (Allow certain tagged robots to break tank barrier, add optional robot spawns in Gate A tank tunnel)
  • Speed boost from spawn to account for the maps immensity?
  • Additional lighting/texture passes