Hard Rain: Sugarmill

Hard Rain: Sugarmill V3

Sugarmill Escape will be updated to coincide with this release.
szf_sugarmill_v3

- Water slowdown reduced (from 62% to 30%)
- Added guaranteed Sniper Rifle and Jarate inside Burger City (intended for return trip)
- Brightened dark areas
- Final spawns now activate when the elevator reaches the top rather than when a Survivor enters the elevator
- Reduced edict count by trimming some unnecessary details
- Certain Infected catapults (typically around spawn points) no longer spawn entities to reduce server crash chances
- Elevator has been widened for Sugarmill Escape
- Final point cap time reduced (25 to 15 seconds)
- Final point small health increased to medium
- Infected setup spawns after B capture moved to canefield
- Infected D spawns moved behind final until elevator reaches bottom
- Infected respawn instantly moments after A is captured and after reaching the safehouse
- Fixed silent Burger City rain
- Minor fixes, adjustments, and optimizations
Sugarmill Escape will launch to coincide with this update.
szf_sugarmill_v2

* Added guaranteed Medigun inside cp3 trailer to boost consistency for elevator event
* Added extra lights to help see weapons in the dark
* Added extra h/a kits to mill 2nd floor
* Elevator spawns swap to final point spawns when elevator reaches top rather than when a survivor is inside
* Station CP cap time reduced (25 to 15 seconds)
* Final point small health increased to medium
* Fixed office catapult launching too low
* Minor visual fixes and changes
* Edict culling/optimization