Oh boy! This update is made for people who don't like Park, so they can stop not liking Park! It makes the map slightly more in line with traditional 4pass maps. I mean, it's still Park, it still has a lot of its quirks, but it has been run through the ringer on this one. Here are the changes:
  • The main ground has been physically displaced
  • The map has been lengthened by 1024 hu
  • The glass ramps on mid have vis stripes now
  • Gazebos have been visually improved
  • Green roof pavilions have been added to act as surf ramps
  • Goals have env_shake now
  • Class-specific spawns have been added for less spawn variance
  • Demo ramps have moved inward from the wall, ousted by the pavilions
  • SOME of the custom graffiti being made for the map has been added
This is a hotfix for b26 based on feedback received from some lovely playtesters!
  • Removed the ability for other classes to use teleporters
  • Added bridge/teleporter cooldown to fix weird bridge behavior
  • Increased goal push trigger power to prevent standing on the goal
  • Made AC more solid
  • Fixed a little gap in the top of the goal
  • Moved a singular window frame into place
  • Lengthened stair clips to the ground
This is the biggest Park update by far! Learned quite a bit between the last update and this one. Here's a slightly better-written changelog:
  • Medic's spawn teleporters have been moved to under the gazebos. Any class can use them now. They teleport to the top of gazebo
  • When using the teleporter, Medic temporarily spawns a """"Quantum Bridge"""" between gazebo and mid.
  • Added speed boost vials to the leaf piles for Medic
  • Leaf piles are now slightly more Aesthetic™
  • Displaced the lower ground ramps next to gazebo
  • Adjusted lightmap and cubemap sizes to help map file size
  • Improved glass visibility on mid ramps with Striped Glass by AsG_Alligator
  • Added lights to resupply cabinets
  • Lightly adjusted goal shape
  • Changed round timer from 15 minutes to 10 minutes (FINALLY)
  • Learned to tick the REPACK box in CompilePal and actually upload map file from the maps folder. The map has been reduced from 75MB to 20MB. Good lord.
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This update mainly concerns itself with some beautification. The spawn rooms are decorated now, red being themed around landscaping and groundskeepers, and blu around cleaning and custodians. Some more props have also been added to the main play area, although nothing too massive to change gameplay.

The gazebo cliffs have also been displaced! The cliff edges are bumpier and less static while still being clipped appropriately for gameplay. More moss has appeared.
We're finally at the present day, nearly! I'm writing all of these updates at once, and although this update came out around a month ago, it's the most recent one as of writing. From now on, updates will (hopefully be written as they're released.

P.S. The map version is b25_b because I screwed up on some goal clipping in the original. With how the server we test and play on is configured, it's a hassle to delete maps and it was much easier for me to just make a sub-version.
This update doesn't change much, but what it does change is major. It crunches mid. Feedback received was that medic was too OP with being able to teleport up to mid and pretty much score from up there thanks to his longer throw, so mid has been squeezed to be shorter and more variable in elevation. The alien ships' color has been changed from green to yellow, because it just works better.

Turned the wooden side ramps into stairs!

I think I also edited some cubemaps? I don't remember, this was a while ago.
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This update was the lighting overhaul update. The most consistent feedback I heard before this was that many areas especially around the goal were too dark, and player readability was challenging. So, I gave the alien ship some bar lights and gave the wooden "structures" some street lamps to improve lighting.

This update also (finally!) adds water to the sewers on mid. The lovely flowing water texture comes from HappyHead's wonderful Waters & Liquids Pack. Stellar work on these liquids.

Added fireflies. :)

Fixed lighting origins on hedges so that they don't have nasty seams in the middle.
This version marks the first gameplay change I have made since inheriting the map. The goals are now significantly taller. As of b26, when I'm writing this, the jury is still out on whether this was a good change.

Can't remember everything I did in this update, but one thing I can remember is adding Stiffy360's lovely Aspen Trees to replace the existing dead trees that come with the game.

Also fixed some of the glowy grass models that had shadows disabled for some reason.

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The b20 version of the map was the last version by Kibble Bites; the only things that were changed from his edits in that version were some textures that were missing.

This update is some more fixes to prepare the map for actual gameplay changes. Things like some fancy cubemapping, but also basic brush repair where obvious holes and non-symmetry were present.

The beautiful skybox comes from the wonderful Frontline! Pack.

In hindsight, I missed a lot of holes in this update intended to fix holes.