In this update:

➤ Improved the fps around mid (changed a few models to fade out quicker, moved the small boat with the sniper and heavy somewhere more hidden so the CPU doesnt have to draw 2 extra sharks and eat fps)
➤Improved clipping a bit
➤Fixed a sign clipping through a wooden beam
➤Added more detailing outside Blu's spawn

Notes:
WE DID IT BOYS!
Sharkbay got featured in the newest creators.tf update!
I played my map a ton this month. I saw a mix of opinions about sharkbay but still. I guess when you are making something different you will hear mixed opinions, wont you?
Still all those opinions are very much welcome and I am really proud of sharkbay. It took 3 years to reach RC2 and see my map get this much attention. I am over the moon and I can't wait to see what's next. Thank you everybody for your help and feedback over the years!
In this update:

➤Replaced the sharkcages detail with actual props now (Made by Zeus)
➤Made the map brighter
➤lightened up some dark areas
➤Fixed some clipping issues
➤Moved the small boat where sharks are circling around it, somewhere more visible
➤General changes and improvements

Notes:
We did it boys! RC1!
It's the first time I actually hit this mark! (Not counting my past maps where I used to release them in RC1 right of the bat)
I think I am done with sharkbay, I did everything I wanted to do, Servers play the map daily, some youtubers commented on the map and I even watch the map in some streams in twitch. I couldn't ask for more. I am really happy with the map. Now for the future I got eruption and caribbean. After those I have no idea what I will do but only time will tell.
in this update:

➤ Detailed the map a lot more
➤ Added more clipping around the map
➤ Changed a few things based on feedback
➤Added more easter eggs around the map. (one of which is a pickaxe and a miner's helmet which is a reference to Termine a video game my team and I recently released. You can find it on gamejolt and itchio)
➤Tweaked the lighting a bit

Notes:
I think I am done with this map, I did everything I wanted to do and I feels so good to finally finish something you have been working on for a while. Thank you guys for your feedback and help over the years. In the upcoming months I see myself remaking eruption from the ground up as well as finishing caribbean, I really want to finish that one soon, so keep an eye for those. Anyways enjoy the map.

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In this version:

➤ Changed the layout of the warehouse interiors to direct the players to the point rather than the flank

➤Added a few new teleporter spots. If needed more will come

➤Done some changes based on feedback.

Notes:
Alright I knew I would update sharkbay once more, I cant really escape it can I?
Anyways, It looks like the spawn changes weren't enough, they helped dont get me wrong but the map needed something more. I came up with a new design which didnt require too many changes and it could solve the problem. I want to note a few things. I didnt fully detail the map with the new changes YET. I still have a few more things to do in the map based on your feedback. But I wanted to test those changes sooner rather than later so as to see if they will work on not. Hope It plays better.
Oh also, since I added a new doorway, it more-less have an impact to the fps. If that's the case let me know.

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In this update:

➤Remade both spawns from the ground up
➤ Changed the spawns' position so as to make the players head to all directions a lot better and hopefully more players will get to the point this way.
➤ More detailing was added
➤ Clipping and fps improvements.
➤ Fixed an exploit where players could get out of the map.
➤ Added more sound effects
➤ General fixes and improvements based on feedback.

Notes:
Well this is it. I think the map is done. I am personally really happy with how the map turned out and I am very thankful for your help and feedback. Some youtubers even featured my map to their videos which makes it even more exciting for me.
I heard some really nice words from all of you and this has been a hell of a journey. It took me 5 years to learn how to make 1 map correctly but here I am.
Expect in the upcoming days me to release some sort of "history of sharkbay" where I would explain what I had in mind while developing the map, why I did what I did as well images supporting the whole thing. There are some things and designs that you never seen and I figured it would be interesting to say the least.

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In this update:

➤Changed the shark cage textures
➤Made some changes based on feedback
➤Improved the fps
➤Replaced the brush crates on spawn with normal props
➤Replaced the rope with chains on the ship

Notes:

Guys thank you for the detailing feedback I appreciate it but the meaning on the b12 test update was to get feedback on the new spawn and health pack placements predominately. Judging from the playtest it worked fine but I am curious to hear your opinions.

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In this version:

➤ Remade the spawn for both teams
➤Changed the Health and Ammo placements inside the warehouses
➤General fixes, clipping and changes based on feedback.

Notes:

From the last playtest I seen, people tend to use only the right route to get into the mid building flank. Someone pointed out that perhaps the problem is the spawn itself, since players press W and just move forward. So I tried to fix it somehow by reworking the spawn itself. I really need feedback from you guys to see if the changes I made with the packs and the spawn was a good step to the right direction.

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This version includes:

➤ More detail on the ship. ( Added props , stains etc )

➤Fixed not being able to build on the boat.

➤ Changed some wooden textures to fit more

➤ Changed some things based on feedback such as removing the big city sign from each courtyard, getting rid of the fish etc
Special thanks to:
MegapiemanPHD
Defcon
Erk
For giving me tons of feedback on this version.

➤ Added more detail and easter eggs around the map

➤Replaced the Red's side garage detailing area with natural terrain so as for the area to make more sense.

➤Tweaked the lighting in some areas.


Notes:

So far the reception of sharkbay has been really positive!
I have seen some youtubers like Big Joey and Aar feature the map in a video of their's and I couldn't be happier.
I prepared some changes and improvements to the map, Maybe after this I see myself potentially updating the map one more time and then I think I should be done.
Thank you again for your kind words and support. Really means a lot to me. I will never forget all those people who playtested the map with me all these years dancing and celebrating the release of the map on the tf2maps EU Server with me, I had such a good time.
Anyways that's about it, see ya


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In this update:

➤ The boat is a model now created by Krazy
➤ Most props fade away after a distance in order to improve fps
➤More clipping and optimization
➤Changed the sky and fog colors to match better.
➤ Added cubemaps
➤ Made the skybox with the playable space look seamless
➤Removed the highground in the front of the ship because it opened new and powerful sightlines
➤ Other general fixes and Improvements

Notes:
WE DID IT BOOOOYS.
This is my first completed map. It's working properly and was made right this time!
I am honestly really excited and optimistic. But I am not forgeting everyone who helped me. I included you to the workshop but I will include you here too:

Special thanks to:

Krazy - For creating the ship model
Cig0073 - For creating the first sharkmodel.
Da Spud Lord - For providing me the func_croc logic for the shark jump attack
Yaki - For creating a "custom" water texture which solved the seamless skybox problem.
Toopliss - For feedback and help
DatGmann - For the agent gunn shark model

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In this update:

➤ The boat is a model now created by Krazy
➤ Most props fade away after a distance in order to improve fps
➤More clipping and optimization
➤Changed the sky and fog colors to match better.
➤ Added cubemaps
➤ Made the skybox with the playable space look seamless
➤Removed the highground in the front of the ship because it opened new and powerful sightlines
➤ Other general fixes and Improvements

Notes:
WE DID IT BOOOOYS.
This is my first completed map. It's working properly and was made right this time!
I am honestly really excited and optimistic. But I am not forgeting everyone who helped me. I included you to the workshop but I will include you here too:

Special thanks to:

Krazy - For creating the ship model
Cig0073 - For creating the first sharkmodel.
Da Spud Lord - For providing me the func_croc logic for the shark jump attack
Yaki - For creating a "custom" water texture which solved the seamless skybox problem.
Toopliss - For feedback and help
DatGmann - For the agent gunn shark model

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