JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser .
New Additions
Expanded areas near Points B and C to improve gameplay flow.
Added a .res file to support server browsing functionality and ensure missing thumbnails appear.
Added additional lighting to Point C to improve visibility.
Added more details to the Point C area.
Added more greenery near Point A.
Added ambient sounds (ambient_generic) to previously inaccessible burning barrels.
Added missing intro and page collection music.
Added Shintō Shrine in the credits room.
Moved and added more fire barrels near Point B.
Changes and Adjustments
Increased document pickup time from 10 to 20 seconds for better balance.
Moved the giant skull with a table further from the former BLU spawn.
Modified the giant skeleton skull to interfere with players actively... in a hurtful way.
Replaced some plants with different types for variety.
Removed vPhysics from certain railings to optimize gameplay and reduce collision issues.
Restricted the jackpot sound to the disco room only.
Reduced the max audible distance for fire barrels from 1250 to 800 units.
Replaced func_nav_blocker with tf_point_nav_interface for improved AI navigation.
Boss no longer jumps over the bridge.
Told floating lamps to stop levitating (adjusted their positions).
Bug Fixes and Optimizations
Added an input to kill the car engine sound at the end of the round.
Note: This sound remains bugged and might persist due to engine limitations. A fix depends on future TF2 updates.
Added an input to kill Miss Pauling's voice lines to prevent them from replaying endlessly.
Adjusted clipping around Points A and B for better movement.
Corrected wrong lamp models on top of Point A.
Fixed a "nodraw" texture near the EOTL train.
Removed jackpot messages for a cleaner HUD.
Removed and relocated some document spawns near Points B and C.
Removed the nav file from the .bsp.
Removed planks, glass shards, and other out-of-bounds brushwork to avoid hitting the brush limit.
Repacked the map to decrease its overall file size.
Converted some ambient_generic entities into soundscapes to reduce the load on the sound engine.
Note: If any sounds disappear or refuse to play, please report them for future patches.
Technical Adjustments
Entdata increased from 138.6% to 147.5% (it doesn’t seem to matter, huh?).
Edicts increased from 1041 to 1126.
Updated slender_junction from B1/B2/B3/B4 to V5
Overall:
Upgraded to new SF2 entities.
Entdata increased from 133.2% (B1) to 138.6%
Other previous entdata values:
B2: 121.8%
B3: 89.5%
B4: 82.7%
Edicts reduced from 1077 to 1041
Developer Notes:
TF2 has been optimized over the years, resulting in fewer required edicts. B1 originally had 1464 edicts compared to the current 1077.
Increased entdata might be a concern. However, TF2 has been upgraded to 64-bit and playtests have proven that the map performs adequately.
With reduced edicts, separate beta maps are no longer necessary. The map prefix has thus been updated to "v", representing "version".
Removed class-based insults
Significantly reduces the .bsp file size.
Developer Note: Removed based on recommendations from Nexus Realities due to rules against insults.
BLU Side:
Added dodgeball to the map.
Added PvE arena.
Maze is now randomized.
Moved boxing area closer to PVP arena.
Rick May poster no longer teleports to the credits room.
Added new decals in the maze and boxing area.
Added more animals to the green room.
Added the teleportation door in the green room.
Updated decals in the credit room.
Swapped around certain entities for the slot machine.
Moved the positions of the disco and credits rooms closer to the spawn along the X, Y, and Z axes for faster noclipping.
Removed physics from the bottles in the disco room.
Removed and adjusted certain info_teleport_destination entities and other entities tied to them.
PVP Arena changes:
Moved spawn points to the catwalk between PVP and boxing arenas.
Removed doors in the small rooms.
Removed boundary trigger messages.
Moved and reduced the amount of ammo boxes and health kits.
Added extra glass to the roof.
The document counter was replaced with decorations.
Replaced certain props.
Parkour Room changes:
Added movement restrictions to the Scout class.
Removed slowdown effect.
Attempting shortcuts triggers a temporary shield from Merasmus.
Added spots for taking breaks.
Completing the parkour now teleports the player to the credits room and rewards them with trailing particles.
Replaced the last pillars with rotating pillars.
Developer Note: Parkour remains challenging but is now more accessible.
RED Side:
Divided playing area with sequentially unlocking doors:
First Room: Contains four locked doors. Each time a document is picked up, only one door unlocks, while the remaining three stay closed.
Second Room: Contains two locked doors, which both unlock together upon picking up a second document.
Third Room: Once a third document is picked up, three doors in the first room also unlock, creating a shortcut back to the starting area.
Developer Note: This should help players navigate more easily, especially in larger areas that previously caused confusion.
Added additional exit signs.
Added extra planks.
Extensive clipping added to prevent exploits.
Miss Pauling's intro has been shortened.
Added additional randomized voice lines for Miss Pauling.
Removed page-related voice lines (for mercs only).
Expanded the area near point A.
Adjusted, removed and added more document spawn points.
Removed inaccessible trigger_ignite entities.
Railings updated:
Bosses can no longer jump over them.
Some railings have been knocked over.
All railings now use “func_respawnroomvisualizer” for smoother boss movement.
The crystal now contains phosphor.
Added two small crates near point C to block a happy accident.
Readded box_cluster03.mdl.
Improved the escape sequence:
Players can now escape by simply touching the van once the exit door opens, removing the need to wait for the van to stop and honk.
2.jpeg
236.6 KB · Views: 14
3.jpeg
70.7 KB · Views: 17
4.png
579.7 KB · Views: 15
5.jpeg
99.2 KB · Views: 14
6.jpeg
253.2 KB · Views: 13
7.png
616.7 KB · Views: 16
8.jpeg
40.8 KB · Views: 12
9.jpeg
39.8 KB · Views: 12
10.jpeg
42.2 KB · Views: 13
11.png
676.4 KB · Views: 15
12.jpeg
49.3 KB · Views: 11
13.jpeg
109.3 KB · Views: 13
14.jpeg
206.9 KB · Views: 12
15.jpeg
279.5 KB · Views: 13
16.jpeg
317.3 KB · Views: 11
17.jpeg
268.5 KB · Views: 13
18.jpeg
339.3 KB · Views: 10
19.jpeg
399.2 KB · Views: 13
20.jpeg
255.2 KB · Views: 14
21.jpeg
314.1 KB · Views: 10
22.jpeg
289.2 KB · Views: 14
23.jpeg
282.9 KB · Views: 13
24.jpeg
336.3 KB · Views: 13
25.jpeg
417.3 KB · Views: 12
26.jpeg
356.3 KB · Views: 12
27.jpeg
257.8 KB · Views: 13
28.jpeg
345 KB · Views: 13