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.

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