Greetings, I am back with a few more questions. cp_chateau_event is almost ready to go into B2, although at this point it's probably closer to RC1. Before I progress, there are few things I would like and/or need to sort out. 1. Is there anyway to make these control points not fullbright? Both the RED and BLU skins (not the uncapped version) always glow in fullbright. This isn't a cubemap issues, those are packed and literally every other reflective surface works. I've tinkered with the settings and nothing seems to make them pretty. 2. How would I go about removing those bright lines where the water meets the wall? 3. How do I release a map with a navmesh? Using CompilePal to pack the navmesh into the bsp creates a map that crashes your game. So I generated the navmesh separately and now I've got the nav as a separate file. How do I stick this thing in the bsp so that people only have to download a single file? 4. This map is a reskin of cp_steel. Last compile, the bridges that extend outwards when point c is capped stopped working. I've never messed with the bridges at all, save for changing the textures a long time ago, so this is confusing to me. I checked, the logic is all good, and the handrails work as normal. The brush entities that make up the bridge just sit there, unmoving. Any ideas on what's going on?