A general summary of what to expect from this thread soon enough. Overview: BLU had managed to secure a RED rocket before it was going to take off, managing to hoist their doomsday machine aboard. However, before the ever-important battery was installed, the RED mercenaries still aboard the rocket suddenly managed to get it to take off, forcing BLU to give chase in their own rocket to get the ever-important power source in place. The map proper takes place in space, where the RED and BLU rockets had successfully managed to dock with one another. The main dynamic element of the map is the addition of 3 generators strategically positioned alongside the Payload track. The control points contained around these generators either double or halve the speed of the cart, depending on which team captured them. Only one is unlocked at the beginning of the round; the other 2 are unlocked as the cart moves about the track. If BLU holds all 3, the cart's speed is 8 times normal. If RED holds all 3, the cart's speed is 1/8th of normal. To encourage players to cap the points, automatic rollback of an unattended cart is eliminated. The map also only has 2 CPs, Gorge-style. Travel and cap times have been carefully measured and hopefully should be comparable to Gorge. Here are the ideal times (posting this here mainly for myself in case I lose this unsaved Notepad file): Time for BLU to reach CP 1 + Cap (no boosts): 1:40 Time for BLU to reach CP 1 + Cap (Doubled speed): 0:50 Time for BLU to reach CP 1 + Cap (Halved speed): 3:20 Time for BLU to reach CP 2 + Cap (no boosts): 0:38 Time for BLU to reach CP 2 + Cap (Doubled speed): 0:18 Time for BLU to reach CP 2 + Cap (Halved Speed): 1:16 Walk times: Time for RED to reach CP 1: 0:17 Time for RED to reach CP 2: 0:08 Time for RED to reach BLU spawn: 0:28 Time for BLU to reach CP 1: 0:15 Time for BLU to reach CP 2: 0:16 Time for BLU to reach RED spawn: 0:19 Credit: Rexy/Void (a lot of their stuff was lumped together): "Evil Lair" models, Computer Banks, Chemical Containers, Decontamination Nozzles, File Cabinets, a Forklift, Tech Doors, and probably some other things I'm forgetting. The Creators of the Bulletcrops Project: Lots of Oceanic stuff repurposed to be in SPAAAACE. The Creators of the Construction Pack: A hammer! And a drill! And some metal-y bits! Cerulean: This awesome bomb cart thingymajig. Artesia: Custom cap point models along the track. Acumen: A chair. VelvetFistIronGlove: The Skylab Sky. Selentic: A Telephone Booth (that seems out of place, doesn't it?) Honeymustard/Arnold: Creators of cp_Konkreet, which was an excellent learning tool for getting the rimlighting around the CPs to function correctly. TheBladeRoden: Gray CP Signs. Boojum: Entity help/setup, various prefabs, the Mapper's Resource. YM: More prefabs and some textures and some overlays. Ravidge: His lighting library. I do believe that's everyone. If I missed you, I'm really sorry, just let me know and I'll add you in.