Changelog B2General
- Numbered all jumps (need r_renderoverlayfragment 1 in console to see).
- Most point_spotlight entities in the map and some of their corresponding prop models were off-center by 1 unit. After a lot of pain, they are all centered now.
- Updated all sakura tree models to the latest version.
Jump 2
- Retextured part of the wall above the glass for consistency.
Jump 3
- Retextured part of the divider for consistency.
Jump 5
- Retextured sync platform to be more consistent with the rest of the map?s texture scheme.
Jump 6-7 connector
- Made light prop in the bridge nonsolid. Sorry Aurora.
Jump 8
- Added indicator stripes on the initial wallshots to show the area in which the player needs to be to make it through the last wallshot gap.
Jump 8-9 connector
- Added another lamp to improve lighting and visibility.
Jump 9
- Replaced skip platform pillars with pipe pillars used elsewhere in the map to make it look a bit nicer.
Jump 10
- Clipped the downward ramp to prevent an issue with players accidentally texture bugging the face and failing the jump.
Jump 10-11 connector
- Textured visible nodraw face on button of bridge.
Jump 11
- Removed water in the main teleport area to fix the water rendering glitch in the sync area. Not sure how I ever let this get in the first version honestly.
Jump 14-15 connector
- Fixed floating lamp above water exit.
Jump 18
- Lowered outside water level to match the sync water to fix the water rendering glitch.
Jump 20
- Fixed some playerclip issues.
- Improved texture alignment on pillars next to end cp.
- Fixed buggy displacement pillar.
- Made text that appears in the teleport door at the end fade in and out less obnoxiously.
Changelog B3General
- Improved texture alignment throughout the map
- Fixed tick regen timer (thanks Dipp)
- Fixed end shoutout (thanks again Dipp)
Jump 1
- Added no-shoot texture to walls for consistency
Jump 2
- Added no-shoot texture to walls for consistency
Jump 5
- Cleaned up light textures a bit
- Retextured back part of sync platform for consistency
Jump 8
- Retextured side of sync platform for consistency
Jump 9
- Slightly moved pillars
Jump 15
- Fixed upward flowing water? woops
Jump 15-16 connector
- Added particles to waterfall
Changelog B4General
- Fixed lighting on some stairs throughout the map
- Updated hp regen (thanks Gorge004, king of hammer logic)
Spawn
- Retextured a couple walls for consistency
Changelog B5General
- Fixed some lighting that was the wrong color (thanks to SUUUUUUUUPERCHUCK)
- Improved hp regen (thanks maxxy)
- Soldiers will no longer activate overheal brushes throughout the map, but they will still work for demomen in order to keep difficulty the same
Spawn
- Changing class will now instantly respawn you instead of forcing you to die to change classes
Jump 15-16 connector
- Removed a sneaky soundscape (thanks maxxy)
Changelog FinalTimer
- Teleports to jump 1 start instead of spawn to reduce the difference between Tempus, MMod timers, and offline TF2. Should be negligible difference between all 3 platforms now.
Jump 7
- Fixed a missing teleport (thanks gorge004)
Jump 8
- Extended all wallshots to prevent overshooting (thanks Mac)
Jump 10
- Fixed a bug that allowed players to stand where they should be teleported (thanks firestabber)
Jump 11
- Added regen throughout the jump so you don't have to time your initial rocket in order to hit a triple sync off of the wallshots
Jump 11-12 connector
- Redid so people can walk up to the top floor without jumping if they really want to
Jump 13
- Added regen throughout the entire first section of jump. Really should have been like this from the start and I apologize for any pain I have caused over the years.
Jump 14
- Fixed a missing teleport (thanks gorge004)
Jump 15-16 connector
- Slightly shrank to improve symmetry and texture alignment
- Raised by 256u to make my favorite strat a little more consistent
Jump 16
- Extended second wallshot to prevent overshooting (thanks Mac)
- Slightly lowered the jump relative to the preceding connector in order to make some sick nasty strats more consistent
Jump 18
- Made it much more difficult to bonk after the bounce (thanks Superchuck)
Jump 18-19 connector
- Slightly lowered water level to make it easier to shoot the floor