map: arte_drift
mapper: arte de la puerta
discord: just__khang

map source file along with textures are included inside src folder so you can reproduce it yourselves
if anything, you need remec to compile the map 100%

changes:
lower texture scaling of grey and white from 2 to 4 (overall max wpoly from 4500 down to 3200)
add a blackwall to block vis at the end slide so people wont lose fps
fix timer not working (was flipped before)
move start timer by a bit
nerf weapon route for corner jump after the big bhop in second floor for the first part
remove the lowest block for that same jump
fix texture alignment for the big brain bhop
move the fakeout timer text a bit lower so people may see it all the time
fix texture alignment for sekai name

more changes:
nerf ladder at the beginning
add guide for conveyer bhop into final kz
change guide color to be more rainbowy
lots more random structure changes (that might or might not be visible to the player)
update credits
add safe tp for bhop to slide in second floor of first stage (bhop will bring player back to the circle bhop on top)

more changes:
fix the fix for the megaboost at double func_conveyer does not work
nerf dropcj for the early cj->dropcj->hj combo by 4u
some visual consistency for first stage final slide
move the lj room a bit further away from the monolith
random pattern in spawn room
fix fakeout text being unreadable
cover more nulls
extend fail cp back to beginning of final kz if people fail last megaboost (no change to the tp for the intended route)
extend heart brush to avoid playing getting stuck and the only way to go is to jump down and fail final kz

more changes:
some slight texture alignment fix
nerf and buff some jumps so it more balanced (harder)
replace stew2.mdl with discus.mdl (lots of epoly decrease)
also add some more statues throughout the map
some slight random texture changes to have some accents
removed a jump in room 2 floor 2 to have space for a statue

more changes:
sajkee's suggestions

more changes:
black wall to block vis from room 1, final slide of room 1 still has 2.5k wpoly 50k epoly but i guess that's fine? seems average
lots more accent lines for room 2 as styles
more lighting
nerf axn jump by adding 1 more block at the beginning
buff kz after axn
buff kz before axn

more changes:
fuzzy's suggestions except for the "gl_fog 1 please:D" text because im still working on it

more changes:
be more aggressive with black wall
add some aggressive hint brushes in hope that it improves performance
add random water
fix door frame in room 1 slide to room 2
did i foget to mention i add lots of statues?

more changes:
more aggressive performance improvement
add some light bulbs in room 2 for contrasts
more statutes (only busts)
more emissive textures

more changes:
nerf final slide and make final slide 1 sequence. before you can checkpoint on top of slide (intended)
add some more random details
buff kz slightly
make the middle floor slide in room 2 a bit less steep. only applies for the second bump slide
add pedestal for perseus statute and clip brushes to reasonably reflect that
make first megaboost jump fail tp more obvious. now has a ceiling with glowing red texture to know that you will fail if yu hit ceiling
reduce heart2.mdl poly count from 22k to 2k. now model is called heart5.mdl to avoid model collision and force redownload
buff beginning kz a bit
block almost all windows with black texture but not all to avoid vis 
change axn bhop block to look like normal bhop block but with different color
add block info in spawn room so people know before hand what type of block based on shape and color
change fog density from 0.002 to 0.0018. this means fog is about 10% less dense
fix some light bleed

more changes:
some personal ocd fix
fix the first megaboost again

more changes:
lines for the end jump
some random detail changes
added teleport to "skybox room" in spawn/start room hub
nerf some jumps that are deemed annoying for nocp run
add "waiting room" for people waiting for the "no mpbhop stuck jump" when playing in server with more than 2 people stuck at that jump
fix big boost skip, this is hopefully final
fix fu_sane jump in room 2 floor 1 first kz part where there's the slide boost up
fix the skip strafe jump before that 
make some jumps easier to not fail when play nocp

more changes:
make trigger tp in the final slide to cover the whole stage so that the player wont accidentally fail the entire game
give some more space for the final kz of room 2 so that players wont fall down
fix minor skips and fu_sane jumps
no more black window from room 1 floor 2 to room 1 final slide
add text to indicate what teleporters teleport to

more changes:
cover the end with more triggers just to make sure
change not_end2.mdl to not_end6.mdl

more changes:
FINAL FIX TO THE MEGABOOST HOPEFULLY
add more sprite orb around the map
cover the megaboost with more trigger

more changes:
make all bhop blocks speed to 150 except for some blocks
give all upbhop blocks more space to go down. This means upbhop is now easier without force fog1-2
random detail changes
hub room is now dimmer

--------- starting from january 2025

more changes:
sky texture everywhere to keep skybox and reduce vis, hence better performance
add some more random models
add some more random details
fix collision for room1 floor 2 corner jump. now you can walk from corner to either side
mega nerf the mega boost jump because people usually give up

more changes:
fix some visual bugs with water
nerf first ladder. now it is full block instead of cut block
remove yellow texture above credit name
change some minor textures to improve gameplay
make the sky darker (diffuse 800 -> 450, light 200 -> 150)

more changes:
fix sky collision from stage 1 to stage 2 which is a skip

more changes:
scale floor and wall texture in room 2 from 4x4 to 2x2 so the light looks better

more changes:
fix water on first floor room 2 not being transparent
make the sky cover more aggressive in room 2, it should look cleaner now in the megaboost jump, and samely weird
nerf the kz part from room 2 floor 1 to floor 2, cut the corner of the strafe jump
add some more sprites
fix minor texture alignment in room 2 floor 3
fix unfixable texture alignment in credit room
add some very unserious animal images
add another pose model

more changes:
remove 2 outside jumps at the end of room 2 floor 1 so that the player never goes outside

more changes:
fix the texture alignment at the change above

more changes:
add some random sound for random stuffs

final changes:
add some very very minor details
improve wpoly count in some parts by at most 20 or so
make safe tps holistically cover some intended part  
ditching multi_manager for jsut simply more triggle_multiple. the result is more consistent end audio trigger

more final changes:
fix skip in first kz room 2
nerf the purple lj after the purple duck lj in room 2 top kz by 4u horizontally, apparently it was too hard
nerf the duckslip jump after walkbhop part by 2u vertically because you can fail when you do it correctly
un-nerf the left strafe jump down after that because the duck is fairly easy to get now

---- pre-release changes

more final changes:
fix softlock with duck only jumps where the player can be stucked mid air. Now they all have teleport inside them
make big bhop blocks more stylishly consistent with smaller blocks
change small bhop block speed from 150 to 75 so upbhop is easier
some random stylistic changes and improve wpoly by a little bit
buff the duckslip by 1 vertical. previously it was 2u nerf so now it totals to 1u nerf

more final changes:
buff the "purple lj after purple duck bhop" by 2u horizontally. it was previously 4u nerfed so now it is 2u nerfed totally
ok i un-nerf it now, no more 2u nerf

more final changes:
fix the skip at the beginning of room 2 where you can skip bhop by failing bhop

more final changes:
make the window between end room 1 slide and room 2 first kz func illusionary with some renderamt. Previously it was nothing so it looks like null. Now it looks like less offensive null
optimize some wpoly 

probably final changes:
optimize vis and fix more vis when you play the game with gl_fog 0 aka not intended
add leak wall

final change
fix the weird clip of the tripod for the final slide of room 2 floor 3