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25.01.2025.



First version of the map uploaded.

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26.01.2025.



Fixed backfaces of certain brushes to be invisible.
Capitalized the letter H in map name

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31.01.2025.




Fixed grey climb blocks that weren't prolonged to the ground

Jumps Spider1 had difficulty with:
1. Raised standing block by 2 units
2. That block is pretty easy imo but i made it 2 units longer
3. This one is very technical, you need to SCJ and be close to the right wall, then you won't bang your head and with this technique you can do it without any problems (i did 5 times in a row), so i'd like to keep it as it already is
4. Made the landing block 2 units lower
5. That is a safe block, and correct way is jumping to the right block immediately
6. As previously noted by v4r, the block edge is LJ and you can land even 250 pre, not sure what caused the trouble


SC from the cannon to the barrels is impossible due to 65 units height difference.

Non-solid pillar wasn't intended and it was an accident. Fixed.

Fixed disappearing reflection model in greencave.


SHORTCUTS:
1. Sick find O_O! Fixed it! (even if it's still possible, it's like 5x harder and not worth)
2. Fixed (made the block 5 units higher)
3. Cool find :D I thought i fixed it in the past! Lowered hole's ceiling by 10 units, should be impossible now.
4. Great find! I fixed like 5 SCs around this corner already.... The structure was initially too densely populated with jumps so it was causing nearly unfixable SCs no matter what i did... But! I fixed this one too now :D
5. Fixed!!! (Raised the landing block by 13 units). Thought it was impossible when tested in the past.

POSSIBLE SHORTCUTS:
1. Tested in the past. Impossible.
2. Tested in the past. Too hard. (not worth)
3. Tested in the past. Impossible.
4. Very scary find. I tested it now, don't think it's possible, but i still made sure you can't get there + made that square block 5 units lower
5. Tested in the past. Shouldn't be possible, but i made the block 1 unit lower just in case TAS tries XD
6. Tested in the past. Shouldn't be possible, but lowered the gap ceiling by 8 units
7. Tested in the past. Shouldn't be possible, but i lowered the passage's ceiling so that you can't even jump there unducked
8. Not sure if that is possible, added ceiling to prevent it from happening anyway
9. Not sure if that is possible, added ceiling to prevent it from happening anyway
10. Tested in the past. Shouldn't be possible, added clip brush to ensure it
11. Tested in the past. Impossible.
12. Crazy find, could actually be possible. Fixed. (I made the plank 4 units higher).
13. Tested in the past. Impossible.

OTHER FIXES:

Fixed a few texture misalignments.
Few jumps have been nerfed on surface level to allow the completion with AWP.
Removed headbang on a jump on surface level.
Removed 2 torches in final cave section and adjusted the lighting from sky in it.
Made broken segments of structures in aztec interior non solid and made a clip brush around it


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04.02.2025.

xdd did a very thorough check and looked at almost every pixel, gotta admire his map checking dedication!!!!
Fixed over a dozen misalignments, three nulls, and some other minor bugs thanks to him.

Added a door and teleport to the first level (start) in finish room.

ok so, i and v4r fixed everything:
reflective model doesn't disappear anymore, completely fixed

SKIPS:

1. Should be fixed, lowered the jumping block by whopping 20 units and to prevent the previous SC, i added some slides to an existing slide (check incoming screenshot after this whole message)
2. clipped that door, now impossible
3. lowered starting block by 4 units and raised landing block by 3 units (must be imposs now)
4. as i said, it's imposs

Added teleport in finish room to start level



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07.02.2025.

SAJKEE screenshots:
1. misalingment on the right fixed and lighting bug on the left fixed
Meanwhile it may seem like a common misalignment, it is important to note all of the misalignments on grey climb (except one) are actually lighting bugs, caused by different level of func_detail entities, and thus different lighting. Different levels were used to decrease wpoly count as much as possible, so it may happen sometimes, but we fixed it.
2. fixed
3. same reason like on 1st screenshot, but we took care of it 
4. In the current state, these textures are as aligned as possible, you can't anyhow align them better, lol, it's a very complex brushwork structure, non-axis-aligned, etc, and too many brushes intersecting with each other, so naturally some misalignments will appear, and they are as managed as possible as is (we did give it another try, but couldn't come up with better placement
5. again due to detail level and top-notch optimisation that v4r accomplished, fixed!
6. same case like in p. 4
7. I think you were playing on older version, because it was fixed already
8. fixed!
9. fixed!
10. fixed!
11. i went in pain(t) and manually repainted each of the blue-contaminated pixels with according colour xd.............. fun experience 10/10 would never do again; making the bars 3D is really not something we'd want to do, as it'd increase wpoly/epoly and v4r already has minor fps issues, which is not nice
12. LOL MY BAD, FIXED!
13. again, i don't really know how you expect me to align it better, but i did 10 billion IQ move and made it a broken brick, so that there's not just a single texture, but two (you'll see)
14. Fixed, it looks better now, you have a point, although i also had some artistic vision that made me build it like that in the first place, but what you proposed is much better-looking
15. Again, i had an artistic vision for that, all blocks were made for respective sizes of squares on the ground texture, but i agree it looks better with other texture, fixed!


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10.02.2025.

Fixed floating trees in canyon part
Fixed bad shadow on a brush in canyon part
Fixed tree going through the brush in canyon part
Fixed the connection of worldbrush and model in final part



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25.02.2025.


MAJOR CHANGE:

All textures across the whole map have been detailed.
They can be toggled with r_detailtextures 1.
This was made to improve the quality of design when it is impossible to do so in hammer because of allocblock.

OTHER FIXES:

Some of the jumps have been nerfed to make them passable with AWP. AWP run is now possible on the map!

Fixed texture misalignments and null.

Added clip to some of the lamp models.

Improved the performance in final cave by making the terrain model not render in bottom parts.

Added two 1980x1080 resolution epic map overview pictures as models, showing entire map from huge distance


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28.02.2025.

Fixed 1 shortcut in green cave

Made the Babylon tower from surface level to be visible in the finish room in its "finalized" version


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02.03.2025.

Minor fix:

1 texture was missed to be detailed - updated kz_hb_Hopez_detail.txt only

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07.03.2025.

Fixed couple of texture misalignments and bad lighting caused on few brushes by different func_detail levels

Fixed 1 brush in green cave which didn't match with water reflection

Added the rain sound on top of tower in surface part

Reduced the volume of waterfall in green cave a bit


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08.03.2025.

The landing block on possible 3rd shortcut by Spider1 is shortened by 4 units.

Fixed 1 sc in surface part.

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