Aug 2024:
-Re-uploaded all canvases to fix some loading issues
-Small adjustments/improvements across the map
Got a report that some canvases had some loading issues so I reuploaded every canvas and updated all the links. Took several hours but hopefully everything’s working better now. I also took some time to make some minor adjustments and lighting changes in a few spots, nothing major. Hope you enjoy!
Feb 2025 Update:
-Performance optimizations:
*Reduced total workshop items from 565 to 550
-Fixed the Haunted TV’s static
-Several adjustments/improvements across the map
Happy 4 year anniversary to the map!
I have done a pass on the map removing/replacing workshop items and brought the total down to 550 while also adding some new in game objects. I also added a Player Movement area in the SCP Staircase which can no longer be ran through as to allow the SFX/Ambiance to have better and full effect. I also added a post process effect in the Space Odyssey drop. Lastly a few easy path platforms have been slightly tweaked to feel better/easier.
Apr 2025 Update:
-Added “Try Again” teleport option for failed ending
-Added arrows in the backrooms
-Fixed several teleports to function better
-Fixed ladders across the map
-Several adjustments/improvements across the map
I have added a Try Again teleport option to the failed ending so if you wanted to attempt at another guess or simply don’t care about finding the clues you can retry to get to the proper end area.
Adding arrows in the backrooms is an attempt to help people navigate them and not feel so helpless or lost, even if that is the goal of the backrooms to begin with . I re-added the ability to run (at a reduced rate) in the SCP Staircase as it felt too long with only being able to walk and added locked doors on every floor level to give a visual aspect that you are indeed progressing downwards.
I also fixed all the ladder and teleport issues that seemed to come up after Tower Unite went to 1.0 (If not fully fixed, I have another workaround on the backburner I can implement)
Several other visual changes and improvements across the map, hope you enjoy!
May 2025:
-Redesigned waterfall parkour to look better with less jumps
-Performance optimizations:
*Reduced total workshop items from 550 to 540
*Reduced total canvas images from 293 to 280
*Reduced total Contemporary Wall Lights from 183 to 149
-Several adjustments/improvements across the map
I spent some time redoing the waterfall parkour section, gone are the simple platforms that looked very out of place and honestly had way too many jumps to get through. I have replaced everything with rocks, climbing ropes and planks, while keeping the easy and hard paths. Looks better IMO and less jumps overall. I will be refining it overtime.
Other then that I have made a lot of touchups around the map, added some things here and there and made some small optimizations by removing some workshop items and canvases. I also re-enabled the ability to run in a few more areas around the map that previously had walk only restrictions. Enjoy!
Update: 05/18/25
-Performance optimizations:
*Reduced total Contemporary Wall Lights from 183 to 149
I have done another round of performance optimizations by removing several Contemporary Wall Lights from around the map and utilizing skyboxes instead. This should help with FPS in areas that are heavily lit (Mostly around the waterfall area). The lighting has changed a little in these areas as a result, I may try tweaking them a bit to get a warmer colour but they look fine for now. I also have re-enabled even more areas that had run blocks in to allow running at a reduced rate, reducing the jarring effect from being not being able to run all of a sudden.
July 2025:
-Performance optimizations:
*Reduced total workshop items from 540 to 500
-Small adjustments/improvements across the map
Just a small update, mostly performance optimizations. I removed/replaced several higher file size workshop items (Server racks, air tanks, medical cabinets, etc) which should decrease initial map load time and use up less memory overall. I also did some small random adjustments across the entire map as I usually do on every update.
Next up I want to work on the visuals inside the final tunnel section by adding more items to walk around and look at and just making it look more cluttered/lived in without reducing performance.
Finally I also want to say THANK YOU to everyone for this map reaching 300+ likes on the steam workshop! It’s a good motivator to continue working on the map.
UPDATE 07/27/25:
Replaced/removed 10 more workshop items bringing it down to a total of 500 workshop items! Also replaced the clock in the loading room with a locked door. I think it visually looks better.
Jan 2026:
Performance optimizations:
*Reduced total workshop items from 500 to 485
-Improved exit from Space Odyssey bedroom
-Fixed some item placements
-Several adjustments/improvements across the map
Been a while, had to fix a few item placements due to recent tower unite updates, improved on the exit for the Space Odyssey bedroom with an extra drop and exit area. Also removed 15 more workshop items bringing the total to 485. Also added a few small items and extra details around the map.
I might start working on a backrooms addition here soon and I want to continue to remove/replace the workshop items with ingame items.
Enjoy!
Update 01/20/26:
Further Performance optimizations:
*Reduced total workshop items from 485 to 475
I removed/replaced 10 more workshop items bringing it down to 475 for added performance and did more small adjustments/improvements across the map.
May 2026:
Performance optimizations:
*Reduced total workshop items from 475 to 458
*Replaced a few large file size workshop items
-Opened up access to front yard at large house
-Several small improvements to the Backrooms area
-Several adjustments/improvements across the map
I decided to open up the front yard at the large house for players to run around in, not much to see or do right now though, In the future I will make some additions and improvements to this area. I also touched up the backrooms area just a bit, adding random appropriate items around and removing most of the direction arrows, in the future I may also add a new section to make the experience last a little longer. Lastly I removed more workshop items and was able to replace them with in game items bringing the new workshop items total down to 458. I also replaced several larger file size workshop items.
Update 05/22/26:
Improvements to the newly opened up front yard area (Lowered yard edge to eliminate jumping and added a few items)
Update 05/30/26:
Performance optimizations:
*Reduced more workshop items from 465 to 458
*Replaced a few large file size workshop items
I added some more objects randomly around the map and made some jumping sections slightly easier. I also spent a little time and redid the numbers on the doors in the SCP staircase.
June 2026:
Performance optimizations:
*Reduced total workshop items from 458 to 450
-Redesigned Waste Pit exit
-Removed balloon collision in Skybounce
-Several adjustments/improvements across the map
One of the biggest changes I did was design a faster exit from the Waste Pit, In the past you fell down, had to parkour across the barrels then parkour your way back up to exit back to the mars location. Now when exiting the cave along the pipe you will simply climb a ladder that will pop you out to the top of the pit. The old platforms are still there if anyone falls in again or wants to exit the old way but this new way is less tedious and helps keep the momentum.
I also disabled collision with the red balloons in the Skybounce area as they could frequently knock you around when trying to land on the platforms.
More performance/loading optimizations, It has taken me 3 years but as of today I was able to remove/replace 500 workshop objects and bring the map from its all time high (May 2023) of 950 down to its current 450. To keep my map having a playable framerate and not take forever to load this has been the best task I decided to take on. Some workshop items can be really difficult and time consuming to replace once it has been used to center or define a section.
Of course plenty of adjustments/improvements across the map. Why this is on almost every changelog is I do sometimes just go through the map and adjust this and that, add or remove small objects, adjust lighting/sound effects levels, a lot of just smaller things.