THE RABBIT'S BURROWISSUE FIVEOPENINGSo... how's it been? I've been busy-ish now that college year two has started in full swing. I've also been quite busy updating previous content, which uh, is mostly what I've been doing the past year. Of the five slots given to Expansion III, only one was ever filled so far. Nearly every piece of existing content has had touchups in some way, whether it's through map updates or being affected by THE GREAT CAPSULE AND WEAPON UPDATE. Speaking of THE GREAT CAPSULE AND WEAPON UPDATE, how many and which weapons on each map are now decided by myself along with capsule placements not just thrown about like how they currently are. Weapon counts have been drastically reduced, dupes exist all over the place (something that happened in v4, but it's even more prevalent now), and fun weapon experiments have begun. That cleanup is nice, I guess. Seeing how I have so much to cover, I've decided that this newsletter's images come from some of the more major updates. These include Roz01: The King's Dungeon, Roz06: Short Circuit, Iri04: Desolation, Iri06: Station 65, and Iri07: Under Fire. Once I've gone over those five, i'll briefly go over other minor things that will be happening without images. Without further ado, let's begin!
THE KING'S DUNGEONI rebuilt the map using the base frame of the old one. I wanted to remedy the outside being fairly pointless along with the sewers barely ever being used. I tried a few things, and they didn't work as planned. That's when and why this rebuild occurred. The front arena-esque area, the teleporter placements, the steep back end, and grate sniping(???) center are all still there on top of a more fleshed out outside area.

Brief interior of the front, complete with the big black knight.
SHORT CIRCUITNew World was a vertical experiment. Whereas some maps passed said experiment, others were a terrible disaster, notably New World and Under Fire. As a result, I've redone the map under the -original- electric oil pit aesthetic, this time with a dominance of plug and a tiny pinch of dynamo. New World's assets are still within the pack, however, this map will replace it once 4.5 hits. It's small, tight, and probably cozy. I hope you enjoy it.

The center with the only oilpit. It's completely passable via other hallways, so this placement isn't a complete crutch. There is, however, big health on each side of that pillar, which can also serve as a resting point should you get cucked by a pyromaniac.

The fire weapon to light the aforementioned pits is the hip new Magma Bazooka. Next to it are two funky pillar elevators. This room is one of the rooms immediately next to the oilpit. Those gray pillars are actually more akin to strobelights; screenshots sorta stop animating things.

Mysterious figures watch your every move. Their sightlines extend to every room in the map. (Yes, there's more than just these!)
DESOLATIONMinus the usual texture and layout cleanups, this map got something particularly special. It's quite likely I would get slaughtered should I bring back the more intensive filters. However, I (and a few others) really missed the glow the filters gave to this map. So, this happened.

It doesn't use traditional groundman sand anymore. Instead, it uses a cherry variant, giving a false impression of a glow. While this is only a small sample, it's been applied to the rest of the map, and even has its own splash! This also means that the actual groundman sand shouldn't be splashing anymore when my pack is loaded. (To those of you who hated that, for whatever reason) It adds a bit more flavor to the map, a tolerable kind, i'd think.
STATION 65Evacuation didn't exactly take off in v4. So I replaced it with something better and more spacey. (This is Iri06's replacement) A thing to note about this map is that it was built entirely with low gravity in mind, and as a result, the entire map is low gravity. It's entirely indoors too. Fakeman is a based space texture set and I cannot see it used for normal city stuff anymore. Thanks space!

A simple center room. Not shown to the left is are two staircases next to each other: one leading up and one leading down. The one leading up has a sick space jump while the one leading down takes you, well, down. Behind the FoV is the next room shown.

A curved hallway showing upper and lower levels. Seeing up from the lower level is difficult and seeing down from the upper level is the same, it's almost like they're not not walls or something. This room also features the "prettiest" view of the lunar landscape.
UNDER FIREThis was replaced because the catwalks were poorly implemented and literally half the map was never played. Good enough reason for me. Now it's a significantly smaller (common theme here) map with much better implemented things. The security lasers still exist (hell there's three of them) but they're less of a chore to go around. You can even traverse the entire stage without ever coming in contact with one, if you wanted. It's still loosely based off of Metal Gear, it's just, yea, a muuuuuch better layout than before.

The map's main center is an L shape. This is one the rooms that come off from the L shape. Above where danger wrap is there's catwalk stuff. I think it's also important to note that I put search snake and metal blade here. You know, fun thematic stuff that works.

A screenshot of the.. parking garage? I know I put it here and it's more roadlike than the rest of the map; I guess a parking garage would make sense for tanks and stuff. The ceiling is pretty narrow compared to the rest of the map, so it's got nice ceiling variety going for it. Not shown in these screenshots is an exterior area. Similar to before, it has -some- but not a lot of focus, as the majority of the focus is on the interior for this particular map. (Just confirming that an exterior still existed)

Metal.. Gamma? (I mean, he -is- made of metal >_>)
MISC STUFFHere's the fun section where I mention things that don't have screenshots in a very quick and probably lazy fashion. The teaser shown at the end of Issue Four was a beta for new Roz16. It's a tight, dangerous map (weapon wise) that takes place in some space machine thing with lots of strobe lights. There isn't any little ammo, and health is quite limited. That should prove quite entertaining. The aquarium is dead (It's a better recreational map than a DM/LMS/Duel map so it was scrapped), but I preserved the memes the commercials made by turning them into billboards. These billboards are now found in redone Proton Powerhouse. They randomly select four from a pool of twelve, so things shouldn't be too boring there. There's also four pushable trucks now. Roz19/Temporal Tower had its whites toned down, so those shouldn't really blind people anymore. Roz10/Hydrocity had its back end by the fountain scraped out, effectively cutting the map's size down by 512 units and tightening it up. Roz17/Last Whisper got updated snow textures along with the 3d floor ice bridge being removed. Its friction was reverted to normal ice physics. I've also turned Roz08/His Crumbled Palace into a super small arena map. Reason being the existing map, after trying to rework the back room, has proven to be nigh-unworkable. Finally, jump pads with vertical movement remain gold while jump pads with non-traditional vertical movement have turned blue. Clarity is superb.
CLOSINGWell, now that that wall of text is out of the way, thanks for reading. There's plenty more changes not mentioned here, but I really needed to get some form of newsletter out. It's been a few months, gotta let people know this isn't dead, that sort of thing. If you have any questions or feedback on the new 4.5 stuff or existing stuff, feel free to ask. I'm gonna head back to being busy now; have fun!