Woar, kinda skipped a few months of my life, and back here again

Been busy with uni and things in cs:s, but last week I've been working on the map solidly (43.3 hours to be exact) so now its in an allmost finished state, the entire level geometry and textures are 100% finished. I wanted to get to here (the point of no return) before announcing the completion

Atm spending the night nailing out all these crashes, gone from not being able to boot the map to crashing on area portals on doubble doors for some reason, so having work around with a fix. And dystopia refuses to boot whilst the sdk is open with v1.2 -.-'
Eta is 3 days, need to do all the objective's logic and lighting and cs

The map is now optimised as sanely possible, averaging from 200-300fps with rock bottom of 130 on a 7900gtx. it's has been built up with optimisation at the focal point, because of that, I only had 1 leak today when compiling for the first time, and full vvis completes in about 25 secconds.
The moveable teleporter is in this map, but its range is limited such it cannot detract too much from the gameplay and provide more of a vital edge to the last objectives, it is also introduced later in the game too.
To I think, everyones relief, doors that dont open are sparce and obvious, theres only about 4 atm but have a few more planned to fill areas out.
In effects, ive recompiled skins into a few models so when they are destoryed they look destoryed (corp power core etc), the teleporter now animates (not sure how itll handle on a server) and has a cooldown of 3 secconds so players cant get stuck in each other
and there are a few other effects you'll have to wait to see

With balance Ive tried to tip it slightly punk sided for stopwatch mode, theres 5 routes now for the first objective. all bottlenecking down into the generator room, and have rewarded legboosters generously.
Recomended players: 14, doubt it'll be fun to play with any more.
mfp time?
