a1 - First Release (private)
Date: 24/04/2009
- BSP Only, playtest
- Basic Bot pathing

a2 - (private)
Date: 29/04/2009
- Started meshing.
- Changed weapon layout
- Replaced Thigh pads with UDamage
- increased size of crate Chest armour is on
- Modified lift speed
- Added route between brige and air vent opening
- Set pipes/fans near sniper further back into wall
- Added some custom meshes
  +LightBeam mesh (Thanks to Drevlin for the tip)
  +Lamp Shade mesh
  +Pipe Corners (Thanks SpoonDog)
- Created several custom emitters 
  +Pouring Water with Collision
  +Pouring Water with Steam with collision
  +Liquid Nitrogen style steam (falls down) with collision
  +Rising Steam with collision
  +Water drip followed by splash
  +Modified stock emitter to have water ripple/splashes only, no drips
- Created BSP mesh fence pattern to give better collision and shadows from the standard mesh
- Created Grate from multiple meshes for better shadows.
- Matinee'd moving, flickering light on water drop splash at stinger

a3 - (private)
Date: 04/05/2009
- Added helmet
- Added a roof over shock area
- Fixed lighting on down spotlights
- More meshing
- Fixed blocking on pipes in air vent
- Added shorter route to sniper via pipes from stairs
- Modified emitters
- Tweaked Post Processing
- Added Height Fog
- Added Dynamic lights for Water reflections
- Added some more custom meshes
  +PipeBrick(Curved) (Thanks KaMi)
  +Drain pipe
- Added custom sounds for Fly emitters and water drip
- Set many meshes onto light maps for quality shadows

B1 - (public)
Date: 10/05/2009
- Replaced Helmet with Thigh Pads
- Removed UDamage lighting due to terrible FPS drops
- Modified Orange lighting to be deeper and warmer
- Removed pillar at Chest armour, added 4 smaller ones
- Moved Link Gun corridor back slightly to allow for meshes to fit
- Removed pillar at Flak, added a tree
- Added terrain at Flak
- Modified Lift speed to make sure you don't hit the roof
- Moved pipes and tanks at bio outwards, placed wall inbetween them and belt
- Added Yellow lighting at belt, air vent and low rockets, to give some variation.
- Modified several stock materials to have moss on them.
- Re-applied materials on certain meshes; 
top level walls are bricked, with the odd window;
middle level is Concrete;
lower level is plastered brick.
- Modified skylight and directional lights.
- Added bounce lights for sun.
- Tweaked Post Processing for more contrast and modified light radius, brightness accordingly.
- Improved Bot Pathing all routes now used.
- Matinee'd another flicking light in room with broken wall at rockets.
- Added more spawn points (two per weapon now)
- Added some Decals about a few places
- Started placing ambient sounds
- Added basic Culling Volume
- Modified some collisions on certain meshes
- More deco meshes
- Imported more custom meshes Lots of rain cubes, for wip rain sequence
- Light mapped more meshes for shadows and lighting

Final - (public) - MSUC P3 Entrant
Date: 15/05/2009
- Fixed some agressive culling
- Adjust culling volume slightly.
- Culled many more meshes individually as culling volumes are a pain
- Added some Occluding meshes behind walls
- Added some fog/haze around the wall lights without shades.
- Fixed a slight gap you could see into behind a wall at jumppad
- Set certain meshes to not appear on low settings (lightrays, some particle emitters, light haze)
- Modified culling on particles
- Added collision on top of pipes above Bio
- Fixed collisions on trim on the walls at shield belt
- Fixed collision on a brick pillar you could walk through
- Added more railing meshes above shock so you can't see the end
- Removed uncessecary collisions
- Tweaked collision on the tree so you can't stand on it
- Modified, and lowered volume of water drip sound
- Modified some lighting for better shadows through the chainlink fence
- Modified and lightmapped a few meshes for better shadows
- Removed Surface Materials on several unseen BSP surfaces
- Slightly lowered blocking volume aboce the top of the level
- Added Godrays
- Tweaked decals for performance.
- Detailed/meshed up the end of stinger corridor at flak end.
- Detailed/Meshed up area below rockets.
- Terrain texturing done and added foliage.
- Meshed up the lift, also added dynamic blocking volume so you can't get under it.
- More deco stuff scattered around.
- Removed water caustic lights and replaced with decals for performance
- Modified cable length on lights so they don't go past the beam
- Changed materials on some meshes that were missed
- Trimmed a few hard edges of BSP
- Added a bin fire, used to warm the players marshmallows during breaks or used by bums...
- Modified a few more lights
- Added some emitters and a counter weight to the lift.
- Removed one vial at Udamage and spread the other two apart.
- Rain, Thunder, Puddles, Awesomness

Final v1 - (public) - MSUC P3 Entrant
Date: 16/05/2009
- Fixed Rain volume
- Fixed a flickering texture at jump pad
- Fixed PP