Versus Saxton Hale Colossal Vessel

What entity should be dedicated to be worshipped in one of the rooms?

  • Mothman

    Votes: 0 0.0%
  • Kakyoin

    Votes: 2 11.1%
  • B1

    Votes: 8 44.4%
  • flowey

    Votes: 1 5.6%
  • Mandrill

    Votes: 5 27.8%
  • Sundowner

    Votes: 2 11.1%

  • Total voters
  • Poll closed .


Colossal Vessel
Ship architecturers be damned

Last Updated: 10/15

Current Version: b4_1

Next Version: idk

Download: Steam Workshop :: Colossal Vessel (

just look at the workshop page

To Do

  • B1 Room in place of one of the guest rooms.
  • Better transition between map and skybox. if its possible
  • Better lighting.
  • Better use of space.
  • Aesthetics.
    • Making the ship look more like a ship and not like one made in early CS:S mapping.
  • Fixing issues that pop up during play testing.
Also I put up a poll for which of the following characters I should dedicate an entire room to on the second floor.
  • Mothman (SMT)
  • Kakyoin (Jojo)
  • Sundowner (MG:R)
  • B1
  • Mandrill
  • Flowey the Flower
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if you want help on getting high quality B1 artwork actually hit me the fuck up man, i have so much art of it that it’s not even funny honestly. (for a quick reference, paddy’s icon on discord)


  • More substance in general, particularly the second floor.
    • Still needs some more for later.
  • More polish- door flames, etc.
  • Cage at the end of the ship now has a ramp leading into the water at a placeholder.
  • Some texture replacement.
  • Hale spawn is bigger.
  • Some more ammo and health pack spawns throughout the map.
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  • Touched up cafeteria area a bit.
    • More lighting added to the area.
  • Touched up the two other rooms on the second floor a tad bit.
  • More ammo and health packs spread across the map.
  • Some lighting adjustments.
  • Increasing skybox size because thats one of the only solutions I can find for this skybox jank of Valve not completing the bottom.
    • N̶e̶w̶ ̶s̶k̶y̶b̶o̶x̶ ̶b̶e̶c̶a̶u̶s̶e̶ ̶s̶t̶r̶e̶t̶c̶h̶y̶ ̶b̶o̶t̶t̶o̶m̶ ̶p̶i̶x̶e̶l̶ ̶i̶s̶s̶u̶e̶ ̶i̶s̶n̶'̶t̶ ̶a̶s̶ ̶a̶p̶p̶a̶r̶e̶n̶t̶ ̶i̶n̶ ̶t̶h̶i̶s̶ ̶o̶n̶e̶.̶
Delayed for a little bit as I look up solutions to completely avoid this skybox jank
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  • First floor changes
    • Cage area unchanged
    • Red spawn unchanged
    • First room after red spawn had storage containers moved around
      • More lights added into this room
    • Third room only had the storage containers against the cap room removed.
    • Cap room filled with generators
  • Second floor changes
    • Differentiated the two second floor rooms.
      • Box room placeholder for b1 room.
    • Props placed throughout.
  • Third floor changes
    • Hale spawn rotated 90 degrees.
    • Placeholder pipes created in place of the prop mess.
      • Increased map ceiling to account for these.
  • Decreased skybox brush width.
    • This was already done after the previous update
  • More health and ammo packs placed throughout the map to alleviate resource starvation.
  • Texture adjustments throughout.

Out very soon. now.
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  • General
    • Changed water texture
    • Adjusted several spectator camera placements.
    • Other various texture adjustments
    • An actual bottom was created for the ship.
    • Sides of the ship slanted to make it more resemble a ship.
  • First floor
    • Walls added to the side of the slope of the cage to make it easier to get in and not die.
    • Big overhaul in terms of layout
    • Red spawn room relatively unchanged.
      • One of the openings closed off.
      • Door to the rest of the ship. made bigger
    • The two middle rooms merged
    • More walkways added to prevent the existing ones from being too clumped with people.
    • Stairs leading to 2nd floor separated into two separate stairs leading into the empty spaces on the sides of the 2nd floor instead of down the middle.
    • Cap room playing area made smaller, cap timer reduced to compensate.
    • More lights added.
  • Second Floor
    • Four more rooms added to the sides and another room where the stairs coming from the 1st floor was before.
      • Lowered ceilings for most room in the second floor
      • Some existing props moved to the new empty space created by the existence of the rooms.
    • Fixed the first stair from the top being too tall, oops.
    • More lights added
  • Third Floor
    • Floor now inclines upwards slighting towards the front of the ship starting from a length from the back of hale spawn.


edit: uploaded at ~10 pm cst 3/12, technically made my deadline lmao.
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b3 notes
  • Areaportal spam
  • Added clips to every staircase in the map to make it less painful to move through
  • More storage containers as a bandage fix to make being in the first floor less painful for the boss to be in.
  • Some other shit not important enough to be written down.
uploading today

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b4 notes aka what the fuck i actually got an update out after a year i actually couldn't believe its been this long
  • Each floor remade to a small extent at the very least
    • Second floor is less linear
    • Death cage in the first floor so reds have less freedom in the bottom of the stairway room
    • Fencing props in the first floor replaced with brushes
    • Lights made non-solid
    • Third floor less empty, but more at the same time. It makes sense once you look at it.
  • More props and stuff yay
Will be on the servers once the map is done compiling and when I'm up.


b5 aka i should start working on a different map at this point
mostly touchups to improve on things such as addressing some complaints the map has received
  • More ammo boxes.
    • Most small ammo boxes are now medium ammo boxes.
  • Red spawn doesn't look like absolute trash anymore and has some value for being there now..
  • The shitfest hub, aka the room on the first floor between cap and red spawn where most of the fighting usually occurs, now has some additional walls below the middle platform so bosses can shark below it without being shot from every single angle that exists.
  • Breakable brushes implemented.
    • These are indicated by the decals placed ontop of them that indicate that there is clearly something off with them.
    • One of them is in the kitchen, which would allow people to get down to the cap to stop them from getting trapped and domed as a result.
    • The other pair of those brushes are next to the piano in the second floor lobby and the room behind it. Opening either of those brushes grants access to a tunnel where you can cross over to the other corresponding room by going through it.
      • Buildings are blocked from being built inside the tunnel (Sidenote, but thank god for medics getting nerfed as well because perma uber would have been stupid here).
  • Some more consistency between textures and props that will likely go unnoticed.
Map download: this