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 .


Community Manager
Comm. Manager
Colossal Vessel
Ship architecturers be damned

Last Updated: 8/16

Current Version: b3

Next Version: rc??????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

Download: Steam Workshop :: Colossal Vessel (

To Do

  • B1 Room in place of the current box room.
  • 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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nobody in nowhere land.

Settled in
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)


Community Manager
Comm. Manager
  • 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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Community Manager
Comm. Manager
  • 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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Community Manager
Comm. Manager
  • 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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Community Manager
Comm. Manager
  • 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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Community Manager
Comm. Manager
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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