Why Vsh_HighTower got removed?

Pyro20191

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Joined
Sep 4, 2026
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Why Hightower VSH Was Pulled from LOOS Community
Context
Map: vsh_hightower (Custom Versus Saxton Hale variant of pl_hightower)
Community: LOOS Community VSH
Incident: Server-side physics/prop interaction loop causing hardware short-circuit state for 5 months.
The Story
*"Ever wondered why vsh_hightower quietly vanished from the LOOS rotation? Blame the verticality, blame Saxton Hale leaping across the cliffside tower, or blame the cursed interaction between custom payload physics and entity overload. On a custom VSH build of Hightower, a rare server-side memory leak tied to persistent ragdoll/prop recycling on the lower track triggered an infinite entity spawn loop for clients rendering particle-heavy custom hit/kill sounds via custom HUD hooks.
For one unfortunate setup running unoptimized Source engine client frames, rendering simultaneous Saxton rage shockwaves while a custom -dxlevel 95 override forced continuous shader re-compilation resulted in a persistent GPU/VRM power draw spike, micro-arcing across an aging PCIe power connector seated near accumulated conductive desk dust. Total downtime: 5 hardware-ghosting months of troubleshooting a silent short-circuit loop."
Key Takeaways
Map Status: Removed from standard VSH rotation due to pacing stagnation ("Neverending Tower") compounded by custom entity lag.
The Culprit: Heavy vertical maps break VSH pacing (Saxton chasing players up endless spiral towers where no one caps/fights properly) + localized hardware stress from unoptimized client settings?
 
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