I appear to have a faulty definition of "short term".
Anyhow, development of making this into an APB map hit a bit of a, how to put it, creative roadblock? Not for a shortage of ideas (I'm never out of ideas), but rather which format to settle on and which would be most enjoyable. It's probably going to have to become an iterative process, a testbed of sorts. So when I finally present this side project to Pushwall, I expect to be a little more hands-on afterwards rather than 'submit the level and run the hell away' as it were with Hostile Waters and Siege.
So uhm, hooray for updates? Yeah. Side note, this map might wreck your computer if you use a potato, not sure, maybe, it depends on... things.
Edit: Oh yeah, and the level is using Siege-style environment lighting now. I do not want to use it but until Vertex Solve is abandoned I just cannot deal with the blocky smudges that are supposed to be shadows. The reason you do not see these on Siege is because the weather is nasty and the sunlight intensity is low. I may experiment with some out-of-editor tweaking to get a decent desert-y look but it will be a challenge. As always, no ETA, this isn't the only thing I got to work on atm.