Update 1192 + Mapping Contest

Hello agents and welcome to update version 1192!
We received a lot of feedback stating people wanted some more hardcore server settings to make competitive play more viable. Our first step along that way is introducing limited spectating mode in this update. This server room option will only allow you to spectate your own teammates once you've died to deter ghosting and other such nonsense.
The full change log is below:
New Additions
- Limited spectator mode for more hardcore gameplay and ghosting deterrent!
- Limits spectating to only your teammates and turns off player cards
- This will be turned on by default in all SeriousPlay rooms
- To use it in your own rooms just check the "Limit Spectating" box when creating a room
- Server room filters!
- Filter rooms by name, mode, map, empty, full, locked, etc.
- Filter by name, mode, or map just needs to contain the input. So filtering by "side" for instance would give you all rooms playing Riverside, Cliffside, Mountainside, because those map names contain "side".
Changes
- Votekick changed to need more than half the room to vote to kick a person
- Optimized some network traffic code
- Can no longer hear full volume voices when joining a room and before picking a team
- Added timer to Riverside B1 Raid rooms
Fixes
- Fixed Riverside B1 raid rooms not loading B1 raid mode correctly when joining
- Fixed issue where Guards would have 6+ CS grenades on certain maps
- Fixed faulty server room filtering for Japan rooms
- Attempted fix for incorrect reflective damage message
- Multiple small bug fixes and optimizations
White Box Mapping Contest

Starting now and ending May 1st is the White Box Mapping Contest!
The goal of this mapping contest is to have map makers focus on gameplay and map design over graphics, materials, etc. In the official maps, the design process involved fast prototypes, playtested until the gameplay felt just right before any graphical additions. The original versions of our beloved Riverside consisted of only Unity cubes in fact. Buildings in Intruder are designed to be realistic and functional, while also good for the guarding and infiltration gameplay. We want mappers to go through this same process. To accomplish this we've established the following rules:
- 80m x 80m x 20m size limit for the playable area
- Focus on the gameplay over the graphics and details
- For main building geometry, you can only use 2 materials we provide: grey for floors and white for walls/ceiling
- Props may have textures, bushes and trees should be textured for visual concealment
- Avoid using Unity terrain if possible (lumpy terrain will probably be disqualified)
- Ensure optimization and bake most lighting, marks will be off for poor performance
- Map submissions end May 1st
Maps will be judged on the following:
- Obeys the rules and fits in the size limit
- Promotes Intruder-y plan and pick your infiltration route gameplay (Not too open and not too linear)
- Buildings have realistic, functional layouts, but does not hamper gameplay
- Performance
- Map maker playtests and gives progress pics of their map design
- It's fun!
We will have a Developer's pick winner as well as a Player's Choice winner.
Again, for more information and how to start mapping, join the Discord (https://discord.gg/superbossgames) and respond to this post: https://steamcommunity.com/app/518150/discussions/0/1846946102858525072/
Anyway, hope these updates are welcome additions. Let us know what you want to see in the next one!
p.s. we might be looking for video editors if that's your thing.