All right, I figured I'd update you guys on what exactly went wrong and where we stand right now.
After 1.44 became stable, albeit easy, but still stable, I wanted to let it get spread for awhile while I prepared the 1.50 release. This means we were skipping 1.45-1.49 unless absolutely necessary. Since no harsh bugs arose, this plan was solid. However, 1.50 was not just another update, this was going to be the gutting of the map, the second to final phase of turning it into Raccoon City 2. The timer, spawn systems, and various other back-end things that the players of the map would never actually see much of, were all going to be replaced by more modern systems, mainly deathcounters. This would allow me better control over the map at all times and I could stop the timer for certain events, make spawns based on mission progress, and other dynamic and interesting changes. Spawns would no longer be one type of unit for a few waves, and what types you would be facing would deal with your kills, number of troops, and what missions you had decided weren't worth the effort.
This all sounded great on paper, as most things do. Problems however arose.
Due to my over confidence in the trigger systems we were going to implement, I took 1.50 Release Candidate 1 Beta 7 and gutted it. I took out all the systems we were going to replace. This obviously had to be done for us to move forward. The problem was the gap between B6 and B7 was huge, and I should've saved as B8 before doing this. I did not. Due to this mistake and the problems encountered in the death counter systems, we lost a huge amount of progress, mainly balancing, terrain, and about 1000 clicks worth of unit placement I re-did to optimize checkpoints. I know to most mappers this doesn't seem like much but I'm a simple mapper, for me, death counters is getting complicated. I don't even fuck with mobile grids or any of that new-age mapping stuff. The only time I get advanced is in my terrain, and the space tileset doesn't have too many options in that area to begin with.
Anyway we end up with lost progress which demoralized me greatly, coupled with a gutted map with half triggered half working systems. I got pissed off and said 'Fuck it, let them play 1.44, it's good enough.' I knew it wasn't good enough, as I expect better of myself especially when working on a map that has such sentimental value to me, but I was pretty pissed off.
Today I went back to B6 with a view into restarting development.
It doesn't look all that good. As it stands the map will be something more worth of a 1.4x numbering than 1.5x. But for now, until the problems with the new systems can be solved, it is the best I can do.