• Added ramp from lower A/B connector to upper A/B connector
  • Added a wall and cover to low ground on B
  • Added a box jump from low ground on B to point
  • Removed see-through meshes on B
  • Narrowed B/C/D connector
  • Added wall to Red D spawn lobby
  • Raised the dropdown route into A and lowered the roof next to A to prevent most classes from jumping from the roof to the window
  • Added and upgraded many health and ammo packs around the map
  • Altered some geometry in the B/C/D connector
  • Blocked off a large portion of the see-through section under the raised area on D
  • Decreased Blu's spawn time and increased Red's spawn time on multiple points after A
  • Decreased time to capture D
  • Added a default spectator camera
  • Fixed door on D Red battlements not closing after C is capped
  • Increased Red spawn wave time on all points after A by 1 second
  • Removed grate in floor for upper route to A from Blu spawn
  • Widened opening to upper route from flank room to A
  • Added a slight wall and extended the upper route to block sniper sightline from Red's upper exit to A into Blu's upper route into A
  • Reusing the name from the old map
  • New map is a 4-point steel-style map
It's good when the logic works. That's why in this version the logic should work. The logic had better work...