• Changed name from Sabotage to Jeoncho (to avoid conflicts with other maps; feel free to suggest a better name).
  • Disabled CTF overtime.
  • Lowered cap time on A, B and C from 2 seconds to 1 second.
  • Increased flag return time from 15 to 20 seconds.
  • Swapped names of B and C points.
  • Extended BLU spawn area to include indoor section under sniper’s nest.
  • Altered flag spawn room to give BLU more cover against spawncampers.
  • Added new exit door for BLU spawn to provide a more direct route to C.
  • Changed door configuration out of BLU spawn and for A route.
  • Added new roof to create an extra route from sniper’s nest to A.
  • Trimmed some cover around A, B and C to make rotations easier and help connect them further.
  • Added new door connecting both A attack routes and opened up approach into A from bridge.
  • Widened main attack route into B.
  • Added new balcony area at C for attackers.
  • Unclipped balcony in RED spawn. Have fun dropping down to your doom!
  • Changed skybox and lighting to set the map during a sunset.
  • Fixed broken alert sound on D cap.
  • Added spray walls in both spawns.
  • Removed bad map logic to (hopefully) fix broken win condition that instantly gave the win to RED when BLU capped A, B and C.
  • Raised ceiling on A point slightly.
  • Raised vent prop with misleading collision model to remove it from gameplay space.
  • Fixed missing collision on animated chimney prop.
  • Fixed gaps around BLU setup doors (these gaps were purely visual, caused by the doorframe model having an inaccurate pivot)
  • Adjusted BLU spawn deathpit kill trigger to be closer to the ground.
  • Turned fences into func_illusionary and clipped them so that they no longer block bullets.
  • Added observers.
  • Re-added contest card overlays, which should hopefully work now.
  • Decreased flag return timer from 60 to 15 seconds and enabled shot clock.
  • Increased D control point timer from 60 to 90 seconds.
  • Delayed flag respawn after D is locked and added extra logic to try to fix infinite overtime exploit.
  • Altered A point layout to open it up and make it easier to navigate.
  • Added extra cover on BLU spawn top route and in front of D main entrance to nerf sniper sightlines.
  • Added cover to further protect RED spawn when D is unlocked.
  • Decreased amount of red lights in RED base and swapped with more neutral lights to help with visibility.
  • Added letter overlays to control point UI.
  • Fixed alarm sound when D unlocks looping and playing at unintended times.
  • Removed collisions of platform cable model and added crane so that the platform no longer floats in the air.
  • Added some alpha-styled theming in the death pit under BLU’s main area.

To-do: fix CTF HUD appearing bugged when D is unlocked.
  • increased size of BLU's outside area and adjusted cover
  • changed main routes to A and B slightly
  • widened corridors near C
  • fixed spark particles spawning at map origin instead of desired position
  • removed clipping for vent thing at BLU spawn
  • added window looking down into C from RED spawn
  • removed RED spawn last point doorway platform (due to camping concerns)
  • adjusted RED spawn positions for last point to be safer against enemy spam
  • added more interesting geometry for C
  • adjusted BLU's lower route into B/C to give more space
  • increased size of BLU upper doorway into B
  • added extra small health pickup at B
  • general minor adjustments