-made areas between A and B a bit smaller
-moved around ammo and health packs between A and B
-shortened large corner to the right of Red spawn at B
-shortened lower area with health and ammo under B
-replaced some frontline props with basic TF2 props to lower file size
-removed some custom props to lower file size
messed around with connectors between blu spawn and A to make things more interesting (or just worse, who knows)
-clipped that blasted urban crate prop that has no collison model for some stupid reason
-uh........sure
-moved blu spawn closer to spawn area exit
-lowered blu respawn time and raised red respawn time
-fixed missing hazard tape at A
-raised right connecter path between A and blu spawn
-added a few arrows around

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I spent a lot of time studying Attack and Defend maps and this is what I've come up with to try and make Palenque not crap

-remade everything past blu's spawn area

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-fixed blu team spawning in incorrect spawn
-fixed area portal issue blocking path from blu spawn
-rotated blu spawn building so you don't walk straight into a fence
-made door in blu spawn that looks like it would open but doesn't open look like it won't open
-changed 3 section doorway by B to a single medium doorway
-redid clipping on rock by B
-rebuilt the map from scratch using feedback
-Changed everything
-it's almost like it's a new map
-it's not a new map but just like one
-fixed blu spawning in the wrong location
-added small area under bridge at C
-changed full ammo at A to medium ammo
-increased door speed in forward spawn from 500 to 600
-fixed forward spawn doors from StartTouch and EndTouch to StartTouchAll and EndTouchAll
-moved health and ammo by jump flank to be closer to flank
-redesigned A to be easier to cap by Blu
-redesigned B to be closer to red spawn and a bit easier for them to hold
-redesigned forward spawn to point red toward A at the start of the match
-removed death pit in forward spawn (was meant to kill idle players but seemed to not work as intended
-redesigned jump flank and removed middle jump point players who got there as classes it was unintended for got stuck on
-redesigned B-C connector to fit with B's new layout
-updated localization files
-internal preparations for upcoming update
-Labeled A point so blu team can see it from their spawn
-fixed collision issues with Mayan doorframe props
-removed red pain splotches from B that people thought was blood
-added detailing to main doorway into B/C connector to make people notice that it goes to C and not A
-added signs for red to know where A is instead of always going to C cause no one can read the but C sign on both doorways
-added small upper walkway for defenders at B/C main doorway
-increased B cap time to 25 seconds to give red more time to get to it after they all died trying to defend A
-moved jump flank by B/C connectors closer to the lower ledge so anyone who somehow manages to get over there with a non jump class can get back easier
-added railings and death pit signs to the small balcony thing you stand on to get to the jump flank
-replaced small crate in that upper window area on the left of Blu Spawn near A point with a wooden panel that has an arrow pointing to A on it
-some optimization that hopefully helps instead of hinders
-minor detailing
-I think that's it but I may have forgotten something
-fixed floating props
-made blu forward spawn door open from both inside and outside
-removed some props n stuff so that the map is hopefully easier for psy to look at
-made it easier to get in windows left of blue spawn
-remade stairs area by A point to make it more interesting and block some sight lines
-other stuff probably
-removed roof above A making it more open
-balanced blu spawn to be less campable hopefully
-removed collisions on Mayan cap points and replaced them with invisible displacements
-removed warn red paint from the top of the area above B that people thought was pools of blood
-added nobuilds to capture areas (I thought you couldn't build in cap areas by default)
-moved health to be more obvious in lil cave area before jump flank
-lit up the lil cave before jump flank better