This update was primarily to "deboxify" my map. In other words, I started out with a box, then I filled it with stuff. Thus, in this update, I basically remade the entire map, but I did it properly. No more giant box with stuff in it. As a bonus, the map probably runs alot better now (for me it did). Also, there were numerous problems that were fixed.

=Changelog=
  • Remade entire map to make it into a proper map with "rooms" (not just a giant box with stuff in it).
  • As a result, all hidden textures are now nodraw.
  • Compressed the lower spawn area significantly.
  • Widened mid (red and blu bases are now physically apart by some distance).
  • Compressed mid to encourage going to control point.
  • Switched the positioning of the control point and the center tree.
  • Closed off bridge to opposite sides with gates to prevent an opening to enemy base (forces players through mid).
  • Removed easy access to roofs.
  • Clipped off half of the roofs.
  • Removed the nobuild zones since it's now difficult to get on the roofs.
  • Adjusted spawnrooms to make lower exit more obvious.
  • Adjusted the lower right/left spawn exits to immidiately be an exit (not stairs).
  • Cut the height of the upper spawn room exit to the upper water deck in half.
  • Replaced the trees near the spawn exits with stumps (also added some smaller stumps near the point).
  • Adjusted ammopack and healthkit spawns.
  • Walktime to control point as stock heavy from back of spawn: ~19 seconds (from ~22-24).
So this update plans to fix many of the issues of A3. Specifically, the new version is hopefully no longer overscaled. Everything is much lower, and most of the corridors and rooms are smaller. However, the spawnrooms had a massive redesign. They are pretty open and large, but if it becomes an issue, I can fix that as well in the next version.

==Update Log==
  • Lowered height of buildings again.
  • Redesigned the spawnrooms.
  • Added new route to upper spawn area.
  • Added more elevated walkways & made some larger.
  • Removed the small and topmost spawn exit.
  • Reworked the side rooms and overhanging platforms near the control point.
  • The empty area in between the spawns has been slightly reworked into a spawn exit route.
  • The upper spawn exit area (big door) is lower.
  • The "bridge" now resembles more of a bridge.
  • Added a train on the bridge (Does not move).
  • Divided the center area between the point and bridge with rocks
  • The cover on the control point now has its "proper" roof that blocks sightlines from the sides.
  • Slightly shortened the entire control point area (falls moved back, so the buildings were shortened to accomodate).
  • Adjusted existing routes.
  • Replaced temporary square rocks with prop rocks at the edge of the falls.
  • More displacements made.
  • Added "Ressupply" signs outside the lower spawn exits.
So apparently, water is bad. This version attempts to alleviate the occasional *WHACK* crit again by that pyro.

=Change log=
  • Added grates & wooden "bridges" to take players off the water in some places.
  • Removed sightlines.
  • Adjusted the positioning of some health/ammo packs.
  • Rearranged upper spawn area.
  • Made ceiling lower in spawn.
  • Added more textures
  • Added RED and BLU signs over the side buildings.
  • Added more rocks.
This will be the last update in a while (unless there's a severe bug that can be fixed easily).
In this update I mostly fixed the height of the buildings by the control point. Maybe now it won't be so overscaled. Also, I removed sightlines and changed some flank routes.

=Update Log= (Change log?)
  • Lowered the buildings by point (Because, "Ugh why is everything overscaled").
  • Made the control point accessible from all sides (I also made it easier to jump to the back ledge).
  • Changed/removed some flank routes.
  • Moved the point slightly closer towards spawns.
  • Made the fences at the point taller.
  • Added windows in the middle building (removed sniper sightlines from spawn to the point).
  • Added some rocks to block sightlines.
  • Added walls to the path that led to the roofs.
  • Moved the stairs that led to the roofs so that they lined up better with the wall.
  • Adjusted the positioning of the particles.
  • Lowered the volume of the waterfalls (again).
  • Adjusted the side rocks to get on the point.
  • Moved stairs in spawn to be more reasonable (temporary).
  • Made the overhanging area on Blu look slightly more like a gazebo.
  • Fixed clipping issues.
The largest change is the removal of the two side routes. There just wasn't a way to make them reasonable routes to take.

==Changelog==
  • Removed side routes.
  • Resized the rooms that let you get to the balconies overhanging the main waterfall.
  • Fixed some clipping issues (I had missed some).
  • Waterfalls no longer solid (still not "water" though).
  • Marked some of the healthpack spawns with overlays.
  • Slightly more cover around control point (This will be a recurring issue).
  • Some Optimization.
Fixed general issues and added more detail.

==Update Log==
  • Fixed various clip brush issues.
  • Added slightly more cover over the point.
  • Marked the capture zone.
  • Faster capture rate (6 seconds)
  • Added Nobuild zones on the roofs
  • Made some roofs more detailed.
  • Added more detail outside of spawns (the rocks).
  • Lowered the volume on the small waterfalls.
  • Moved the "Stairs" that are behind the buildings beside the point to be against the far walls.
  • Added support columns to minimize some sniper sightlines.
  • Adjusted the spectator cameras.
  • Added some particles to the main waterfall.
  • Alligned the temporary ramps better.
  • Added more textures.
Next Update is Alpha 1, where the side routes will be properly sized.