Alpha 6

Mid
-Removed spiral & curved wall
-Added "house" structure with a balcony thing in place of the spiral
-Added a rock prop, letting people walk up to the balcony
-Moved barriers
-Stretched out one side of the mid structure
-Moved medium health closer to middle & added a small ammo next to it(everybody needs a friend)

Mid>Second
-Added a suspended barrier to right side route

-Moved small health/medium ammo closer to mid
-Changed routes to be more of curves rather than 90 degree corners(Thanks ibex!)

Second
-Relatively unchanged

Lobby
-Added some more height variation in right side (The Area I Have No Name For) to make it less boring
-Added a window to right side that sees the flank route on last

Last
-Relatively unchanged

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Alpha 5

General
-Fixed spawntimes(hopefully)
-A lot of small brushwork changes
Mid
-Relatively unchanged
Mid>2nd

-Lengthened all routes
-Added a shutter to the middle route
-Added a small healthkit and medium ammo
-Straightened out the left side ramp
2nd
-Relatively unchanged
Lobby
-Added an entrance on the top of the spiral
-Changed height levels of most rooms
Last
-Shrunk left side flank route
-Moved spawnrooms further away from last
-Added some temporary props to block stickyspam from spawn
-Removed the entrance into the left side flank route
-Opened up a section of the fence

Sorry for such a long hiatus for such an underwhelming update. I've been especially busy with school and self-hatred, and haven't had much time to do any real mapping.

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Alpha 4B

Screenshots are out of date!

Gameplay
-Added a diagonal ramp to mid from the lowest route
-Lowered 2nd point by 32 units
-Removed shutter route into lobby
-Reverted lobby back to a whole; rather than having 2 parts
-Moved spawnpoints up in final spawn
-Relocated forward spawn for capping 2nd to the "under" area of mid

Technical
-Shortened initial spawntimes
-Lengthened cap times for mid and 2nd
-Cut off some edges from the mid cap zone to prevent cheeky capping
-Added nobuilds to capture zones

Visual
-Moved some buildings up to clarify that they're unreachable
-Fixed an exposed nodraw
Alpha 4a

-Recompiled to fix issue that crashed the server(tested on the US server after deleting the map from my maps folder)
Alpha 4

Long list, so i'm putting it in spoilers.

Big thanks to Carn for the feedback that inspired most of these changes!


-Changed almost all health & ammo locations and values
-Fixed capture times
-Fixed respawn times
-Removed resupply cabinets from forward spawns
-Simplified a lot of 'double ramps'
-Did a teensy bit of alpha detailing(sorry)


-Changed cylindrical silos to classic shacks
-Removed rocks from grass area
-Removed walls from point
-Expanded area on the right side(from either base's pov)
-Added a short fence to block view from mid->left side entrance
-Shortened fence blocking off right side
-Raised area of right side
-Added short fence on left side
-Smoothed out the left side height differences
-Moved forward spawns to the left side

2nd>Mid
-Shortened ramp in middle route
-Widened ramp in right side route


-Widened shortcut onto the left side route to mid
-Lengthened fence on the back holding position
-Added a new shutter route to lobby beside the right side route

Lobby
-Expanded by 128 units
-Separated left and right sides of lobby with a windowed wall
-Smoothed out height changes


-Decreased the height at which the far right route exits lobby
-Put a shack on the end of the sticky-outy bit with a prop jump to the roof

-Shortened front railing of said sticky-outy but
-Lowered height of the high ground area
-Disconnected high ground area from spawn

-Greatly shortened the wall separating the far left grass area and removed the clip brush(is now jump-over-able)
-Expanded the high ground area a bit into the far left grass area
-Removed water
-Lowered left side spawn exit(spawn exits are now somewhat symmetrical around the point)
-Extended the taller shack out into the main area
-Extended the right side spawn exit out to a 'porch'

Concerns/Possible issues
-Might be possible to spawncamp at last
-Last fights may devolve into just spawncamping
-Left side grass route at last may be useless/too weak

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Alpha 3a

Gameplay
-Extended the area of last by 384 units
-Added some barriers and a rock structure to facilitate

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Alpha 3

Gameplay
-Remade last point and the connectors from 2nd to last entirely
-The new layout is much more simplified and changes the map's overall shape to a straight line, a la granary.
-The last point is VERY experimental, being very different from other 5cp lasts. I don't expect it to stay in it's current state.
-Expanded holding zone near 2nd point
-Moved both forward spawns
-Mid forward is now located under 2nd.
-2nd forward is now located on the large square Happy Farmers building​
-Added new doorway to left side(from attacker's point of view) route to 2nd
-Changed kits
-There is now a medium health in the left side route to 2nd​
-Shortened the huts at mid
-Shrunk the area of mid by 128u on each side, so 256u total
-Added a rock for cover at mid
-Added a rock to the area under 2nd to make gameplay there slightly more interesting

Visual
-Some minor theme work

Technical
-Put some additional optimization in place

KNOWN ISSUES:
-Lighting bug on the outside of the window at last
-Lighting anomalies on the ramps in lobby
-Some pop-ins due to skybox brushes

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Alpha 2

Technical
-Experimentally made spawntimes even shorter
-Shortened mid captime
-Lengthened 2nd captime
-Made some minor changes to doorways and routes to reduce confusion and make it more clear where routes lead
Gameplay

-Removed lower lobby entrance from under 2nd
-Added lower lobby dropdown entrance from the middle of the spiral
-Moved kits from lower last entrance to the dropdown zone
-Added some kits to the area under 2nd
-Removed some clutter from lobby
-Added a shutter to the main entrance to lobby
-Changed healthkit on rightmost mid entrance to small
-Added a raised platform to the left spawn exit(on last) to make defending the final control point easier
Visual
-Added more arrows



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Alpha 1B

-Fixed red's forward spawn after capturing Blu 2nd, it now actually opens(wow!)
-Added more lights, especially around last
-Shortened railing near the little ramp leading to highground over mid

-Shortened overall spawntimes
-Removed extraneous healthkits
-Added nobuilds to healthkit areas and the pipe thing on last
-Extended roof over sneaky route to last, hopefully making traversing the last area less awkward
-frog
Alpha 1A

-Fixed broken 5cp logic
-Added real names to cp's