Pollution

Multi Stage Pollution A8

It took it's time and doing, but it's finally here. Pollution stage 1 v. alpha 8. Stage 2 is in the workings.

Changelog:
+ Added a door that starts open and become one-way-only after the first point is capped.
- Removed the old door from the same building.
+ Added a small window to the large mid building for demomen to launch grenades through or something.
+ Added another exit to the mid-to-last building.
+ Textured some things.
* Majorly overhauled last.
+ Added more height variation.
+ Added a roof abov the point.
- Removed all leaves from the tree.
+ Added a sniper fence to the RED platform above last.
+ Cart now explodes on timer (ka-boom!).
* Fixed up cart decorations.
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Changelog:
+ Added some stuff
- Removed some stuff
* Can't exactly remember what
Changelog:
- Removed the flanks to the left (the one-way door) and the right to concentrate game space.
+ Added some more length to the map.
* Replaced some buildings with platforms.
* Lowered the B arena.
+ Gave Defenders some height advantage just outside their spawn.
+ Added a ramp up to the fence next to the tower the cart has to go through.

This update probably either breaked or made the map. Be sure to leave feedback so I know what to improve.
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Changelog:
+ Added some height variation near and around the tracks.
+ Carved some of the towers and made it so you can walk inside them. :)carve: not that kind of carve)
+ Probably made the map more sniper heaven.
+ Added leaf piles.
+ Further decorated Defender's spawn.
- Removed a flanking route for the Attackers. (can now only be effectively used by Defenders.)

Please playtest and let me know what you think ;)
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Changelog:
* Made the area around A feel less like a bunch of brushes popped down to block sightlines.
+ Added a divider near-between B.
+ Added walls and roofs around the exit from the warehouse.
+ Added some directional signs that activates after the payload have reached certain points.
* Changed the side route to the left of BLU's spawn.
* Changed the sky lighting and shadows.
* Changed the tree models.
* Properly packed custom assets.
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Changelog:
+ Added a new side route.
- Removed at least 8 sightlines.
+ Probably added a few sightlines.
* Fixed weird lighting on trees.
+ Added more health around B.
* Gave RED more height advantage around B.
+ Gibus!
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Changelog:
+ Cover
+ A building around midway from A to B to break up sightlines
+ Trees! Trees everywhere!
+ A brand new sentry spot
* Re-arranged RED spawn a little
* Changed the time given upon capping A to 3:30
* Generally broke up sightlines
+ Gibus!
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