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Last playtest I received quite a bit of feedback that the layout was confusing (and "spaghetti-ish") so I've made a few drastic changes to try and streamline routes a bit.

I closed off one of the routes leading from last to mid and made it harder to get from one of the routes to another. This will hopefully make it so players can more easily get a grasp on where enemies might be coming from at any given time. Frankly, I think it might be overkill, but that's kind of the point. I expect this version of the map to be quite chokey, and hopefully in future versions I can find a happy medium (I already have some ideas on how to achieve that, but I want to see how this version plays just for reference).

I also added some props on last so people could climb up to the level above, and added an extra health/ammo pack near mid.

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Fixed a small issue with the map's layout
Balanced the lighting so hopefully it should no longer be blinding in some areas and too dark in others.

Made mid easier to hold (by adding a "back spawn" for the defending team and giving them slightly longer respawn times) and last easier to cap (by literally moving it closer to mid lol), so hopefully it should play less like koth and more like 3cp.

Added a new flank in mid, added a new section of highground in the area that is now "last."

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