-Cut down mid area's length by 256 Hu on each end.
==Reasoning: Long walk times to each person's base made encounters less frequent and made the map more lame.
-Cut spawn wave times in half.
==Reasoning: Nobody likes waiting.
-Changed mid area to include a bridge with supports.
==Reasoning: It both makes the area substantially more unique, and also cuts down on most of the empty, open space that was in mid.
-Redid the corner building at mid to be a sort of clifftop area.
==Reasoning: The old building that was there was boring and pointless. This is much more unique and has more potential to be actually fun.
-Added a bunch of cover to mid.
==Reasoning: Sightlines needed to be considerably toned down.
-Moved spawn area to the opposite side of the base, and gave it a dedicated (albeit small) courtyard.
==Reasoning: Attackers no longer have to walk by the defender's spawn to cap the intel.
-Old spawn is now a dropdown.
==Reasoning: I dunno really, figured I'd put it in and see how it plays before I just trash it.
-Changed intel area to have attacker balconies on the sides, similar to ctf_well.
==Reasoning: Hopefully combat sentries.
-Redid sniper balconies (2/3rds of the sniper balconies are covered by glass now)
==Reasoning: Lower how much snipers can aim down mid, and maybe, possibly push them to snipe somewhere else.
-Changed some health and ammo in the base.
==Reasoning: Necessary due to layout changes.
-Made fence texture smaller.
==Reasoning: It looked too much like you could shoot through it.
-Added signage.
==Reasoning: Directions are helpful for navigation, especially on a 90 degree map.