Changelog:

Hopefully I've figured out the issue which caused crashes.

Also raised Red's forward cover on A

This is really just a version to make sure this whole thing works now
b7c_Changelog:

actual .bsp this time, oops

General:
-luxel lighting changes, plus some cool new shadows on C
-Removed all Bulletcrop assets except the Trawler for crediting reasons
-some detail changes
B:
-Reduced the full ammo to a medium
C:
-Red's respawn time once C is capped has been increased by a second, from 7.5 to 8.5, should make last easier to cap
D:
-Added small pickups in the drop down room leading to the yard before last
b7c_Changelog:

General:
-luxel lighting changes, plus some cool new shadows on C
-Removed all Bulletcrop assets except the Trawler for crediting reasons
-some detail changes

B:
-Reduced the full ammo to a medium

C:
-Red's respawn time once C is capped has been increased by a second, from 7.5 to 8.5, should make last easier to cap

D:
-Added small pickups in the drop down room leading to the yard before last
b6 Changelog:

-More detail work
-correctly implemented steam particles
-reworked some detailing

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b5 Changelog:

-Soundscapes are in
-3d Skybox is in
-Modified prop jumps around the map to make them easier/more intuitive
-Reduced Red's spawn wave time on B cap from 9 to 7.5
-Increased Blu's spawn wave time on B cap from 2 to 2.5
-A door now starts off closed until C is capped to limit confusion
-Last explosion no ragdolls instead of gibs
-Got some pesky particles to work finally
-More Out of Bounds areas
b4 Changelog:

-Completed texturing pass
-Completed lighting pass
-Completed both of Red's remaining spawns (2 and 3)
-Added a few Out of bounds (both of Red's spawns and a roof detail on B)
-Fixed some skyboxes, some work remains
-Trims and clipping
-Nodraw on appropriate surfaces
-Propfade on props
-Fixed invisible mesh near Red's second spawn
-Walkable roofs now have a unique texture
-Added signature poster
-Opened up the entrance to the undergroundo on Last to make it more obvious
-Added a bit of cover to the bridge on B
b3 Changelog:

-More detailing
-Fixed strange clipping
Changelog_b2:

-Another general detailing pass

B:
-Opened up the main choke on B with a semi flank, should make it more manageable
Changelog

-Added a prop jump in a dead end on A to get to BLU's high roof
-Fixed some funny clipping issue
Changelog:

-Reduced fog intensity and changed the colour
-Fixed a clipping mistake on top of BLU's first spawn
-Reduced length of the final moving platform's travel, so that no one gets stuck between the platform and the balcony
-General optimization
-A first, incomplete detail pass, slowly detailing