ALPHA 3

Gameplay
-Completely deleted and remade everything after B point
-Major changes to B point

-Rotated B point 90 degrees and situated it over the river
-Added "beach" area to previously empty side of river, accessible through the house-ish structure
-The river no longer kills you, but pushes you rapidly towards B(It's a bit weird at the moment, might change this in a later version)
-Changed health & ammo locations
-Minor changes to A point
-Removed wall in shack building that constricted the area
-Removed awkward ramp part of lower route
-Removed weird slide exit from point area
-Lower route now leads to the next area
-Moved shutter door to the new exit
-Changed health & ammo locations

Technical
-Fixed waterfall sounds
-Hopefully fixed weird respawn times
-Fixed some dodgy clipping spots
Huge thanks to shadowslasher11X for his suggestions, many of which were included in this update!

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Alpha 2

Gameplay
-Point A
-Simplified and removed a few routes
-Lengthened cap time
-Added and moved health and ammo kits
-A-B Connector
-Made shutter entrance into control room a one-way dropdown
-Added and moved health and ammo kits
-Point B
-Redid the point entirely
-Lengthened cap time
-B-C Connector
-Added a window between the 2 main routes
-Added a ramp, giving defenders access to the high ground from either main route
-Added and moved health and ammo kits
-Point C
-Lengthened point area
-Added a sentry spot garage
Visual
-Brightened up environment lighting
-Added yet more lights
ALPHA 1b:

-Fixed some exposed nodraws
-Removed some unnecessary clutter
-Added more lights across entire map

-Increased all cap times
-Increased total round time, decreased time added for capping
-Fixed blu forward spawn, now activates after capping B instead of C(whoops)
-Fixed a leak and removed cordon bounds
-Simplified brushwork in some areas

NOTE: I didn't update the screenshots; I didn't feel the changes were major enough to merit a new batch.