Not much has changed; any major changes like reducing the track length and total area sizes/routes would be in the next update.
Notes:
Moved Blue forward spawns... forward
Cleaned C slightly
Removed unnecessary deathpit in choke to D
Cleaned area to left of Red spawn
Adjusted respawnwave timers (by like one second)
Added a sign
Fixed clipping/nobuilds
Adjusted cliffside at B
Adjusted defending building in front of Blu's first spawn
Remade the map for the third time, incorporating a best-of-both v1 and v2 with arenas staged around v1's, with the final based on v2. Improved lighting and paths/flow. Might be too big.
Completely remade the map, taking notes from all the big payload maps when redesigning the layout. The basic gist is the same but rotated around so it's more conventional A/D spiral design, sort of like what if Upwards but downwards. Too many notes to list for an update, it's a completely new map.
Thanks to the EU Imp crew for testing on a1, Xi.Cynx for their decompiled Valve maps so I could nick Barnblitz's rotating track, and Boojum Snark for their prefabs (which I actually didn't use on a1)
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