-Adjusted some displacements
-Adjusted/added some clipping
-Fixed a prop here and there
-Fixed cubemaps
-Closed off a chunk of the area outside of blue spawn to size-down the area, the far Blue spawn exit has been moved as a result, now it directly faces the cart starting position
-Closed off the building right next to Blue spawn
-Added a floor window that allows sight into the tunnel that the cart passes through in the starting area
-Adjusted the outer flank building around A to hopefully make it more intuitive and fun to use
-Completely overhauled B again, the area has been downsized further, and B point itself is now on a bridge, the underpass can be walked through and includes health and ammo
-Overhauled the building by B to make it a proper holding ground for defense and Engineers, and hopefully allowing for better rotate times for Red
-The building also now integrates better into the outer flank leading into C
-The overpass past the B point now has a roof, mostly just for aesthetics, and jumping classes can stand on top of it (We’ll see how this goes)
-The dropdown area by the deathpit past B that housed the full health has been severely shortened, only leaving the lowest entrance to the water tower building
-The outer flank leading into C has been adjusted as well, no longer being low ground and now being more streamlined and hopefully more useful as a staging area
-The flank with the one-way door leading to Red’s final spawn now locks once C is capped, only allowing for exit via the one-way door and no re-entry
-Adjusted respawn times
-Adjusted health and ammo
-Replaced the square letter signs with the hexagonal ones made by Entropy
-Removed the small health and ammo cubby by A and replaced it with a new route that gives Blu easier access to the high ground in the A → B transition building
-This route also gives Red an additional setup spot for defending A
-Cleared out some space in the upper room of the building overlooking A
-Removed the ramp leading up to the high ground overlooking B, making it harder for Red to access the high ground in the A → B transition building
-Experimental Change: Removed the building on B
-Placed some more props around B to compensate
-Shrunk down the doors for the spawn next to C
-Adjusted Red’s final spawn slightly
-Updated signage around the map to the Autumnal Pack ones for consistency
-Lowered the path_tracks so the cart doesn’t look like it’s floating above the tracks
-Experimental Change: Made it so the cart will slow down slightly when going up certain slopes
-Added more bees, run.
-Shrunk down most of the area around B
-Changed Red's initial and second spawns as a result, adding a new spawn building for Red's initial spawn and making Blu's final spawn building a joint spawn that Red occupies when A is capped but before B is capped
-Adjusted some buildings and routes around B to accommodate the changes
-Adjusted/added some health and ammopacks
-Fixed one of the doors at Blu's final spawn not working (Thanks MM1011!)
Changelog:

-Revamped Last
-Gave Blu their own forward spawn for when C is capped, much closer than the previous spawn
-Adjusted some doors for the flanks
-Added a flank for Blu by point A
-(Hopefully) fixed the cart freaking out
-Various minor changes
-Reverted the skybox and lighting to what it was in a3
Fixed the issue where Blu would continue to spawn in the first spawn area even after B was capped
Slightly adjusted the lighting in the map
Changed the skybox of the map to sky_bluevalley_02
Adjusted the env lighting to accommodate the skybox change
Adjusted lighting around the map to accommodate the darker env light
Minor lighting changes in Blu 1st spawn
Made rafters in Blu 1st spawn accessible, for funsies
Sealed open part of roof in A - B building
Shortened Blu respawn time slightly once A is capped
Added more forward spawn points for Blu once A is capped
Added a prop jump to the cliffside to allow a way back up to main route
Adjusted and added health and ammo pickups around C
Changed the prop jump to the upper route by C into a ramp
Raised the floor towards the end of the C - D building
Raised the wall in the same area for better cover
Adjusted the side flank in the C - D building to allow for Blu to gain high ground
Added a one-way flank for Blu leading to D where the full ammo pickup cubby was
Removed the flank that led behind C, replacing it with the D flank for Blu, which opens once C is captured
Made the rocks on D taller to help block some sightlines
Added some extra fencing around the cliffs by D
Miscellaneous fixes
Implemented Honey Bee preservation measures
-Removed the starting room in blue’s first spawn, moved the spawn points forward to acommodate and reduce walk time, also lowered the ceiling
-Closed in the area by Blue spawn a little bit
-Clipped some props and the windows in the A house
-Moved the ramp forward in the boiler house, and closed the window, it was getting too cold
-Moved checkpoint A back a bit
-Widened the upper hallway in the A to B transition building
-Added an additional ramp leading to the upper level of the A to B building
-Closed the underpass under B and added a ramp from the low ground to the top
-Moved Blue’s first forward spawn forward a bit and made it larger, including adding an additional exit
-Added a bit of additional cover on B
-Adjusted the flank behind B to allow for faster rotation to the mid ground, as well as forcing to commit to the flank should you fall or go for the low ground health pack, which is now a Full instead of Medium
-Adjusted the Red first spawn high ground exit ramp
-Moved the entrance to the high ground flank by C in an attempt to make it less awkward for Attackers and easier to keep sight of for Defenders
-Added some cover to the platform by C to hopefully help with the forward hold
-Moved the ramp right before C forward a bit to allow for a prop jump to the high ground
-Adjusted the flank room towards D, flankers no longer have to zig-zag up to the high ground, instead the high ground is a ledge for Defenders, and Attackers can flank under it to the cliffside building
-Removed the flank door in the building outside Red final spawn since it made camping Red spawn too easy