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-Adjusted the A building slightly
-Adjusted the building overlooking B, the overhang is more indented, and added a route with a one-way allowing Blue to flank that hold
-Made it so the door on Red’s initial spawn locks after A is capped
-Adjusted the outer C flank, it’s now a building with a low-ground exit, and an upper floor allowing Blue safe line of sight on the point
-C has been sized down slightly
-Changed the texture of the spawn room on C to be more a neutral colour
-Marked the rollback zone on Last
-Moved the resupply in Red’s Last spawn closer
-Misc. fixes
-Added a building to the platform outside of Blue’s first spawn to combat sightlines and general openness. -Adjusted some routing to compensate
-Crunched down the area outside of Blue’s spawn a bit
-Adjusted the house flank outside A to hopefully make it faster and smoother to use
-Adjusted B to help mitigate sightlines, namely lowering Blu’s first forward spawn, adding a roof and covered trusses to the bridge and extra cover around the point area
-Changed the trees to Stiffy360’s aspen trees
-Added some props around and under the overpass behind B
-Removed the vent flank route in the B-C transition building and replaced it with a more proper flank, hopefully making it more obvious and easier to use for Blu and to help facilitate pushes on to C better
-Removed the cliff area with the full health pack due to this, it is just a death pit now
-Some changes with Last, primarily with the area immediately outside Red’s final spawn
-Fixed the trigger_teleport for Red’s initial spawn when A is capped
-Adjusted various clipping
-Replaced some signage with signage made by Entropy
-Hopefully fixed the LDR cubemaps, for realsies this time
-Other misc. fixes
-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