Burial

Burial a15

-dealt with some sightlines at A
-added a high ground route for red at B
-removed one of the sets of water stairs at C
-moved around some pickup locations
-changed the end laser to have a kill radius and activate addcond 76 (which turns people into ghosts after they die)
-moved around some pumpkin bombs
-lowered red respawn times for B and C
-clipping
-probably some other stuff
-pushed back C from B a bit
-filled in new space between C and B
-raised defending platform at B
-added new door between B and C for blu
-gave blu a little bit of high ground at A, but not much
-changed the direction red is facing when spawning for A
-changed big door model
-clipping
-probably other stuff I don't remember
Probably not. I could put anything here and no one would really notice.

In mathematics, the Pythagorean theorem, or Pythagoras's theorem, is a fundamental relation in Euclidean geometry among the three sides of a right triangle. It states that the area of the square whose side is the hypotenuse (the side opposite the right angle) is equal to the sum of the areas of the squares on the other two sides. This theorem can be written as an equation relating the lengths of the sides a, b and c, often called the Pythagorean equation:[1]

{\displaystyle a^{2}+b^{2}=c^{2},}
92333b53991e3ea02f5d6384bac4911ae3060a1e

where c represents the length of the hypotenuse and a and b the lengths of the triangle's other two sides. The theorem, whose history is the subject of much debate, is named for the Greek thinker Pythagoras, born around 570 BC.

The theorem has been proven numerous times by many different methods—possibly the most for any mathematical theorem. The proofs are diverse, including both geometric proofs and algebraic proofs, with some dating back thousands of years.

The theorem can be generalized in various ways: to higher-dimensional spaces, to spaces that are not Euclidean, to objects that are not right triangles, and to objects that are not triangles at all but n-dimensional solids. The Pythagorean theorem has attracted interest outside mathematics as a symbol of mathematical abstruseness, mystique, or intellectual power; popular references in literature, plays, musicals, songs, stamps, and cartoons abound.
-blocked some nasty sightlines around A
-moved around B to try and be better to defend
-moved around blu's routes into C to try and help them cap it
-increased respawn time of red after B is capped
-added some neato particles to the laser thing at C
-added a finale event
-probably other stuff too

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-slightly changed around doors and stairs by A
-pushed back C a bit and moved around the connecters between B and C
-moved around geometry at A to try and make it more defendable
-fixed being able to shoot through fences at A
-fixed props without collision throughout the map
-lowered cap time for C
-moved around geometry at C to make it more red and sniper friendly, but not too sniper friendly
-reoriented direction of blu 2nd spawn
-probably other stuff

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-widened A cap and the geometry around it
-redid B
-flipped C and red first spawn sides
-Made many doorways bigger
-changed around cap times
-blocked some sightlines
-minor detailing
-probably some other stuff
-added pumpkin props

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-fixed red getting stuck in their first spawn after A is captured
-changed around height variation at A
-moved around geometry at A to try and make some easier defendable spots for red
-changed under bridge to be more interesting and give more space for players to move through
-lowered red's respawn time
-added force respawn for red after both A and B are capped, which should help them have time to set up for B and C
-removed blu 3rd respawn
-made previous blu 3rd respawn red's first respawn
-turned red's previous first spawn room into a playable area that should help red defend B
-added opening doors to help direct red to A point
-added a low route at C that has water in it
-decreased the amount of pumpkin bombs that spawn at once
-slightly adjusted B's geometry
-edited route from B to C
-minor detail changes
-changed blu first spawn exits around
-adjusted geometry by blu first spawn to block sightlines
-blocked sightlines to A and B
-added teleporter to red first spawn to take them to the final spawn room when A is captured
-added announcer lines for capping and defending points
-other changes that I don't remember totally