I got bored and people were asking for it so....
|merged both stages together for the first time, map is now properly multistage, when we work on stage 3 the download will become single stage once more
|optimizations

|increased the time added after capping s-1 cp1 back to 5:30 to standardize with other multi-stage pl maps in the game
|detailing changes
|adjusted window by the one way door on stage 2 cp1 to allow for sentries to shoot over it
|adjusted geo around stage 2 cp1

+added experimental sniper shack by the opening area on stage 2 may or may not suck
+added some more cover by one of BLU's flanks in the cave
+added a small health kit in one of BLU's cave flanks
We are mostly happy with how stage 2 is playing, I'm trying to strengthen some engie spots on cp1
+added small health on top of the roof by BLU spawn
|moved the wall back on the lower engie cubby to help against splash damage
|health and ammo adjustments to help defenders on cp1 and attackers on cp2

|geo adjustments to help cover engineers setting up, plus fixed an angle where you could cheese a sentry gun
|fixed some displacment seams, added more probably

|adjusted the thickness of some popsicle trusses so they no longer hide stickies
-removed the crates that let RED get into one of BLU's flanks again
|experimenting with removing the lower route entirely
|various visual changes and fixes
|fixed sky having two suns
|turned some jumps into ramps by cp2

+added back BLU's highground route, albeit nerfed and reworked, is now two-way again
+added some windows to the cp1 building
+added back the one-way door
+added things for BLU team to mess with in spawn
+added back some crates to allow RED to jump up to a flank route
ABP wanted to make some changes, goal is to make cp1 a bit more defendable
|health and ammo placement and size adjustments
|changed some geo around by cp1
|adjusted size of some doors
|visual changes and additions
|moved cp1 back a little bit
|adjusted spoon again

-removed one-way door
-removed some doors that blocked a route before cp1 was capped
-removed BLU's highground route to cp1

+added some more areaportals to help with optimization around cp2
+added a small platform for BLU to get to the lower route to cp1 easier from their spawn points
|detailing changes and additions to use new assets
|changed size of health and ammo pickups
|fixed a railing at cp2 having collisions when it shouldn't

|changed the height of the main entrance into the main choke for cp1
|extended a set of stairs at cp2 so they no longer have a gap inbetween them and the wall
-removed cave route right by BLU spawn to force them to walk in more vulnerable positions to get to their upper flank route before cp1, removed an extended bit of their balcony
-removed fences by cp2, was causing rotates to be wonky
-removed some crates that allowed RED to get into one of BLU's flank routes, now replaced by a skill jump
|fixed missing clipping on some roofs
|since the wait for playtesting is becoming very long nowadays, I took the time to fix some visual bugs that were introduced last version
|fixed part of the big ice cream by cp2 being unwalkable
|slightly altered the positioning of the metal spoon
|detailing changes to use new assets
|adjusted geo at cp1, hopefully to help have better defensive holds
|minor geo adjustments around cp2
|material fixes
|visual fixes
|adjusted metal spoon route, to make jumping on to it more consistent
|fixed cart sparks not stopping when receding back to the start

-removed bridge that connected BLU to RED's only bit of highground by cp1
+added areaportal windows in key areas to help with framerates
|Visual changes and additions
|fixed unintended sniper sightline
|fixed some railing not having collision
|nerfed a perchpoint
|detailing changes and additions
|pickup size adjustments
|minor visual fixes