+added a set of doors that blocks off one of BLU's flank routes until cp1 is captured, this should in theory force any BLU players pushing forwards after wiping RED off of cp1 to be funneled into the main choke where RED players are more likely to see them and deal with them
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+attempted to add an engineer spot on cp2 with some copium ammo to draw attention to it

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|visual fixes
|some lightmap optimization
|updated the menu photos

|lowered the volume of the twinkling in the soundscapes to hopefully stop sending subliminal messages
|clipping improvements
|fixed players being able to exist inside a brush on top of red spawn
|reverted the change that made one of BLU's drop downs a two way
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|extended balcony by one of BLU's drop downs

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|detailing changes and improvements
|clipping improvements
|widened the building flank on cp2
|detailing changes to use new assets
|fixed RED some RED spawn points being inside walls
|brighten up some areas
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|detailing changes to make use of new assests
|fixed parts of the cp1 building being visible in certain areas on cp2
|fixed displacement seams
|moved the health and ammo in the cave route by cp2
|lowered the volume of the ambient twinkling in the soundscapes
|nudged door for the full health building over a few units
|nudged cart path by cp2
|made the pit by cp2 slightly easier to exit
|raised cart path up a few units so the cart is no longer clipping with the tracks
|adjusted thickness of some planks to allow Engineers to build teleporters under the platform by the small health next to the choke before cp2
|optimization stuff

-removed deathpit
-removed present bombs, they didn't really add much anyways
|detailing changes to use new assests

|made one of BLU's drop downs to cp2 two-way
|fixed pixel perch
|Pyroland effects are now handled via Vscript instead of triggers
|Soldiers, Pyros, and Demomen will now properly get their baby bottles to replace their grenades
|Special thanks to @leezo for walking me through basic Vscript, and fixing my mistakes, and @Yaki for getting the MTP baby bottles working (and fixing my mistakes too)
|changed some textures around to use newer assests
|adjusted the volume of sounds in the soundscapes
|increased the volume of domination/revenge/nemesis sounds
|detailing changes
|RED spawn is now connected for the first time ever

+added more areaportals
|changed the sun angle by 200 degrees
|detailing stuff
|reduced the height of the cake
|changed the ramp leading up to one of the dropdown routes and made a little cubby for engineers to build
|changed picket fence with a more solid wall to fix head glitching
|moved the final control point closer by 128hu
|increased the time rewarded for BLU when capping cp1
|reduced the volume of Ballonicorn idle sound
|extended the platform for the far flank for BLU

+added a small health pack in the main choke
+added more custom sounds for dominations/revenge
|made flank route next to the main choke for cp2 a dropdown instead of two-way
|completely redesigned the second half of the map
|pickup placement has changed
|increased RED's respawnwavetimes back to 10 seconds
|reduced HDR bloom a little bit more

+added more sounds to the Ballonicorn
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|changed some cover around at last
|made one of the dropdown routes two-way
|visual changes to use new assests
|map is funnier