First off, yes, I do release these rapidly. This is because I want to get out any broken gameplay, or silly errors before I detail it. I'd rather have a playable map as soon as possible then a pretty one that's broken (though, I do want it to be pretty).
I'd also like to thank the people who played my map in an imp yesterday, I really appreciate it. It was also fun to watch people play on something I made (and yes, it's orange, I know. I love it.)
Changelog (A2 -> A3)
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* Started to texture respawn rooms.
* Added a giant piller to block off humongous sightlines.
* Added another cliff on ramps that go up to the base cliffs.
(To completely cut off said "pretty insane sightline"'s)
* Made the path to the base cliffs a ramp.
* Moved central spectator cameras closer (so they aren't being obscured by cliffs)
* Added a curve block on each teams far cliff.
* Optimized Skybox to conform to map shape (instead of just being a basket over the map)
* Lowered cliff curve infront of spawn doors (makes it less intimidating)
* Signiciantly brightened the team top level corridors.
* Lowered the entirety of middle to make it seem deeper in the canyon,
and to make it easier to fight there in gameplay.
* Fixed Uneven flag rooms.
* Added light to blue side long.
* Fixed improper textures in RED Base (even though I'm going to re-do it)
* Fixed dark spots in hallways (mostly)
* Smoothed out large side cliff so it doesn't look like it has a walkable edge
* Added another light to Red long.
* Increased brightness of the blue long light.
* Fixed clipping on pillar (you no longer can get stuck on it)
* Added signs everywhere (intel signs point to intel, signs to direct teams)
* Reduced medium health packs to small ones in sniper spots. (Ammo is still medium)
* Expanded base wall above spawn room (for future use!)
* Expanded flag room.
* Brightened Red Flagroom
* Disabled Lightmapping on light props.
Screenshots