Beta 1B: Cubemaps Fix
I think I fixed all the broken cubemap surfaces. If you find any more, please let me know.
-Fixed broken/missing cubemaps on certain surfaces

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Welp, I've done it. I finally detailed a map that doesn't look like total garbage. There's still a lot of stuff that I probably should fix. The brushwork in the spytech base is messy and dumb and I hate myself for it, but I also don't see myself fixing it. There's also a few weird shadows that I don't even know how to fix. But there's still some good work in here, and I'm actually really proud of myself.
-Fixed the Blu forward spawn resupply locker being clipped into the ground
-Removed the consoles on the side of the final CP upper room with the stairs
-Adjusted railing clipping between first and second CP
-Artpass
-Fixed railings between the first and second CP not being nonsolid
-Slightly raised the railings surrounding the first CP
-Shifted the large ammo pack near the first CP onto the balcony outside
-The vent route to the sewer is now blocked until the first CP is capped
-Replaced clipping on stairs with blockbullets
-Added a medium healthpack behind the wall with the dropdown in the final CP area
-Shifted the resupply lockers in Red spawn
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Because A6 was never released, this update contains changes from A6 and A7.
-Removed the rubble piles near the first point
-Added a sniper balcony in the wall area facing the control point to allow Blu snipers to snipe into the cathedral
-The wooden bridge connecting Blu's foward spawn to the first CP is now always there, rather than appearing when the first CP is capped
-Shifted the upper vent exit towards the door to prevent sentries at the bottom of the staircase from being able to watch the vent exit
-Added a blue sign directing players to the vent
-Raised Blu's forward spawn
-Moved the resupply cabinet in Blu's forward spawn to the wall oppsite the main exit
-Slightly raised the ground beneath the medium healthkit near the sniper barrier at the first CP to make it easier to jump over the railings
-Added a lower vent exit to the sewer
-Added another outdoor oneway entrance to get into the sewer
-Removed the dip in Red's route from spawn to point A
-Shifted the final CP down into a slightly smaller room that opens at the top to the large room
-Redesigned some of the geometry in the final CP area
-Replaced the large balcony surrounding the final CP room with a significantly smaller balcony on one side with two staircases along the wall
-Redesigned Red's spawn and the shortcut from Red spawn to the first CP
-Added a second shortcut from Red's spawn to the upper balcony
-Replaced the railings around the first CP with brush railings that are easier to see through
-Rebuilt Blu's first spawn, the area just outside, and the wall surrounding the first CP (layout is basically the same)
-The wall is now much thicker, making it more resemble a defensive wall
-The area just outside Blu's spawn is bigger
-Part of the roof over Blu's spawn is now accessible
-Blu spawns on a pier next to a submarine
-Rearranged some health and ammo
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The area just outside Blu's first spawn.

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Just outside Blu's first spawn, from a different angle.

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The flank route along the cliff leading into the side of the wall.

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The lower floor of the building just outside Blu's first spawn.

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The upper floor of that building.

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Inside the wall surrounding the first control point, through the doorway in the previous building.

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Inside the wall, from a different angle.

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The first control point.

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Just inside the cathedral.

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Just inside the cathedral, from a different angle.

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Just inside the Red base, in the area before the final control point.

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Another angle on this area.

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A hallway that goes around the final control point.

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The room just above the second and final control point.

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The second and final control point.

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Just outside Red's spawn.
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-Fixed Red spawn doors sharing the same name
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-Shifted the final point up so that it is no longer underground as well as rotated it 90 degrees
-Completely rebuilt the connectors between point A and B, including the staircases, as well as Red's spawn
-Adjusted and fixed some clipping issues
-Fixed a missing clip brush over one of the Red buildings right outside Blu's first spawn
-Fixed players being able to stand on the fence outside Blu's first spawn
-Shifted the rubble pile near Blu's forward spawn to fix players getting stuck behind it
-Flipped the areas just inside the cathedral door
-Swapped the two ammo packs in the are just inside the cathedral door
-Redesigned Blu's spawn
-Adjusted some lighting in the cathedral sewer area
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Just outside Blu's first spawn.

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Just outside Blu's first spawn, from a different angle.

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A flank route near the cliff into the side of the wall.

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Inside the building just outside Blu's spawn.

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The upper floor of that building.

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Inside the wall surrounding the cathedral and the first control point.

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The first control point.

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Just inside the cathedral's main entrance.

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A different angle.

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The hidden stairs flank route to the second control point.

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Just inside the hidden Red base.

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Another route through the hidden Red base around the room with the final control point.

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The second and final control point.

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Just outside Red's spawn.
Known bugs:
-Both Red spawn doors share the same name (fixed in A5a)

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-Rebuilt the map from the ground up
-Redesigned Blu's spawn and area just outside
-The previously out-of-bounds portion of the cathedral's perimeter wall is now accessible
-Most of it has become a forward spawn for Blu that enables when point A is capped
-A small remaining portion has a staircase from the ground and connects to the rubble pile route
-Added a vent leading from the upper balcony in the outer wall to the right staircase just inside the main door
-Added a balcony to the right side of the cathedral near point A
-Reworked the routes between points A and B
-Added a large hidden staircase that provides access to the room that was previously connected to the vent system; staircase is revealed after first CP is capped
-The vent is now a one-way path that links to Red spawn from the sewer
-The sewer now has two paths out, one on each side, both leading to the main entrance room above; the one that leads to the Red shortcut is closed until the first CP is capped, the other one has the hidden staircase
-The stage has been removed and the hallway leading to the stage have been shrunken and reworked
-There are now three staircases that connect the final CP room to the cafeteria; the two near Red's spawn are connected to Red's spawn, the other is on the opposite side
-Raised Blu's respawn time to account for the new Blu forward spawn
-Lowered the roof around the outer edges of the final CP room
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Just outside Blu's spawn.

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Outside Blu's spawn, from a different angle.

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The lower floor of the Red building just outside Blu's spawn, facing Red's side.

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The upper floor of that same building, facing Blu's side.

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The flank along the cliff to inside the cathedral wall.

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Inside the wall surrounding the cathedral, facing the first point.

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The first point.

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Just inside the cathedral.

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Just inside, from a different angle.

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The sewer underneath the cathedral entrance.

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The room above the second point.

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Another route to the second point.

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The second point.

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Just outside Red's spawn.
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-Adjusted the B decal in Red spawn to be positioned directly over the door
-Fixed visible nodraw in the hallway (Blu left) after the cathedral entrance
-Made the sewer caps nonsolid to prevent player clipping
-Added cubemaps
-Replaced the Blu B overlay over the doorway after the first CP with a frontline overlay
-Slightly adjusted the point B spectator cam to aim lower

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-Added and adjusted some clipping
-Clipped the awnings over Blu spawn
-Players can now smoothly special jump up the ladder near the dropdown hatch
-Raised the balcony in the outer wall near the first point
-Replaced Red's small right spawn exit with a hallway connecting the area outside Red's spawn to the stairwell
-Slightly moved Red's resupply locker
-Shifted the large room with the last CP down, resulting in a higher roof
-Redesigned the staircase that connects with Red's spawn
-Rebuilt the staircases descending from the trapdoor over the last point
-Added a small health pack to the side room near last with the ladder
-Red's spawn and the area directly outside now has 2 levels
-Made the top of the staircase in the mid connector (Red's left, Blu's right) larger and widened the gap in the railings
-Replaced the clip brushes on the final point staircases with blockbullets
-Slightly increased time to cap on last

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