Cinder Caves

Medieval Cinder Caves A4

Now that the cave is brighter, the entryways to the inside start to come to fruition.

Changelog:

-Lighting

-Made all lighting sources brighter
-Added HDR lighting
-Added cubemaps

-Map Changes

-Map size has been cut in half thanks to repacking
-As a result of those ignoring the warnings of a platform lowering towards them, the floor underneath the intel pickup platform has been stained with blood.
-Added an extra torch
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After a week or so of refinement, a new section of the caves have opened.
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Every subround, the caves get a different gimmick that gives players a new option to reach the upper floor.
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One subround may have jump pads in the central room...
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Another subround may have ramps for Demoknights...
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Yet another may have pillars to parkour off of...
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And another possibility is for scaffolding to be built in the outer ring.
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The spawn rooms and pickup rooms have been updated, too.
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And as a bonus, the old caves are still playable during setup time and Waiting for Players!

Changelog:
-Added the New Caves

-Play space is now bigger, hopefully supporting up to 24 players!
-Includes four new gimmicks that get randomly chosen each subround

-Pillars
-Scaffolding
-Charge Ramps
-Jump Pads

-Adjusted Intelligence Spawn Point

-Now resets into ceiling quicker
-Also lowers slower
-If someone rides the platform into the ceiling, they will be killed, and the intelligence will be reset

-Old Caves

-Now a deathmatch arena during setup time and Waiting for Players
-Removed Intelligence Spawn Point
-Removed pickups
-Spawn rooms are now consistent with the new caves' spawn rooms
-Bots stay in spawn while in the Old Caves, they will start moving when teleported to the New Caves

-Map-wide Changes

-Adjusted lava

-Now bounces players on first touch
-On consecutive touches and long dives, incinerates players and intelligence, resetting it

-Made lights more consistent
-Setup time is now 30 seconds

Give it a test, and let me know how it turned out!
Thanks, and have fun!
Oopsies! I forgot to adjust the VMT for the map photos in the last version, so that's fixed now. Otherwise, same as A2, with the anti-spy fixes and all.
After I uploaded A1 earlier, I realized that Spies with the Dead Ringer can avoid being shoved off the middle platform when it rises. In this new version, I added a failsafe that kills anyone riding the platform into the sky.