-Lowered ceilings of sneak routes in caverns for the mine shaft feel
-Moved the balcony in A towards BLU spawn a bit
-Changed a few props
-Removed a random env_cubemap sitting in the void (no idea how it got there)
-Removed the right hallway completely
-Removed the left entrance to the balcony
-Extended the left hallway to the back of the upper control room
-Extended the computer island to give more cover
-Changed the lower control room into a corridor
-Added a little alcove for people to duck in the lower corridor
-Made it so people can shoot through the railings properly
-Slightly increased the cap time for B
-The one-way door in the right hallway is back at normal level. It will also stay open after BLU caps A
-Added a small health and ammo pickup near the entrances to the balcony
-Changed some of the cap times
-Changed some of the respawn times
-Applied some textures
-Removed elevator for last point. Couldn't get it to work properly, so the point will just stay at the bottom.
-Elevated the one-way door in the right hallway
-Redid the BLU forward spawn to fit the mining theme better
-Changed the skybox texture (credit to DaBeatzProject for making this texture)
Thank you to everyone who participated in the gameday to help test and give feedback!
-The lower left exit for BLU has been raised to meet the ledge that overlooks the first cave area.
-Point B is now an elevator! When BLU starts to cap, it will raise until it reaches the top.
-The alcove that was below the point originally is now gone, and the pickups have been moved to under the stairs (they are also small/small now under both...