-Started texturing and adding props to Stage1.
-Added a dev texture Stage2 to test layout changes and pacing.
Changes:

A:
_Removed BLU vehicle near A to clear the street and make up space for fights
_Moved yellow truck near BLU base so RED to make way for the ramp
_Added some crates on A for cover
_Opened up the garage on A to make space for defense
_Moved the kits around the RED vehicle on A to the garage, and increased their size

B:
_Changed the normal door in the appartments to something different than the one way door
_Added signs in the alley, and near B.
Due to some sightlines and pacing issue, I'm "rebooting" the map once again.

Because of its large size, the map will be submitted for testing stage-by-stage, and once Stage 1 is good enough, Stage 2 will be added, and etc as an add-on.

Goal : Globally reduce the map's size and the layout complexity while keeping the core goals of the map : large streets, tight alleys, vertical fights between roofs/catwalks and the ground, and a hazardous train, all in an urban setting.

Currently, this is the simplified Stage1 A1.
Major changes :
_In order to simplify the layout, some flanks got closed to concentrate the fights
_The alley between A and B got curved to break snipers dominance
_Packs have been resized to grant more ammo and health. We will see what is the result to that.
Corrected some stuff related to logic from the previous version. No significant layout changes.
Major changes:

Overall :
_Reverted time added after a capture to 4:30 from 5:30 and 6:30 so BLU have some more pressure into capping the points, and to give RED some help. Clock still capped at 20mins.
_Fixed stuff here and there again.

Stage 2
_RED's second door now does not close anymore, but the locker still disappear after A's capture by BLU.

Stage 3
_Opened Point B to allow for BLU to use explosives to reach for RED's defenses, and to give them a better chance at capping it (still use your übers and teleporters to push, dudes).
_Removed a RED base's door because it was easily abused by a Heavy/Medic to make the bridge impossible to cross
_Changed the vents so it becomes a second attack route that is somewhat viable (I hope, tests will tell) and give the attackers the upperhand (RED can get inside still). Nobuilds inside.
_Added a small place in the canal section to put buildings for defenders.
-Removed a door of the shack on B1 (Point B Stage 1)
-Closed the van on B1 for a coherent collision mesh
-Changed the way the doors for each spawn closes, not to confuse players on which doors are accessible
-Slightly altered A3 for testing purposes (may revert if the changes does not add value)
-Removed some useless custom textures not to add them in the BSP
-Corrected stuff here and there regarding some trigger sizes, and texture alignment
-Made tunnels in Stage 3 bigger

-Corrected spawnpoints orientation of the RED's Stage 2 spawnroom : RED face toward Stage 2, BLU toward Stage 3
To make feedback easier for players, the map is rolling back to a dev version.

IF YOU WANT TO PLAY ON THE NORMAL VERSION, CHECK THE 1.3 VERSION.

-Changed the way the map works : stages are no longer separated fully separated, spawns are shared between stages to save on entities.
-Added a bunch of portals/skybox/hint brushes. Unused stages are not rendered through closed areaportals.
-Changed Stage 1&2's RED's spawns looks

Overall : increased added time per capture to usually 5:00 from 4:30, 5.30 for Stage 2 Point B (to account for the spawn under Stage 3 Point A). To balance, clock is now limited : max. time 20:00.

-Minor changes to Stage 2 Point B
-Added a vent system to Stage 3 Point B to add an extra route for BLU to push for the point from the train tracks.
-Increased sound volumes around the track system, incoming trains are now more audible
-Added a camera to the train: if your spectating timing is right, watch your buddies/ennemies getting rolled on! Available only when the train is running.