• Added Hydro arrow props that animate during a push.
  • Added teleport trigger that moves players out of Sewers after a push.
  • Added timer warning sign to better indicate how the Sewers work.
  • Lighting and shadows overhauled with new compile settings and lightmap grid changes.
  • Scaled down the number of props in the Courtyard.
  • Miscellaneous solidity and clipping improvements.
  • Texturing in intelligence control point rooms altered to include some more white.
  • Skybox view at Warehouse blocked to keep players focused on the control point.
  • Certain spotlights increased in width to appear more realistic.
  • Adjusted HUD text to take advantage of TF2 icons as in version 2.
  • Created completely new VGUI photos with simplified instructions.
  • Watermark moved out of sight so it can only be found with noclip.
  • Removed author and profile information from English file.
  • Adjusted HUD text to be more compatible with the Pre-Fortress 2 port
  • Changed English file to point to GameBanana profile
  • Fixed visible nodraw at BLU dump
  • Fixed misplaced props at RED split
  • Added clipping and bullet blocking to tops of sliding doors.
  • Added nodraw textures so func_brush removal is undesirable.
  • Updated English file and VGUI photos.
  • Removed round start HUD messages.
  • Removed unusued keyvalues.
  • Added more props to shelves so camping there is undesirable.
  • Added GameBanana watermark.
  • Rush mechanic added, locking middle points for a minute.
  • Swapped position of lower doorways and box props at Warehouse.
  • Changed cover available at lattice near Warehouse.
  • Flipped positions of stairs and props in Transition.
  • Reduced sightlines at Courtyard.
  • Reduced amount of distance between spawns and Warehouse by adjusting Block.
  • Logic changed to execute on double capture rather than single capture.
  • Fixed BLU capture message only being visible to BLU team.
  • Zone B and R control point warning type set to Final.
  • Bot support improved.
  • Miscellaneous textures, pickups, physics and optimisation improvements.
  • Removed respawn time advantage.
  • Added chalkboard guide to spawn rooms similar to Steel.
  • Added player clipping at Warehouse silos.
  • Introduced missing logic to make control point colours change.
  • Control points now have identifiable names and are represented by images more than letters.
  • Fixed prop wall-flickering at large barrier fences near spawns.
  • Many other minor fixes.
  • Fixed partially unclipped roof above red spawn.
  • Turned a majorty of full ammo packs into medium ammo packs.
  • Made textures of small staircases at Warehouse entrances from Courtyard look more realistic.
  • Increased size of signs in intelligence points pointing towards sewers.
  • Lowered windows in Warehouse so it is possible to look outside without standing on a dispenser.
  • Edited bricks texture in order to desaturate yellow-coloured bricks.
  • Increased lightmap resolution of many props.
  • HDR bloom and auto exposure now akin to Doublecross and Pipeline's.
  • Many bright lights present on the map darkened significantly.
  • Tall crates within intelligence areas shifted to create hiding spot.
  • Fixed uneven light brightness in sewers.
  • Staircase down into intelligence areas from spawn rooms now less steep.
  • Removed tonemap scale adjustments.
  • Deleted dynamic light prop near Warehouse entrances and redundant overlays at the Courtyard.
  • Added missing textures in HUD.
  • Added LDR cubemaps as well as HDR.
  • Changed capture speed value of B and R from 5 to 7.
  • Adjusted sewer triggers so lethal doors are not necessary.
  • Added proper HDR settings and cubemaps.
  • Added new ramp to D to increase number of access points.
  • Made sewers an area only accessible to players who own D making it a valuable resource.
  • Added extra details to a majority of doorways.
  • Added collision to shelf leg facing outwards in entrances to B and R.
  • Gamemode changed to require both M and D be owned to attack B or R with working stalemate.
  • Improved sewers lighting, clipping and appearance.
  • Fixed symmetry, repositioned lights and increased lightmap scales in upper rooms of B and R.
  • Crates at M added or deleted to increase versatility and decrease prop spam.
  • Health packs near spawns at M and near points at B and R changed to small health packs.
  • Decreased height and length of detail staircases at D.
  • Fixed strangely darkened crates and added a missing player clip on red side of D.
  • Fixed lighting of underground pipes inside D.
  • Darkened lighting of large pipe near B.
  • Replaced VGUI photos with new photos that utilise HDR.
  • Decreased spawn time advantage by 1 second and B and R capture time from value 12 to 5.
  • Changed metal stairs in B from red coloured to blue.
  • Fixed invisible overlays near M that point towards D and fixed hovering light above M.
  • Prevented getting stuck in and improved symmetry of staircases at B and R.
  • Removed unused triggers, unused door entities and broken navigation meshes.
  • Disabled self-shadowing of long shipping containers at D and shadows of other minor props.
  • Repacked map to significantly reduce size.
  • Added missing textures in HUD.
  • Disabled vertex lighting on multi-barrels under platforms at M.
  • Improved choppy-looking lighting with adjustments to the lightmap grid.
  • Enabled vertex lighting on props.
  • Added and built cubemaps and added MOTD images.
  • Added extra wireframe and supports to far side rockets at D for use in Zombie Survival.
  • Added wireframe to platform undersides at M to prevent shooting inbetween supports.
  • Fixed being able to stand on roof at M and silos at D.
  • Ensured walkable areas are symmetrical in M and D.
  • Several changes to background elements in D to resolve lighting issues.
  • Rockets inside shipping containers converted to smaller dynamic props to avoid prop clipping.
  • Made the seams between buildings at M more obvious.
  • Skybox made more realistic when looking out from the windows at D.
  • Water tunnel in sewers extended.
  • Spawn points adjusted plus lights and textures shifted in spawns as well as better door triggers.
  • Signs and overlays pointing to objectives altered and increased in number with extra lighting.
  • Spawn advantage increased from 2 seconds to 3 and updated intro card.
  • Reduced capture time of points B and R from the value of 15 to 12.
  • Various texture position and alignment fixes as well as removal of unnecessary shadows.
  • Lightmap scales increased in B and R to reduce light artefacting.
  • Adjustment Silos in B and R are now less attractive for normal play but more attractive for Zombie Survival.
  • Removal Removed error model located in B and nobuild areas located in B and R entirely.
  • Added missing textures in HUD.