-Scaled down the height of buildings from B through C
-Heavily cleaned up the underside of the map
-Made most non-visible textures nodraw
-Added a smidge of cover to C
-Overhauled lighting for the map in general
-Added Areaportals for slight optimization
-Made some minor layout changes, primarily around A and some of its surrounding buildings
-Added another flank towards A to hopefully combat a strong sentry spot
-Rebuilt cubemaps
-Added some basic soundscapes
-Filled out some areas a bit with props
-Added a ferris wheel, for funsies!
-Scaled down the areas around B and the area outside the building between B and C
-Filled dead space with props and brushwork, particularly the building in-between B and C
-Widened and lowered the bottom of the bridge that A rests on
-Adjusted the clipping of the fountain on A
-Built Cubemaps
-Removed the glass from one of the windows on the building overlooking A
-Added a door to the forward spawn area between A and B that closes and locks on one side once B is capped
-Moved the upper door in the forward spawn area to cut a sightline
-Labeled the control points and added some signs to prevent confusion with the layout
-Increased the height of the building above C to only allow jumping classes to access it
-Added lighted lamp post props around the map. For ambience!
-Fixed the triggers for the resupply lockers in Red’s last spawn room
-Adjusted various textures
Fixed some minor things

Added some extra lighting in Point B and the transition area between B and C
Updated some clipping in the area between B and C
Added a Do Not Enter texture to the door leading to A that disappears once A is capped and the door unlocks
Accidentally uploaded wrong file, this is the correct one
Fixed some minor things

Added some extra lighting in Point B and the transition area between B and C
Updated some clipping in the area between B and C
Added a Do Not Enter texture to the door leading to A that disappears once A is capped and the door unlocks