-Major detail pass on Stage 2
-Compared to the detail pass on Stage 1, it kind of makes it look like I've lost my touch
-Minor detail adjustments on Stage 1 (mostly lighting)
-Adjustments to the 3D skybox
-The fog has been toned down slightly
-Added soundscapes
-Added HDR
-Reduced brightness of ambient light (barely noticeable difference)
-2-A now adds 5 minutes to the timer when captured instead of 6
-((BLAME ABP IF THE FOLLOWING CHANGE MAKES YOU HATE 2-A)) 2-A's captime is now set (30 seconds after the round starts) to 3 seconds (was 15)
-A longstanding issue with Stage 2, where some RED players would go to B out of spawn instead of A, has been solved by putting a door in the way that only opens once A is captured
-The door also helps to prevent BLU from trying to backcap 2-B, although they never actually managed it over what was probably fifty or more playtests
-The area between 2-A and 2-B has been generally reworked to hopefully make it more fun for both teams
-Some health and ammo has been upgraded on 2-B to increase RED defendability
-A new dropdown has been added to help RED more easily keep an initial forward hold over 2-B
-The window route on 2-B has been closed up since it made it way too hard for RED to push up the stairs and assume a forward hold
-Some health and ammo on 1-A has moved from BLU's territory more into RED's
-Changed a small ammo pack on 1-A into a small health to make it more convenient for RED to try to push towards the rock arch and assume a forward hold
-Added a medium health nearby with the same purpose in mind
-Closed up the rock arch at 1-A and put some health and ammo behind it to give RED players a safe place to stand, since 1-A lacked ANY before.
-Reverted a change from a while ago where 1-B's capzone was extended to the ramp up to the side area, since it led to cheesy captures
-The ramp up to the high ground at 1-B has been rerouted since it made the pointless side area flank take way too long - it'll now also let BLU outrange RED's sentry positions which were nearly unbeatable before, and it makes it harder for RED snipers to contest the low ground
-Added some cover to make RED safer when using the high ground on 1-B
-This cover also lets RED push out of the lowground shack more easily
-There's now a convenient staircase between the low ground and high ground on 1-B which should be much more enticing to RED than the old jumps were
-There's now a new medium health pack on 1-B that should help RED not feel too overwhelmed when trying to get a forward hold
-The medium health kit and ammo pack in the high-up shack has been duplicated to make it more feasible for a large-scale RED hold there
-Upgraded the small health and ammo in the shack in the pointless side area on 1-B to medium
-1-B's captime has been increased from 12 seconds to 15 seconds