Shoutouts to Uncletopia for being kind enough to include Bruhstbowl in their rotation on their community map servers!
Sadly, the only server I can play it on thanks to ping limits (sydney 6) ran it once, and then never again.

-2-A should now actually start with a captime of 32 (it was always supposed to but I'm pretty sure this mechanic was broken)
-30 seconds after stage 2's setup time ends, 2-A will now have its captime set to 19 (was 17)
-RED now has a 7 second respawn wave time when defending 2-A (was 8 seconds)
-Minor detailing upgrades have been made to BLU's spawn for stage 2 because it was definitely the most barren part of the map before
-This was mostly out of necessity since this spawn room can be seen from what is already a highly detailed part of Stage 1

-2-B now has an internal captime value of 16 (was 13)

-One of the two medium health and ammo kits in the high-up shack at the 1-B forward hold has been removed
-BLU has received slightly more cover from a couple of routes in the form of a fence when attacking the 1-B forward hold

-BLU's second spawn for Stage 1 is now blocked off with the "RESUPPLY" signs hidden until 1-A is captured - this should make it easier for RED to find their way to 1-A, since some players would find BLU's second spawn and assume it was their first, then stand there until they realised there weren't any BLU players coming out of it

-Updated all physics objects to respond to hitscan weapons
-Sewed a number of displacement seams together
-Adjusted the positions of RED's spawn points on 2-B to make the walk time to the point from each of the split spawns less unequal

-Added a custom sign to improve the map's "environmental storytelling"
-BLU's first spawn area is now visually more open to facilitate the same goal

-To be honest I have no idea what else I changed
-Detailing, clipping, bugfixes, etc...
-It was all incredibly minor but the map should be better as a result

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-Reduced RED's access to health and ammo on 1-A so they have to play worse positions/spend more time retreating​

-Improved BLU's access to health and ammo on 1-A​

-Fixed a number of displacement seams/zfights/visible nodraw​

-All the spots you can stand are intentional it's all part of my master plan​

-First displacement pass on Stage 2​

-Second displacement pass on Stage 1, aimed at making more of an overall, gradual shape on ground surfaces instead of needless ugly vision-jolting lumps​

-Minor adjustment to Stage 1 RED spawn detailing​

-BLU now has a 2 second respawn wave time to attack 1-A (was 4)​

-The round timer now starts with 240 seconds (4 min) on both stages (was 210 seconds / 3 min 30 sec)​

-1-B's capzone has been made smaller and moved closer to RED spawn so RED can now consistently spam the point from inside the factory​

-1-B now has a captime of 12 seconds to compensate for this (was 15)​

-RED now has an 8 second respawn wave time to defend 2-A (was 10)​

-The 2-B building has received a new doorway to make it harder for BLU to find any one spot where they're safe from all of RED's approach angles​

-Ideally, BLU will have a number of spots that are safe from one RED approach angle, but not the others​

-RED now has a 7 second respawn wave time to defend 2-B (was 8)​

-Fixed some displacement seams​

-Replaced sprite-based fire with actually functional particle systems​

-Added a sun​

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-Displaced many surfaces to be bumpier and prettier and cast better self-shadows​

-Pushed the detail pass of BLU's first spawn forward to about 75% completion​

-Had another crack at detailing RED's first spawn​

-Had another crack at detailing RED's second spawn​

-Pushed the detail pass of RED's final spawn forward to about 85% completion​

-Reworked the front face of the warehouse between 2-A and 2-B because it looked terrible​

-Added rockets to 2-B to at least pretend that this map has environmental storytelling​


-Reintroduced HDR lighting, although massively toned down​

-35 MB big oof​

-RED now has a 7.5 second respawn wave time to defend 1-A (was 9)​

-BLU now has a 4 second respawn wave time to attack 1-A and 1-B (was 3)​

-BLU now has a 3.5 second respawn wave time to attack 2-B (was 2)​

-The doors between 2-A and 2-B now open 15 seconds after 2-A is capped (was immediately after the capture)​

-The round timer now starts with 210 seconds (3 min, 30 sec) on both stages (was 300 seconds / 5 min)​

-The round timer now has no upper limit so players can use the AddTime output to give themselves infinite time to mess around when they load the map up in singleplayer​

-Forcing people to almost double their map's filesize just so you can turn on HDR to have your game not look any different is literally 1984
-So I compiled without HDR

-Fixed a bug where the door preventing BLU or RED players from reaching 2-B before 2-A is captured would never stop playing its moving sound, which would flood the sound list and prevent some other game sounds from playing

-Closed the dropdown route before 2-B as it allowed BLU to prevent RED from flanking them which made a RED forward hold basically impossible
-RED now has an 8 second respawn wave time when defending 2-B (down from 10)

-2-A's captime is now set to 17 seconds, 30 seconds after the round starts (up from 3)

-Minor detailing upgrade to the warehouse between 2-A and 2-B

-The forcerespawn outputs after 1-A or 2-A is captured have been made more frequent to make them more robust in the case where RED players die immediately after a point is captured
-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

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-Stage 1 has received a major detail pass (including limited work on lighting, optimisation and clipping)
-Stage 2 has received minor geometry adjustments in preparation for its own major detail pass

-The door that lets BLU leave 1-A when they capture it is now always open
-This tiny change could have MASSIVE ramifications - maybe it could even start a new dark age of 1-B getting backcapped - but there's only one way to find out!

-The no-build zone on 1-B is now much smaller, only covering the control point model instead of the entire gigantic capzone

-The portal from BLU's first spawn to their third spawn (the one they use for the second stage) now properly appears during feedback rounds like it used to

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-1-B's captime is now 12 seconds (was 9)

-The ramp leading from 1-B up to the high ground is now part of its capzone
-This should (hopefully) make RED engis less dominant while keeping every other class at about the same level they were at before

-The cave route to 1-A with the fireplace now has a small health kit and medium ammo pack to incentivise its use
-Fire.png now supports transparency

-The building that 1-A is contained inside now has a bunch of holes in it (which bullets and projectiles can't pass through)
-This should help RED take notice of the control point's position

-The building between 1-A and 1-B now has a substantially more detailed interior

-The two hidden Striders have retired
-Thanks for playing
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-There are a couple of new small health kits

-Fire.gif is back
-The fireplace now deals 5 damage per second as it was originally meant to, instead of 1
-You should now hear a sound to indicate that you're being damaged by the fire

-The spectator cameras on 1-B have been adjusted to reflect the capture point's new position

-There's now a soundscape

-Congratulations to @Sonoma and @Thetriztheexistentialneko for finding the two hidden men
-The two hidden men have retired, HOWEVER, they have been replaced by two Striders that you will NEVER find...