-There's now a new lobby between 1-A and 1-B, which should hopefully prevent BLU from taking 1-B without a fight
-RED can now use a shortcut to get to 1-A more quickly, because otherwise the lobby would have extended their walk times to ridiculous levels and made 1-A impossible to defend
-This shortcut closes after 1-A is capped and something cool happens if you're inside it when it does :DD

-The grate in the 1-A building, as well as a few other places, has received a lighting upgrade
-This, in combination with the new lobby, has increased the filesize by another megabyte
-Although you may wish to stop me I cannot be stopped

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-1A has relocated, making it easier for BLU to reach and slightly harder for RED to reach

-RED now instantly respawns when 1A is capped, and also 10 seconds after
-Larger changes to 1B coming soon, I just need to make sure I know why it's not getting defended

-The lighting in certain parts of Stage 1 has been adjusted to slightly beautify those locations
-This has also increased the filesize by another megabyte

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-1B no longer stays locked even after 1A is captured

-The two men in Stage 2 spotted in A5 have retreated
-A more deviously concealed man has replaced them
-The man in Stage 1 still remains unfound...

-All control point models are no longer non-solid
-1A is now more defendable
-1B is now less defendable

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-The map's filesize has doubled (again) due to the introduction of a new stage
-The former first stage is now the second stage
-Minor attempts to improve lighting quality have taken place
-The two men I placed at the top of B in A4 and forget to mention have received animation fixes
-The new first stage now contains another man
-The NFT signs are now gone

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-Added NFT-themed signs
-RED's second spawn is now slightly closer to B

-B's captime has increased from 7 seconds to 9 seconds

-B is no longer unable to be captured for 10 seconds after A is captured

-Setup time has increased from 60 seconds to 75 seconds, hopefully enabling RED engineers to try unusual strategies on A and break up the repetition

-The full ammo pack in the shack has also been downgraded to a medium to hopefully facilitate more varied and less overpowered engineer gameplay
-BLU no longer takes over RED spawn on capping A

-B has been moved closer to BLU spawn

-B has been placed within a little warehouse building

-Attempted to beautify the map by changing the skybox, environment lighting and several textures

-More than doubled the filesize by improving the definition of the pre-baked shadows (it was worth it guys I swear)
-Reduced A's captime from 34 seconds to 27

-Removed a small health kit and ammo pack and added some cover to a spot on B to make teleporters and dispensers more viable there

-Added a shadow_control so dynamic shadows can now be cast by gameplay-related objects (players, buildings, health kits, ammo packs, etc...)

-Added spectator cameras

-We do a little clipping
-Fixed BLU's spawns in RED's first spawn not starting disabled, giving BLU players a chance to spawn in RED spawn