Halved all of the spawn times as a "that'll do" fix. I'll do it properlike next version if need be.
Made medium changes to A.
Small changes to around B.
Remade pretty much everything after B.
Added white planks around the door frames.
Redid the wooden boards/walls to be more consistent and to look better.
Added some very minor detailing.
Added a new elevated exit that looks onto the slope leading up to A.
Changed Blu's first spawn so that there's a ramp up to it. Subsequently Blu now has a small high ground when coming out of spawn.
Altered the building where Red's old first spawn was is now a powerful sentry spot/high ground above A point. Still kept the one-way door though, as I feel it should make the area more interesting. Got a wee bit of detailing in the upstairs bit too.
Altered the larger part of the building where Blu's weird old forward spawn is so it's now out of bounds for the most part. However, I have added a new side route that goes through it onto A point.
Altered the smaller part of the building where Blu's weird old forward spawn so it's now a room with a masher. Over this masher is a plank of wood with a small health kit on it. Precariously near the point, I might add.
Added lighting underneath the alcove that the building that Red's old first spawn has.
Added a pillar in the middle of the lower part of the building that used to be Blu's old spawn.
Removed the stairs up to Blu's old spawn.
Removed the small health on the purple plank that goes onto A.
After A/Before B
Added a wooden board before the entrance to the route that goes onto A point.
Added a prop jump up to the ledge that has the two routes that lead up to the point.
Added some big industrial windows that would look into Blu's old forward spawn (if it still existed).
Added some lighting underneath the underpass that leads to B.
Added a small, bold and brash purple plank.
Added Blu's new forward spawn. It's built into a pre-existing building that's just about big enough.
Added lighting underneath the walkway.
Removed an old slope that led to nothing (that I thought would be used as a decloaking space for spies). It's been replaced with a low building that has barbed wire on its roof to stop people from thinking you can jump up there.
Removed a box near the underpass to C.
After B/Before C
Removed Everything onwards from this point.
Added Red's first spawn.
Added a freight container with a prop jump to the top of it. On the said container, there is a small health kit.
Added a small shed building with a roof you can get on.
Altered the scaffolding/walkway on the other side of the underpass that goes towards C so it's wider and has more cover from potential sightlines.
Added some signs that direct Red where to go that will disappear once B is capped
Added a building that acts as the entrance to the main paths through to C. It has some nice dormer windows; the angled dormer windows were very fiddly to make but look good I'd say.
Added a route underneath C point that opens only when B is capped, I did this because it would be enticing to Red players coming out of Red's first spawn if it was able to be accessed at first.
Added cover on the edge of the point so that you can't immediately shoot at attackers coming out of an exit.
Added a decloaking spot for spies underneath an alcove.
Added a small route that goes underneath Red's spawn. Should allow for easier movement in that area for the defenders, at the cost of being in a very tight area if they are caught.
Added an area that I expect to be a good sentry spot.
Added a prop jump up to said spot.
Added a freight truck for a bit of cover for said spot.
Added some wooden boards around the higher spawn exit to give defenders some breathing room.
Added a big "Red Bread" decal to a wall out of bounds.
Added a copy of those industrial windows to an out of bounds building.
Removed a conveyor that went over the train tracks. (Will probably re-add, but I wanted to get this out the door)
I really like the way I've done the spawns that change throughout the round: I've made a nonsolid, fake door with the no entry sign texture that is in exactly the same place as the actual door brush entity. I disable it/enable it when need be. I also have signs above the doors which are dynamic props which I can enable and disable.
There is a bunch of barrels you can jump off as the Scout to get onto C quickly.
I plan to add a new, map-wide detail every version. Such as struts in the ceilings or lamps or telephone poles or something.
This was a huge ass update. I don't know if I'll be able to work on this map for a while but we'll see. I hope it plays well is all.