Posted a zip download, fixed it now
So I've been away for a bit, but I have been working on this on and off. So much so we skipped a version.

A lot changed but the general overview would be

- rescaled mid connector
- removed the tunnel in mid connector leading to mid
- Added a bridge in second
- Redid the left entrance into last
- Hollowed out the towers in mid
- and more I'm forgetting atm

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After a long while of small tweaks, we've hit beta

Some minor changes

- Fixed some clipping issues
- Redid the brushwork around staircase in connector to last
- Made the door in shed on mid wider
- A bunch of brush and displacement updates

I have also done an artpass. Not final but just to get an idea of what theme I want for this map

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What it says on the tin. Added some small additions and fixed some problems with movement here and there. Woo
Was in crunch mode to finish a version for my graduation and forgot to update. Not a lot of changes but still new, so that means it's better
Update so big, skipped 3 versions

Thanks to @lucrative the map went through some major changes

Some of the bigger changes

Last
- Added a new route from lower lobby to point
- Decreased the size of the cap
- Removed the route that was stuck to the side
- Made clearing lobby easier
- Added a way for defending team to get on the highground on the right side

Second
- Added a drop-down entrance to second
- Moved forward spawn to the balcony
- Moved a lot around in connector

Mid
- Downscaled mid in general
- Added a way up form behind the shed to high ground
- Moved forward spawn

Started to detail and a lot of little changes I can't even remember so I'm not going to. Again big thanks to @lucrative for the tests and helping the map grow into this.
Some things I forgot to include
Mid

- Decreased the size of the sheds and turned them around

- Made the side route curve in to face the point for attackers

- Removed sneaky route near stairs

- Added a new route between connector and side route

- Removed the open choke that led from mid to second

- Added a new route that leads from connector to mid-low

- Removed one of the tunnels in connector leading to mid

- Moved the remaining tunnel more to connector to decrease sightlines

- Removed shutters


Second

- Made the jump from container to mid connector walkable

- Removed balcony over mid connector tunnel to prevent soldier shenanigans

- Added a building to awning over left side of second to decrease the power soldiers and demos have there

- Added a quick way to get from ground to point

- Removed the stairs on the left side

- Added/changed health and ammo placements

- Removed some cover on point

- Reworked lower portion of connector between second and last

- Changed position of the stairs in connector

- Added a direct route from upper connector to last-low

- Removed the drop down in connector


Last

- Added props near right wall cover at spawn so scouts can reach the balcony

- Added a second platform that leads from right side last to upper connector

- Made stair route on the left of last faster for defenders

- Removed ammo behind the point

- Decreased the size of the building in front of point and rotated it, to spite the soldier players


Probably forgot something here and there but you get the point, a lot has changed

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- Heighted flank route to second to avoid confusion

- Textured more areas for navigation

- Art pass done on forward spawns, no real reason I kind of felt like it

- Made all signs not solid

- Downscaled most of the doors, no more giants allowed

- Added additional signs for better navigation

- Reworked last to give defense more cover and high ground options
  • Added cover to spawn side of the point
  • Reduced size of side staircase for quicker traversal
  • Reduced size of initial spawn to reduce travel time
  • Added risk/reward height advantage on the left side
  • Reduced the size of the cap zone
- Reworked connector between second and mid
  • Simplified the stairs to make it more straight forward
  • Connected mine route to the main building
  • Removed one exit to limit confusion
- Reworked second point to add more cover and height difference
  • Added more health around second point for both sides
  • Closed of a side route to limit options to make the map feel less big
  • More cover on the ground floor near second to make fighting there more interesting
  • Added slope near forward spawn to give defending team new options

- Minor additional fixes (Clipping, lighting, etc.)

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- Rescaled map (last, connector to second and connector to mid) no more marathon running

- Moved med packs in connector to last so people won't just run into them

- Small optimization (area portal, hints)

- Added extra lights

- Reworked the open choke from mid to second

- Added extra path between mid and second point

- Added additional signs for navigation

- Started adding props to give areas more flair for navigation

- Changed forwards spawns to insta-respawn players who are being swapped instead of killing them

- Added more high ground for attackers on second point

- Removed sewer (will not be missed)

- Removed pointless rooms to stop confusion in navigation