ALPHA3A:
-made the water real because by being fake, players noticed it was solid
-extended a wall on lobby to block a sightline from second to last
-made the bridge's railing lower
-added some small pickup next to lobby's staircase
-added a wall next to lobby ramp to seperate it from secret shutter
-removed the P I L L A R S from mid to simplify movement and where to look
-made the blocks next to bridge thiner to prevent hard camp from height to choke
-extended a wall on upper lobby to block height advantage and easy rotating
-textured the bridge
-textured a building
ALPHA3:
-replaced leaves on the wooden pergolas with a more nice ivy model
-func_detailed a lot of complicated geometry
-replaced the funnie func_conveyor with a more intuitive damaging barbed fence
-removed some unnecessary areaportals in mid
-added trees on second for detail
-removed lobby's big shutter to second
-moved some health and ammo pickups from lobby to second
-added pickups on river near mid
-fixed some missaligned brushes
-cutted some arches to fit inside the wall and not overlap to the other brushes, causing to z-fight
-made the water real because being fake, players noticed it was solid
-extended a wall on lobby to block a sightline from second to last
-made the bridge's railing lower
-added some small pickup next to lobby's staircase
ALPHA2.1:
-reduced the capture points cap time by half due to slight mapper oversight
-plugged the radio
ALPHA2:
-fixed forward spawns from breaking when recapturing mid that caused players to spawn on a different room (FINALLY WORKING)
-added unplugged radio on last
-scaled up the water texture
-disabled collisions on second's roof and replaced it with clips for a more realiable walkable surface
-made entrance to mid's flank from brook bigger
-added railing to mid's bridge
-added respawn room visualizers to forward spawns to prevent enemies from entering in case of spawn camping or spontaneous forward spawn logic failure (pain)
-added extra lights on lobby on dark corners
-added func_nobuild triggers above mid's forward spawns
-clipped gap between brush and displacement on streets that caused players to randomly get stuck
-added a func_conveyor on top of the wall between streets and mid so you DON'T. TRY. to stand there
-added patches to the respective ammo and health packs
-added a NEW route to last from lobby, that leads to the defender's high ground
-made windows on second's walls so that attackers can detect if there's a sentry on the point before they commit
-all dev textures with 40 reflectivity are now 30, as of players saying the map is too bright, as well 50 to 40 and 60 to 50
-added block bullets clips on the wooden pergolas on second due to concern from players that you can spawncamp the forward spawn safely through the gaps
-replaced some glass textures with more noticeable ones
-fixed some minor visual bugs