Alpha 13
-made choke on street tighter
-replaced curb textures from dev to concrete
-added a back area to second, that contains a stair up to balcony, plus a new entrance to lobby
-moved the packs in truck to the choke near river
-added cover in river
-removed most arches in river
-made the entrance from river to second chokier with the ability to see people entering flank but keeping the cover
-made the walls around last shorter to defend point without being able to commit
-last now caps slower, but not as much as other versions
-respawn times are now shorter and more consistent across the board
-added more cover on last balcony
-clipped most door frames to avoid getting stuck
-added a roof in mid point
-added a new "bats" in middle for high ground plus a plank near river for pogos and high ground
-simplified the arches in middle flank
-made the spikes in choke deal more damage
-simplified the water logs
-fixed a box
-fixed a car that got to last out of nowhere
-replaced truck's model
-roof
-probably more but I did so many lightning changes in less than a day that I literally don't remember
ALPHA 12
-made river flank on mid bigger, moved the archs from the wall, made them bigger and fewer, fixed on of the doors being smaller than the other, made the upper door bigger, added more lights, added stairs to make flanking slower, and added small health pack
-clipped many geometry
-made the windows not solid
-added crates on a corner
-made the ramp to bridge narrower
-made the wall on that ramp lower, to cover people bellow it, but to leave people above it exposed
-removed one of the river poles, and made them have more space between
-made it so you can no longer stand above last spawn room's doors
-made the half wall on upper lobby higher
-optimized multiple brushes, to not overlap each other
-made some lamps dimmer (not the light, but the glow on the prop)
-increased skybox height
-fixed an error where a blockbullet on second was very low and you could splash damage where you shouldn't
ALPHA 11
I'm back baybee
-added clips on multiple curbs
-added clips to the scaffolding on lobby
-overall map now brighter
-fog closer
-lobby, mid flank, second's forward spawn, and other dark areas have been lighted up, or the lights have been increased in brightness
-pushed balcony on last outwards, now last is wider
-added a new section on last catwalk, new stair to rotate to lower arches
-changed last's floor from tiles to displacement grass
-added a gravel hill on last for fast access to balcony
-added a flower pot on second's double stairs
-made mid's wooden walls next to river further away from the wall
-reworked some clip brushes
-added A R T
ALPHA 10

-remade lobby's roof to have bigger windows
-added block lights on brook shutter
-added a plank to gro from street to the top of the gazebo alongside a barrel for cover
-detailed rollout a little bit with glass exhibitions and a door
-added a scafolding on lobby
-made the connector platform on lobby have grates
-added some flags on some places
ALPHA 9
-added lights on dark corners on second
-made shadows lighter
-made fog thicker, golder, and to start further away
ALPHA 8:
-STARTED USING BRAND NEW HAMMER++ (awesome)
-added cover on lobby for defenders
-increased range and brightness on lobby's lights
-added fog
-added window on spawn
-added lights on forward spawns
-made wall on second's balcony taller to leave only one exit
-added some textures on mid
-made some barrels blue
-made a bulding on mid taller, specifically the one on flank
-made some sky boxes higher up
-some more changes that I forgot if I made them this version or not
This are some really smal changes, lowered a wall on second to avoid crouch shooting with safety, added some lights, basic stuff, just going for a retest to have more changes on a8
ALPHA 6:
-added team colored buildings with detail to show sides
-added walls and cover to minimize sightline into defender's spawn in last
-removed arch entrance to last capture point from spawn
-made a pillar thicker to avoid sightline from far left entrance at lobby to spawn
-added a wall on upper lobby to reduce sniper advantage
-lowered the grass patch on last to allow jumping
-clipped big lobby doors to avoid players standing on top of it
-clipped concrete grass thing on second to allow easy movement
-clipped a wooden plank and box by street's car to jump more consistenly
-moved last spawn points further back alongside resupply cabinets
-added lights on mid's forward spawns
-increased height of skybox at last
-added slanted wall on spawn for rollouts
-added more clips above walls to the skybox to avoid illegal high-ground advantage (hehe)
ALPHA 5:
-fixed overlays not showing
-replaced bridge's texture to show where is the capture zone exactly
-capture point trigger on second doesn't reach the roof anymore
-replaced all indoors dev textures from 20 to 40
-added more lights on lobby
-removed recently added pickups on brook
-removed a small health pickup on last by the main door
-reduced hdr bloom by .1
-increased last's capture point trigger size for capturing
-moved a health kit on second window to lobby
-removed a block bullet abova an arch on second to brook
-- LAST IS BEING REWORKED --
-moved the radio stand to the middle and facing the point with a box and barrels for clarity
-completely removed far right route and reworked it into a balcony with smaller stairs with a wood plank that leads to a dirt concrete patio thing (sorry can't recall name)
-added more cover on far left entrance
-added small entrance to point from left spawn exit
-angled cap point walls so that they aren't ugly rectangles that look like an after thought
-moved the hanged clothes to avoid blocking sight
-added a generator cart for cover and to jump onto the stand roof
ALPHA 4:
-changed the barbed wires on mid to spikes
-fixed more z-fighting on arches
-fixed gap between some stairs and the floor on last
-toned down all reflective dev texture by 10 (30 to 20, 40 to 30, etc)
-fixed a respawn room visualizer on blu last that could be seen by blu
-radio's speakers are now normal radio speakers and not modern good-sounding speakers
-clipped an out of bounds area
-removed some medium ammo packs that made engineers in second very strong
-made last longer, the point more covered, high ground harder to reach from point and removed secret shutter
-remade the arches on last, top ones from 2 to 1 and lower from 6 to 3
-lobby is now integrated to the far right entrance with a cat-walk and a better ramp
-last now has clothes hanging for detail purposes
-added more lights on closed areas