• Added new routing around B for blu.

  • Reduced distance of sightlines on A and B that were just a bit too oppressive
  • Fixed a door Z-fighting issue
  • Added some missing cover on C

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  • Blocked an unintended sightline
  • Added an additional door to pathing to B
  • Added metal for B defense; Sorry about missing this one!!!
  • Condensed C battlements to reduce walk distance for blu. This also opens more routes for them to hopefully take advantage of!
  • Re-added Frog

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Reworked mid spawns and C

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This is a prelude to a4, as there are more changes I intend to get concerning the B spawn room and C itself, but I committed myself to IMP hosting so gonna run with just this change.

• Added a proper flank from A to B to encourage Blu to use their secondary high ground area

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  • Added a ramp to Hotel Roof for Red and railings to remaining dropdown
  • Added an A forward spawn for Blu
  • Added a second route from A-B on the dropdown
  • Removed confusing saw orb door thing (it had good intentions, trust me) and replaced it with slow doors
  • Added a cubby into C
  • Fixed various clip spots
  • Added missing lights
  • Adjusted spawn and cap times slightly

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  • Refocused A Flanks to be stronger for Blu use
    • Hotel Roof now requires multiple red prop jumps
    • Interior Flank is now inaccessible from Red side, with new bridge for Blue
    • Replaced Blu prop jump with a ramp
  • Reduced Blu respawn cooldown before A cap
  • Added extra signifiers for Red to A
  • Fixed a floating prop

    No changes to C yet, I know its a bit tight but want to see how it plays as is first.

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  • Delayed Blues forward spawn activation to prevent accidental teleportation into Reds final spawn
  • Fixed missing player clip above Blu start spawn
  • Added some ground textures to outdoor areas
  • Added some rocks to A battlements

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