New soundscapes, displacements, water and props and details everywhere! finally looking how I imagined it would!
New Layout in third path to intel, less confusing and with a stronger sense of space.
Fixed an upside down texture in blue base.
Opened up battlements to the upper area again to encourage players to use the areas that connect to it.
Much improved over the disastrous alpha 2.
new sewer area.
battlements no longer connect together.
second spawn has two doors and the pathway there no longer goes to intel.
reworked intel area with more varied (recognisable) and much less cramped play areas.
more arrows.
raised ceilings in areas.
simplified layout, less windy corridors, certain areas larger with more opportunity for fights to be more varied.

removed extra stairs in sewers.
upper mid now connects to upper catwalks instead of deeper in bases.
widened multiple corridors.
lower courtyard now is much larger and connects slim passageway with base entrance.
area outside main spawn has wider exits and general less cramping around the map.
one small extra doorway to spiral staircase.
"windy" corridor has been completely removed and "cylinder" room has rotated and connected with lower area at second spawn leading straight to intel window.

looking for feedback and help on perhaps if the standard ctf game mode should be changed to something more unique to make better use of the central open area.

Still need to work on gameplay prop placement (add some) and looking for ideas on other tight feeling areas.