Removed that stupid UI experiment, sorry bout that to anyone who played it.

Added a wall between the two sections of the cave to stop easy captures

Added soundscapes to the map, played around with prop lighting, and fixed that as much as I could.
Lots more texture work, redid the little bit in the underground section to be lit up by things
Starting work on getting textures sorted out for the map
The only places not textured nicely are the middle area between spawns and the spawns themselves.

Made the pit more inviting
Adjusted HDR brightness as per feedback
Increased the height of the cafe building to stop people from peaking over
Added a fence by spawns to stop, at the very least, people from getting sniped from the cafe.
Several bits of optimizations to reduce the messiness of the area portals.
Completely reworked the interiors of the pyramids to help ward off rouge engineers dominating every entrance into the pit.
Reverted the big archway back to a normal size to reduce sightlines (trust me I tried a bunch of odd stuff and it never looked good, so this is my compromise)
Fixed seam issue in the underground area
Fixed red's quick escape hatch not working
Added a few boats, and quickly sunk them, in the water. Should allow being climbed up on.
Added a displacement to the sandy bottom of the water area so I could remove the ledge and have a smoother transition up to the coast block
Added a 30-second setup time at the start of the round. After capture, the captured flag is disabled for 7 seconds to reduce the speedy capping of the flag

Added a new underground passage area that connects the coast side of the pyramids, old blueprint room (which has been reworked as a result), and a small building partially inside of the operations for both pyramids.

Added particle effect which plays when a flag has been captured above the pyramid where it is captured.

Dropped the crates inside of the pyramid to allow for a bit more defense when someone goes for the walkway toward pit

Fixed the red's sign outside of the cafe to face the right way
Moved the truck by the shade cloths to not make people get stuck
Adjusted the shade cloth's clipping to be more precise

Replaced several rocks outside of the pyramid with new buildings

Reworked the programming for the flags and general gameplay to reduce logic issues

Transferred over the control of announcer voice lines to VScript so I have more fine control over when one plays. This means the announcer will only announce one flag drop and one flag pickup (the initial one) per flag lifetime (initial pickup to capture). Also fixes a small bug where if the flag is picked up when the round ends (meaning they drop it immediately) the drop voice line will not play now instead of playing over the round win announcement.

Reworked the quick escape hatch in the pyramids to be a one-way door. Still comes in handy when working as a team and one person captures
Added a sign to the executive suite pointing to the escape hatch area
Removed some tables on the balcony to improve movement
Shored up the stuck spot near the coast by the rock in the corner
Replaced the coast pyramid entrance with a one-way, quick escape, trap door

Improved the ability to jump out of the water by lowering a small section downwards
Fixed the odd texturing on the shipping and receiving side of the pyramid
Adjusted the height of the buildings in the center of the map
Adjusted the height of the clipping around the pyramids to hit the skybox
Added clipping to the back of the tents to make players not get stuck
Fixed a tiny seam near the spawn room archways

Replaced the door exiting spawn towards the back flag drop-off with an orange gate, no more door unexpectedly going down! It's a gate now!

Added clipping to the cart in between it and the archway so people won't get stuck

Removed collisions from the torches in the central blueprint room

Fixed duplicated brushes in the cafe's fountain

Added a new on-screen hud element shown to anyone who picks up a flag to tell them where to go
Fixed some vscript logic that was preventing red from having their flags moved around when dropped
Widened central blueprint room a few units horizontally to increase the amount of space to move once in that room

Added some junk in the water, don't pay too much attention to it
Basically scrapped all of the maps and started from square one in an effort to condense the map as much as possible.

Features a new watery route around the cafe with a massive deck perfect for fighting eating chicken.
All areas within the old map's pyramid are here in spirit, except reworked to fit the new layout.
Added an arrow in the spawn rooms to indicate where the flag is spawning from.
Improved no draw around the map
Fixed odd bit protruding from the tunnel entering the sphinx (by the water)
Fixed the golden pointed bit not being attached to the decor post

Fixed logic, now flags should be capturable (had to revert to pure CTF w/ custom outline colors instead of attack/defend logic)
Lit up the boxes under the ramps in mid
Added lights to the middle room

Added boxes to the carts next to the windows in mid so jumps are easier to pull off

Moved the ramp up to the paw back as it was embedded in the paw instead of being next to it

Ran around and func_detailed some of the support structures that I originally missed