Yes yes, we removed the wine cellar, but on the plus side we added some details

Changelog
Raised the floor in the pyramid pit a bit (along with all the triggers as well [Should not allow triple jumps out of the pit])
Fixed several texture overlaps/ dev textures being off
Fixed all lanterns to the ground/ box

Removed the wine cellar area, that section is now super dull, but it should focus gameplay toward the sphinx more
Added an interior area to bypass the archway and sphinx paw area while still in the upper section of the map

Worked on texturing the center buildings a bit more
Reworked the structure connecting the two paws of the sphinx to look more generic/ scaffolding-like with wooden beams
Reworked the plank going up to the paws into using the same design as the newly created scaffolding stuff as above (allows trimping!)

Textured the interior of the sphinx a bit more
Reworked the textures at the base of the cafes a bit





Mental note, ask the administrator if we have the budget for new photos
Did a lengthy lighting pass over the map (no more floating/ ghost lights)
Added fans to the cafe area
Started work on texturing the map (Building by the sea, cafe ceiling, sphinx indoor platform). not quite enough for this release to be considered a beta
Added some rocks and ground clutter around the middle area
Added a light in the barrel room
Added air conditioner to the top of cafe

Frog add

Note: this is probably the last alpha release until beta hits
Bug Fixes
- The flag heal beam will now disable when dropped (enabled when picked up)
- When picked up, the beams of light will disable themselves
- Migrated a bit of @Lacry's reverse ctf logic (particularly the game_text_tf notifications as they are much more elegant)
Removed the bottom route out of spawn, removed the side exit from the spawning area, and routed it through the garage area.

Removed the upper area in mid, hope this will focus the action toward the gate area and the sphinx more.
Added a side passage where the upper area in mid used to be, it is enclosed by should allow for some flanks

Raised the skybox ceiling a bit

Reworked the bit around the main exit/entrance to the garage a bit more since I removed the side exit out of the spawn
So marked for death and melee only deters people from picking up the flag, everyone at Mann Co told me it was a good idea, shows what they know!
Reworked the game mode a bit more:
Players with intel are forced to use melee weapons only and are marked for death (fan of war effect)
Added an RD dispenser to the flag
The flag spawn points now have a beam of light above them for whenever it is active

The goal for this is to make the flag bearers be dependent a bit on working with their team as they make their way to the drop site

Replaced the corner fence piece in spawn (facing the outside) with a solid block instead (team colored)
Reworked the brushwork around the larger archway to not allow people on top of them

The platforms in the pyramids have gotten their cover reworked, and the tops of the crate have been no builded

Removed the one-way door near spawns, replaced with an open gate with a way to jump over (note I had to add more cover by spawn to stop explosive spam to the spawn doors)

Reworked the underground areas in spawn to allow spawn points to be towards the back (thus people can see the stairs in the first place)

Improved clipping with the cafe windows and top of the doors near the coast.

Added more lighting in the stairway in the cafe

Replaced as many announcer voice lines as I could (referring to the pickup as "the device" and referring to picking it up as "we" etc)
So yeah, joke aside.

Completely reworked the spawn area, teams spawn on high ground and have the option of taking a tunnel inside of spawn. Added a one-way drop where the flag is now picked up.

General Changes:
Replaced the glass texture in the cafe to not be 100% clear
Added clipping to the windows in the cafe such that people can't get caught on the little tiny ledge there
Bumped the walkway across the paws out a bit
Moved the tables around in the cafe to help with jumping over them and not getting stuck

Removed the back half of the middle all the way, sealed off the archways, and added a thingy to make the top of the stairs to make it more of a choke point

Reworked the cover on the crane and added nobuilds to that area (can still build there, just not immediately facing the pit areas
Reworked the coastal area near the back of the cafe to make it impossible (prove me right demos!) to jump from the water all the way to an entrance into the pyramid

Reworked the connection between receiving side of the pyramids with a ramp down to the main room
Replaced that darn door to the receiving side of the pyramid with an orange door thingy that looks way more like a stock TF2 door (also added massive sign saying capture point above it)
Removed the back point of the middle, really didn't need it there
Replace the water in the fountain in the cafe with fake water (come on over to reeeaaal fake waters, tired of getting wet when you step on water, well with new REEEEALLL Fake water we make it feel like water, without you getting wet!)

Added a small health kit on the top floor of the cafe
Added a player clip to the stairs that are found going to the mid
Added/ Improved clipping on the tables in cafe (can still walk on top of them ok, just it won't block bullets)

Improved the notification system, the system now gives a message to players explaining the game mode when spawning in for the first time and when the round starts up

Fixed archways to brushwork to be flush with the floor (no more mr nodraw!)
Fixed a typo in the goal string
Fixed bug where caping players would respawn without visible weapons

The climb points on the cliffside of the mid have been closed in to prevent demos and solider from jumping straight over the far side there (does that make sense?). Additionally added a sign to inform people they can go up there
Removed the water that accidentally got into the shipping and receiving zone.
Yes, this is my second take at doing this redo:

This is an experimental update that completely redoes the center of the map to make it feel open, yet still offers fun gameplay opportunities. The idea is that the center of the map is a winding, sandstone ancient town, residing against a mountain with a "new town" section down below

General updates​

Removed player clip on the arches by the coast to lessen confusion
Fixed clipping on top of blu's garage so people can't stay up there (just a bug don't worry)
Redid the health and ammo packs (some have moved around) to allow for a brush underneath
Reworked the shipping and receiving side entrance to the pyramid, to make it more obvious that you can go that way
Fixed a small gap on the office side of blu's pyramid
Reworked the archway between the cafe and the garage to fully block the lane (added a walkway across to make up for it)
Reworked the spawn room's exit area, to remove the sun shades that were there yet still add a cover to those exiting the spawn rooms
Lowered the water levels such as to not interfere/ cause issues with the gameplay
Redid the cube maps on the map to make more sense
Changed the small arrow signs to be non-animated version as they added too much to the visual clutter
Reworked the flag notification system, primarily removing the notification about a teammate getting the intel. Additionally, the round start message has been reworded
Playing around with reducing the respawn times for players (Currently set to ~10 seconds)