Turned on collision with the diagonal shade cloth
Various func_detailing and no draw optimizations to help optimization, but primarily to help myself compile the map faster (yay! no more 2-hour vvis times!)
Reworked the props to get over the fences near the spawn
Reduced the size of the stove's hurt brush (no more brushing against it and burning!)
Added an awning above the main entrance to the cafe
Improved brushwork of the sphinx
Moved the sphinx's sarcophagus backward a bit and moved the health kits in front of it
Moved the forward flag spawn points forward on the table so people can pick up the flag without climbing on the table

Added barrier at the top of the loading dock stairs
Added a cover area outside of spawn room
Moved the crane in the pyramids forward and closer to the broken window to help out jumps

Reworked the interior of the garage to add a cut-through and make it less linear

Reworked the coastal side of the cafe to have a more defined wall segment to block soldiers from hopping over directly to the loading docks of the pyramid

Added a strategic shade cloth between garage and cafe to help stop rocket jumping a bit more, also gives cover to those running across the gap and onto the top of the garage

Improved the Vscript logic a bit more to ensure it won't move the flag if someone is carrying it

Turned the stoves on
Lowered the skybox a tad
Yeah, I kind of forgot to pack them into the older versions...

Change Log

  • Changed the side stairs on the sphinx's paws (to add clipping and because I wasn't happy about how the model looked)
  • Fixed clipping issue on the stairs in the cafe
  • Removed large ammo pack near the pit, kept the large health kit though (there is still the medium ammo nearby though)
  • Removed the fire brazier in the admin rooms in the pyramids
  • Reworked the side entrance to the sphinx to make it widen more
  • Added an arrow to the airboats to point toward the side entrance
  • Apparently forgot to remove the collision with the paws, so did that
  • Lowered the water level to help highlight the side entrance to the sphinx
  • I played around with texture scaling and offsets to make them all look consistent
  • Reworked the logic for the switching intel locations (there are no longer two for each team [this was causing graphical issues] and now has only one per team, with teleport points for the locations instead)
  • Reworked the hanging platform in the pyramids (allows me to lower the ceiling a bit) and added an extra box on the platforms
  • Capping teammate gets a quick respawn with a short uber and speed/ weapon boost
  • The fence jump from spawn has been made more prominent and made possible for some other classes outside Demoman and more solid
  • Added some rocks that should (in theory) allow people to climb to the top of the hill without blast jumping or climbing the stairs
  • Made an attempt to make the traversal of the seats in the cafe feel decent (using bounding boxes on the tables and chairs)
  • Added some custom effects to the sphinx that plays once a team captures
Changed lighting in the tunnel to not be as bright
Changed collision on sphinx's body to block everything
Created a custom collision body for the sphinx's paws
Moved the health and ammo boxes in the tunnel backward so that they are visible from the central portion of the tunnel

Fixed the red resupply lockers not to be tiny (those were for the tiny desk teammates)

Modified the loading zone door to have a different texture along with a glass window so people can peer in before they continue

Reworked the top of the middle section, turning it into a cave such that it is able to more effectively block line of sight and stop soldiers and demos from rocketing over the middle section all together

Fixed lighting problems found in the sphinx

Added logic to respawn the capping person within 2.5 seconds of their capture (allows for them to see their body flop around at the bottom of the pit)

Added medium ammo kit to the top of the cafe, since it seemed cool
Added extra cover around the sphinx's paws and a new pair of obelisks to block the sight line between the two waterfront sections
Completely redid the central area of the map, making walking times shorter and allowing less of a sightline from the cafe's deck.

Fixed red's capture zone's door sign

Improved clipping on the sphinx
Extended the central entrance into the sphinx to allow more width on the platforms above, added props to help with traversal between the platforms and the paws

Reworded the carrier's pickup message to make sure people know that they have to sacrifice themselves to capture
Added brief hud text before the round starts for every player to announce the goal

Hopefully packed everything together correctly.