This update has:
- Less walls around 2nd so it's not too cramped.
- Battlements between mid and 2nd have been lowered and changed.
- New building near 2nd.
- New route to mid.
- Fixed stairs at mid.
I made:
- Last have more space and control point is further from the spawn.
- A new route you can take around last.
- Mid has walls to hopefully block sightlines.
- Tweaked light env.
- Health and ammo tweaks and more.
Changes:
- Mid is more open and removed prop jumps to one of the routes.
- Last is changed to have better height for the defending team.
- New route out of last to add better height for the defending team.
- Ammo/health moved/added around the map.
Few changes are:

- Made 2 more routes leading to last.
- Changed lighting and skybox (no skeletals pls)
- Nudged last point foward a bit.

I would like testing for this...
Changes are:
- Increase cover in 2nd.
- Revamped underground to only go to 2nd. The old ways to access the underground have been blocked off.
- Mid changes for less height advantage.
- Added little building near the cliff in 2nd.
- Lowered and colored lighting on last. (Yes and spawnroom is bigger)
- SUPER VERY NICE 3D ARROW. (That fades in and out) On the rock I added in 2nd.

Now I'm update faster because no skoo.
Yes, some changes.
Now looks like the way it was meant to.
- Made 2nd much smaller and HOPEFULLY made the point more prominent.
- Changed last and last spawn to resemble to other 5cp lasts.
- Changed mid for more height variation.
- Destroy completely the giant flank routes to simplify layout to prevent confusion (maybe)
- Grass change.
- Moved all spawns a little because of above changes.
Many many changes
Most were based off Inqwel's feedback:
http://tf2maps.net/threads/deadsky.27967/#post-370325

Some notable changes:
- Reworked last.
- Grass area has way more stuff.
- Mid slightly changed.
- Merged flank routes to 2nd and invented new battlements.
- Tweaked light_env.
Changelog A2:
- Added a fence in grass area to shorten the size a little.
- Changed where last spawn is and closed the original area up.
- Added dynamic 1-way flank doors that open when 2nd to last is captured.
- Added barricade after capping 2nd to last to prevent people running the wrong way.
- Fixed skybox so less of the map renders.

(plz i need more help on the overscaled grass place)