A bunch of small changes, honestly can't remember what they all are since I made them so long ago. Hopefully they're improvements!
If this doesn't fix cubemap issues, I will eat my hat.
Added:
- Indicator lights on active minecart rails to make it VERY obvious when one is about to pass through

Changed:
- Slightly extended the right hand flank shack, gave it a new entrance closer to the flank tunnel, and shortened the tunnel underground that leads to it. This is all in effort to encourage more usage of it, as playtests indicate it is slightly neglected.
- Raised and shortened the underground tunnel route. Feedback and testing indicates it sees little use and is not integral to the overall map, but I honestly can't think of a better way to allow players to escape the deathpit. Until then, it's minimized to at least make passing though it faster.
- Shifted some geometry around in various places to try and provide a little more cover from snipers

Fixed:
- Fixed blast damage penetrating through the fences in front of the cap point
Changed:
- Lengthened mid slightly, results players needing to cover more ground to enter enemy territory, also adjusts some sightlines
- Raised the fences near the flanking shacks to disturb a sightline
- Altered main exits to mid to better direct players to the point

Fixed:
- Visualizers being visible to the wrong teams
Added:
- Visibility fence in the pillars surrounding the elevator to allow players to see the control point as soon as they exit the gate, and to allow those capping the point to see attackers earlier.
- A new ledge along the side of the pit where players blasted off the point can catch themselves.

Changed:
- Raised and clipped off the roof above the building along the flank to nerf a powerful sniper perch.
- Reduced healthkits along flank routes.
- New floor textures.
- Lowered cap time from 12s to 8s.
- Removed an unnecessary door and merged the control room into the larger room beyond.

Fixed:
-Various small issues with lighting & displacements.
Added:
- Minor detail elements
- Rotating elevator drawbridges, they deploy when the point becomes available for capture.

Changed:
- Extended the roof above the control room to form a balcony
- Nerfed the sight lines in the highest rooms, snipers need to expose themselves more.
- Slightly reduced river push force
- Opened up the connector from the main building to the high room

Fixed:
- Fixed players not always being killed by the minecarts
- Clipping issue above one of the buildings
Version A7 of koth_descent

Added a few small visual changes and some improvements to the lighting and HDR. Moved to a7 because a6b is a nuisance. Looking for extensive feedback testing to refine the layout.
No more custom textures because CompilePal can't pack them. I will fix this, as soon it starts to make sense!
Minor update, fixed some HDR issues.
Version A6 of koth_descent

Added:
- Light fog
- Light mist over the rivers
- Observer points

Changed:
- Shortened the tunnel area to be less flanky, now only connects to one of the shacks

Fixed:
- Added more visual cues for the minecarts
- Volume of minecart alarms increased