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Changes:
-New artpass of C
-Widened door from RED spawn to A
-BLU now has roof height to counter RED's A cubby
-Added gate blocking route from BLU spawn to B + C
-New RED highground hold at B
-Various fixes
Changes:
-Added several doors throughout the map
-Gave BLU better highground at C
-Redesigned sentry cubby at A
-Improved lowground flank for BLU at A
-Added route from top to bottom of B
-Shoved some piles around
-Improved clipping
-Brightened fire
-New wall in front of RED spawn
Changes:
-Expanded BLU spawn courtyard
-Widened opening of sentry perch at A
-Turned previously OOB area at A into flank
-RED force respawns after A cap
-Changed routing from RED spawn to B
-Added highground and greater route options at C
-Cart now caps at top of elevator
Changes:
-Moved point A forward on the track
-Added a point at the crane
-Added one-way door from A choke into C drop down, closes after B cap
-Rerouted route from C to A
-Added flank at A for BLU to better combat RED's doorway
-Closed previous A flank
-Fixed missing displacement faces on roofs map-wide
To come:
-Redesign final
-Redesign starting area
-Expand on point B
Changes:
-Artpassed the map
-Added rollback zones to the crane
-Reduced RED's respawnwavetime from 10 secs to 7 secs
-Added small cover to RED's highground at B
-Slightly lengthened RED's walk time out of spawn
Layout changes:
-Added new flank from B-choke
-Added cover to balconies at B
-Rearranged concrete pile at start
-Adjusted ramp at Start->B-choke building
-Removed pillars at elevator
-Upgraded small health at A to medium
Logic changes:
-Fixed elevator logic breaking after cart rolls back
-Fixed misplaced control point on HUD
-Decreased BLU respawnwavetime after A from 4 secs to 3 secs
-Moved path_tracks down 8hu
Misc. changes:
-Adjusted clipping map wide
-Found somewhere else to hang out
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