More building changes

a13 > a14

Mid:
-Building has been less damaged
-New extension to scaffolding
-New central ring platform
-Barrels changed to more substantial geometry

Building:
-Shutter removed
-2nd level removed from alley building
-raised ground made uniform, new ramp to low ground
a13 > a13a

-Fixed BLU's respawnroom being set to RED.
That alley is annoying, hopefully this is a nice fix to section things off and make it better

a12 > a13

Mid:
-Alley has a new building added to it that connects directly to the extra high ground closer to point
-Changed ramp location to prevent peek-a-boo snipers
-Medium HP changed to small
-HP and ammo moved next to ramp
-Changed lip to just being over door so you can't cheese your way around the 1-way

Building:
-Changed window drop to one-way door to new alley building
Just fixing up some sniper sightlines, I do feel that the time of alpha will end soonish

a11 > a12

Mid:

-The fallen tower is gone
-Open side reworked slightly, features some raised ground that is crouch-jumpable, but not tall enough to be a feasible cross-map sightline
-No access to the building window from here now unless you're a class with mobility
-Some geometry in mid changed a bit for sightline reduction as well
-Removed the smaller center cover on pit side
-Moved the health kit and ammo in that area back a little more

Other:

-Touched up some textures and clipping and a bit of optimization
The building was interesting while it lasted but it isn't earthquake-proof

a10 > a11

Mid:
-The building has been demolished
-It is now open to the air with cover dotted around the cap via ruins of it​
-Sealed the hallways above the cap

Building:
-Added a window for more visibility
-Closed a different window to prevent a new degenerate sight line
So yeah, I don't really like what the new high ground did but I did kind of figure out a bit of a middle ground with it and should still make it a lot harder to turtle on point

a9>a10

Spawn:
-Moved all spawns to lower floor
-Ramp to upper exits moved forward and made a little more obvious

Building:
-Fixed a window that had somehow gotten itself messed up in dimensions, no longer need to jump to exit it
-Slightly extended plank from courtyard -> building upper entrance to make it easier to explosive jump in

Mid:
-Removed fat high ground
-Hallways are still there, but they drop down now to directly outside the point​
-Old balcony above point removed
-Window kept as a possible entrance for explosive classes and scouts​
-Re-added old fences as the side cover for entryway
-Plugged the hole below ramp plank

Other:
-Added clipping to all fences before mid to prevent falling out in unintentional places
-Removed some old janky clipping
So, cliff area gets another facelift and now there's a nice high ground attack route that leads directly into the point

a8a > a9

Spawn:
-Fixed a small hole in spawn, thank goodness no one noticed it

Mid:
-Tower medkit changed to a mid heal
-Adjusted entryways
-Removed boxes
-Balcony added above the point

Cliff:
-New building added next to the cliff, with a route directly over the entryway
-Made the ramp bigger
a8 > a8a

-Fixed team spawns
The goal of this update is to try and open up a little more action and make it a little easier to get onto point or clear it out

a7 > a8

Mid:

-Removed the small boxes allowing all classes to jump on the bigger boxes
-I had added them in a6 > a7 but forgot to document it, but this time they are gone FOR GOOD​
-Added a new high ground ledge in pit area, somewhat exposed but promises a good spam point to discourage cap camping
-Added a new window to make transitioning from tower into building much easier
-Also makes it easier to flank snipers up there for you scouts and spies​
-Widened the ramp up to the top of tower
-Removed a part of the cliff that was causing more sight line issues
-Removed the medium ammo pack next to point
-Trying to incentivize engineers to play a bit more conservatively and use more of the spots I actually want engineers to build on.​

Building:

-Some tweaks to the spytech transition hall
-Fixed up warning tape on dropdown

Spawn:
-The earthquake did even more damage and knocked down the walkway, leaving it open as a dropdown spawn or as a quicker way for explosive classes to get into building on the other side
-Removed furthest spawn door
-It saw literally zero(0) use in playtesting​
-Just a quick thing to address some feedback, the shack outside spawn is there to make sure that snipers don't cause shenanigans when they stand at the cave entrance and give attacking option into that opening

Other:

-Fixed roofs all over, each team has their own roof
So, here's the biggest update I think my map's seen so far. Hoo boy. Just a quick fun fact, this map went from ~9200 hmu in length (including skybox) to ~7400 hmu, it's wild. Also I hate not documenting everything but the spawn and first area rework is so significant it's hard to put it all on one post, just give it a try.

Also, thanks to Fault in Maps for some suggestions for courtyard.

a6 > a7

2nd Building:

-Completely removed
-The new map layout in sections is spawn > courtyard > building > mid, and will be referred to such from here onwards
Spawn:

-Completely overhauled, moved forward significantly

Courtyard:

-Brand new area!

Building:

-Added room partition behind ramp to section it and to cut off some sightlines
-Walkway now has a small building for easy dropdowns

Mid:

-Fixed missing clipping on fences
-Slightly increased size of rock ramp to cliff
-Added a small ramp on inside of windows
-Added a plank to make transition from rock ramp to front door access smooth
-Added a rock under it to deny access
-Slightly increased size of wall above pit-side window on mid building
-Fixed up some non-matching geometry