- Added a white patch on the wall behind the RED base's sniper nest to make red snipers standing there more visible. Also made the light in the area brighter on both sides for the same reason.

- Changed the water texture.

- Moved the lowest pipes near the cylinder slightly.

- Added back the full ammo pack near the medium healthpack that I accidentally removed.

- Readded the particles underneath the jump pads that i had neglected to the bring back to the map after the rework.
Compared to e1, so few changes happened that I forgot to write notes while making changes lol.

The route from spawn up the cylinder tower's walkways has been changed; there's now a dropdown instead of jump pad onto the walkway. this was to remove the strong position where an enemy gamer could watch over all three spawn exits.

Added a new room to the flank on the cylinder side of the map to make it more interesting to play in + more valuable to hold.

As always, idk if any of these changes will work, but especially this one's me just throwing something to see if any of it works. I've recently been feeling like I wanna put this project on hold. I promised myself I'd finish it eventually, but probably not yet. I honestly dread moving into beta, because in alpha (and now experimental versions) I've been having fun just making minor changes here and there to the layout that I felt seemed good , but in beta I'll have to put more thought and even more care into making it how I want it. I worry that with my current skillset I won't be able to do it justice. I'll see.
- Enwidened the 'dock' area around the windbox (gives players a larger area to fight around) and moved the medium health pack buildings slightly (to be frank, I made this change mostly for visual reasons lol).

- Widened the wood platforms on either side of the windbox.

- Mediumified the full health kit next to the cylinder.

- The spiral staircase outside of spawn has been improved. (It's now got double the amount of steps and should thus be more smooth to walk up. Also again fully clipped (gosh is it tedious to clip lol))

- Pushed spawns back as per feedback (I think this was a good change ngl).

- Added more area to walk on on the fourth level of the map.

- Split the medium ammo pack at mid into two smaller ones and put them on top of the new platforms.
You know the ending of super mario galaxy? Yk, where the whole galaxy resets itself with all of the same people and characters in it but shuffled in a new way? Yeah, this is like that lol.

There are way too many changes for me to be able list succinctly if I were to do it the old way, but here are the main points:

- Completely remade everything from spawn up to mid. It takes way way less time to get to the control point after spawning now.

- Mid is now wider (a lot wider).

- More health and ammo packs have been added to accomodate the now wider mid.

- 45 degree angles. Lots of 'em!

- Spiral staircase! (fully clipped too)

- Probably (hopefully?) plays more deathmatchilly now.

- Replaced the sign next to the full healthpack with a proper sturdy (brushwork) sign.

- Visually, the respawnroom visualizers should now all finally be permanently fixed... hopefully.

- Brought back the old full healthpack!

The reason i started to remake the map was because I was never happy with the previous connectors leading to mid. They always felt like placeholders that I kept around for so long since I had more pressing issues with improving mid and making it fun to play for all (or at least most...) classes. I also wasn't satisfied with how, during most playtests of the map, I wasn't really seeing or feeling the deathmatchy and slightly casual vibes I was hoping for. This version of the map aims to steer a lot more towards the kind of map I'd love to play on taking a lot of inspiration from especially Hightower with how that map is mostly just two spawns and a mid with nothing really that can be called a proper connector in-between them.

I want to thank Sprinkles a lot. He gave me some great suggestions, inspired me to take the map in this direction in the first place and he's overall just kinda cool :3

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it's not even a Friday anymore. However, it is the 13th alpha...

- Fixed the announcer not counting down till the point unlocks. (Ohp, nope, it broke again. Darn it)

- Added a second resupply to spawn.

- Removed dividers on the cylinder tower, let's see how this plays.

- Detailed more.

- added a window to the wall next to the point.

- The vehicle elevator can now crush people.

- Added two more signs onto the cylinder.

- Added a new barrier in the caves near mid.

- All windows on the map are now a standardized 4 units thick. Before some were 4, others 8 and a few were 2 units thick.

- The spawn points now actually spawn people in the order i had originally planned for them instead of being... random.

This will probably be the last alpha. Am kinda worried about transitioning into beta ngl lol.

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- Made it so the RED vehicle elevator interacts with whichever team won the round.

- The spawn jump pad's with a door over the top of them now destroy any engineer buildings that are built on them when the doors open. (previously the buildings just floated there when the doors were opened, though thankfully I haven't seen anyone actually use this in a game lol.)

- Remade all of the pipes from scratch to look better, be more consistent, and so on.

- *Un*detailed the glass catwalks. Just gonna make it real simple for now lol. Later on I'll probably redetail them to make them more interesting, but for right now they just need to be something simple so they don't confused players.

- Upped the small healthkits in the bases to medium and removed the previous medium healthkits as they simply aided the enemy team in spawncamping.

- Reduced the original full healtkit to a medium kit; sayonara. This is not yet a permanent change, I might revert it, but I feel like this will be for the better. I do this because I want to encourage more people to go near the crocodile pit area, and this healthpack makes it pointless to go for the full one there.

- Fixed the full moon/halloween skybox activation. Convenient that it just so happens to be a full moon during development of a12 huh?

- Removed one side of the mid jump pads' ramps due to the fact that they're inside of the giant pillar next to them. Two dear lost ramps. Sad moment indeed.
- Reworded the text again using the words people used during the playtest used. ("spiritually koth_hightower" is so true(!) so i just had to change it to that, way more accurate and hopefully gets the message across better.)

- Added a bit more cover again to the point.

- Added a little detailing to BLU side. Includes a new monitor that tells which team is currently in possession of the point.

- STAIR

- Made the building around the exits to the main bridge thinner, so the doorway is symmetrically in the middle of it.

- Fully removed the lower drop-down path as these last few playtests have proven it really wasn't needed lol.

- Reverted some of the grate walkways into glass walkways again, but this time the glass is green lol. (It's so that it's clear that you're walking on a surface, that being glass.)

- Added a cool new vehicle elevator to red side. What purpose does it server gameplay-wise? None, but it looks really cool.

- Fixed minor texture inconsistencies and added more cubemaps.

- Packed custom stoff into a map for the first time! (Just some simple metal truss reskins i made lol.)

- Loading screen photo created (not included in the bsp, just had fun making it!)
Made with a prefab by Lacry found here: https://tf2maps.net/downloads/every-menu-photo.11831/

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- Reworded the message at spawn. I didn't like the previous one. And I still don't feel 100% happy with it, but i feel it's good enough now.
- Added a new hint brush to make it so jumpers, if they jump high enough, won't see the insides of the caves pop in and out.

- The jet particles for the jump pads are now angled to indicate what direction the jump pad will launch you. A great suggestion by Meff! I added this to just the jump pads that are outside and can be accessed from any direction.

- Removed the fences in the cavern areas outside of spawn. These were originally added to avoid spawncamping, but I was suggested by Goom to remove them so,,, we'll see how it goes!

- The map is now brighter, by a lot. Several people have asked for this, so I shall give more power to the people (lightbulbs)!

- Added a new wall underneath the main bridge. This serves to block sightlines and force the average distance for when combat begins to be shorter.

- Added in general slightly more cover to the point.

- Blocked off one of the entrances to the point to make it safer to stand there and so that there's one less angle to worry about when capturing.

- Changed the sign in the base that used to point towards the main bridge. It now points towards it and the window entrance to the point.

- Replaced the planks connecting the point with proper bridges with a pillar and pipes underneath it to cut sightlines. Comes packaged with a new sign to indicate the jump pad below/next to it!

- Changed the displacements near the full health kit.

- Replaced the old one-way door with a different (and better) one-way door to the jump pad next to spawn.

- Extended on of the pillars next to the chicken wire on the main bridge into a wall.

- Added platforms on top of said new wall.

- Fixed a jump pad activating the wrong ambient_generic entity.

- Shortened the diagonal ramps up to the second layer.

- Added some more pipes near the full health kit to make it still possible to get down from the cylindrical tower quickly without fall dmg.

- Changed the medium healtkit near the crocodile waters into the second full health kit. This is to encourage people to come out there more often and to get closer to the crocs, which usually people avoided previously as it's quite far away from the point.

- Cut the metal walls on the catwalks leading up to the cylinder. This makes it possible for scout to jump up to the catwalk (again).

- Wind.

- Punched a hole in the rocky wall that jumpers can now take advantage of. (I really wanna see someone rocket jump through it in a rollout).

- Added text near spawn to answer the two most common questions/comments about the map. If I hear anyone ask or tell me that the map's verticality in theory makes soldiers and demomen oppressive or comment about how the mid feels deathmatchy one more time i will literally explode into a billion pieces.

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There weren't actually that many changes this time around (imo). But I felt like the changes were large enough for another version. I also had way too much fun looking around the map and taking screenshots of it now that I added the fog and shadow entities from hydro to the map.

- Moved a light prop that was a stuck in a wall out of the wall. (nobody told meee!! Gahh.)

- Fixed one of the jump pads firing the wrong particles. Woops, lol. Tbf, I was really tired out when figuring those particles out; not surprised that one slipped by.

- Made the point make a little bit more sense in-universe. Specifically it follows the laws of gravity finally lol.

- Extended the lower ring for the point be a bit wider. You can now fall from the upper ring directly onto the lower ring.

- Changed the cover on the point slightly due to the previous change.

- Added propane flask.

- Changed the pipes into kewl brushwork pipes. (the bad LOD:s on those yellow pipes begone!)

- Continued with minor detailing here and there.

- Computers.

- Added another sign in the caves to better indicate the jump pads in there.

- Clipped the pipes next to the point a bit more to be more flat.

- Added another light; this time on top of the medium health pack under the point.

- Added a new pipe to the pre-existing duo next to the point.

- Adjusted clipping.

- Now includes even better lighting! (and fog.. OooOOohh... fog...)

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