Thanks to everyone who provided feedback and/or tested in the latest tests. Close to going into art pass/Beta after this version.

Updates to this version include:
- Sightlines reduced
- Geyser tech and timing have changed. Geyers are still random, but remain on for 3-4x longer and only remain off for a max of 15 seconds. One Geyers removed from D. Geysers no longer bounce/no lag issue. Improved clipping around geysers
- More health throughout C and D, slight changes to a few positions
- Changes to structures on C to enable better sentry placements, new rollback zone on C,
- New path added to get into D, new spawn room on D, overlook and more room to play, rollback zone length reduced by ~20%
- Cart length from B to C increased by ~200 units
- Cart length from C to D increased by ~200 units
- Spawn door issues fixed
- Reduced overall prop usage
-Fixed displacement issues/cleanup
- Blue first spawn length to point increased by 128 units
- Time added to the clock after capping A reduced by 30 seconds
- Time added to the clock after capping B reduced by 30 seconds
- Maximum clock time reduced by 30 seconds from 10 minutes to 9:30
- 2nd spawn door added to Blue's last forward spawn (this helped enable bot testing for the last point)
- Lots of love for everyone
The map has been updated after 7 years to a 4 pt pl map. Now includes most geyser and finished dino bone assets.

Thanks to Jukebox for the great work on the dinosaur bones and geyser prop assets. Thanks to Littleboots for the geyser particles.
Looking for feedback on gameplay at this point for all four stages. Thanks for the feedback.
A5 is finally out after months of work. The final/2nd stage was added which includes about 60% new content plus many updates to the first stage.

Updates to A5 below:
- 2nd/final stage added (two stages, 5 points total.) Map is now complete for layout outside of future testing.
- Geysers have been added (can affect gameplay/players.)
- Some structures updated on the 1st stage
- More optimization to first stage
- Cart track/movements smoothed out in some places
- Red building in the first area has been changed to the advantage of red. Front door for blue eliminated, platform added with access by geyser
- Gate on 1-2 (on elevated platform) added to open after 1-1 is capped to reduce confusion and players getting stuck on a dead end hallway

Currently testing for optimization of gameplay for both stages has begun and I'm hoping future fixes and updates will roll out on a more regular cadence moving forward.

I'm excited about this version as it is finally the full release as initially intended and we will finally see some of the geysers in action throughout he map. These geysers will be optimized (possibility more) over time as we see how these affect gameplay. Additionally, Boots is at work adding two more geyser sizes and Jukebox has completed many of the main dino-bones that are currently being held as placeholders by brushes in A5 and previous versions. I expect they will be included in near future updates.

Let me know of any feedback so that I can include fixes it in future versions. Thanks.
A4 Updates include:
-Fixed blue spawn
-Cart now heals blue
-Windows added to blue spawn and slight changes to spawn
-Back red building on 1-2 has been reformed
-Long flank hallway changed to feel shorter and more cover - Door added to open after 1-1 is capped.
-More consistent lighting
-Removed health from red back platform
-Reworked top hallway to make it slightly shorter and more optimal to take
-Geyser sprites should be fixed
-Added final displacement to beginning area
-Overlays added for health
-Made ledge coming into 2-1 not jump-able by Red
Chang log:
-Added tunnel going from first point to second to Blu's advantage
-Added cover to tunnel going to 1-2 to lower snipe lines
-Added more space to 1-2 area
-Added pipes (brush placeholders) as extra walkway and cover
-Made ledges more distinct to show what can be jumped on and what can
-More optimization
-Fixed cart turning on 1-2 at the end
-Added water and made ramps more distinct
-Added some cover in a few areas
-Made stairs less harsh to walk up going to upstairs area leading to 1-2
-Added new sniper window on upstairs window
-Geysers added for early testing of sprite, placements will most likely chage. They have no impact on players currently, but will in a future state
A2:
-Fixed Red Spawn door filter issue
-Fixed lighting prop in red spawn to come off of wall